• Title/Summary/Keyword: user' behavior

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A Call Recommendation Algorithm Design and Verification with ESM (통화 상대 추천 알고리즘 디자인 및 ESM을 통한 평가)

  • Lee, Seung-Hwan;Seo, Jung-Suk;Lee, Gee-Hyuk
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.357-362
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    • 2009
  • We propose a method to recommend most likely people to call based on call log of mobile phone user. Call logs of an user can reflect calling pattern of the user include regular calling behavior. When user got a list of people to call with a click of 'send' button on the phone, the time and effort to search a person with several typing or to select a person from the list can be definitely reduced. This paper presents the design process of an algorithm to find most likely people to call at a certain moment and the verification process with recorded call log and Experience Sampling Method(ESM) on mobile phone.

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An Analysis of Time Use on Activities of Daily Living : Considering Korean Adults in Seoul (일상생활활동에 대한 생활시간 분석 : 서울에 거주하는 한국 성인을 대상으로)

  • Lee, Dong-Hun;Lee, Ho-Jin;Chung, Min-K.
    • Journal of Korean Institute of Industrial Engineers
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    • v.37 no.2
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    • pp.105-117
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    • 2011
  • This study describes behavioral characteristics of Korean population over twenty years old in a variety of activities of daily living by analyzing the raw data of the time use survey provided by Statistics Korea (KOSTAT). Seven activities and forty four sub-activities of daily living were selected for analysis : personal care, employment, household care, family care, voluntary work and community participation, social life, recreation and leisure, and travel. In order to quantitatively understand how Korean adults spend their time for a day and how their lifestyle changes over time, we collected the time recorded by 3,673 respondents in three surveys over the past ten years (in 1999, 2004, and 2009). Then, we performed analysis of variance to compare the behavioral characteristics by user age and gender based on the mean time of each activity. The differences in behavior among user groups and over time could be used to design ergonomic products and services based on user experience, especially for universal design of housing and transportation facilities.

A Study on the Structure and Characteristic of Overlapping of Storytelling about Experience Space - Focus on the Museum space - (체험 공간 스토리텔링의 중첩 구조 및 특성에 관한 연구 - 뮤지엄 공간을 대상으로 -)

  • Ahn, Hyunjeong
    • Korean Institute of Interior Design Journal
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    • v.22 no.4
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    • pp.41-51
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    • 2013
  • Lately in many cases, Spaces are designed by stimulating user's sensibility, emotion, psychological software over based on the user behavior and purpose of space. Because space is not only practical using and use purpose but also the place for expressing ourselves by experiences. But space is a physical thing. so we need to arrange a structure of abstract and formless source of design by sophisticated grammaticalization. Especially storytelling of that abstract thing have characteristics of relation, process among users and space. because storytelling is focused on the discourse of stories and relationship record of that discourses. So this is used by expression device for user's emotion things and subjects in numerous cases. And storytelling is the basic, important element for user's experience in a space. By the way, Overlapping is also basic element for being possible to make experiences by concrete thing. that is because, Overlapping is layering phenomenon of some objects. Overlapping is made distance, distance make depth, and this relations take us an experience. Finally storytelling, Overlapping and space of experience are relation of cause and effect. So in this thesis, researcher looks for the relation characteristics between storytelling and overlapping by experience. and makes the abstract source into concrete and sophisticated formular.

Improving Performance of Web Search Engine using Query Word Senses and User Feedback (질의어 의미정보와 사용자 피드백을 이용한 웹 검색엔진의 성능향상)

  • Yoon, Sung-Hee
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.8 no.2
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    • pp.280-285
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    • 2007
  • This paper proposes a technique improving performance using word senses and user feedback in web information retrieval, compared with the retrieval based on ambiguous user query and index. Disambiguation using word senses is very important processing for improving performance by eliminating the irrelevant pages from the result. According to semantic categories of nouns which are used as index for retrieval, we build the word sense knowledge-base and categorize the web pages. It can improve the performance of retrieval system with user feedback deciding the query sense and information seeking behavior to web pages.

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An Exploratory Study of Information Services Based on User's Characteristics and Needs (이용자의 특성과 요구에 기반 한 정보서비스에 관한 탐험적인 연구)

  • Lee, Lan-Ju
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.27 no.1
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    • pp.291-312
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    • 2016
  • The purpose of this study is to develop an effective information service process based on user's characteristics and needs in academic libraries. The process was informed by analysis of the entire information service cycle using real users as an exploratory study. The interview process between the user and information provider, and the information provider's perspectives regarding information services demonstrated that the user's information and subject analysis, effective interview methods, communication skills, information provider's recognition of information services, and core ability are important elements for effective information services.

Design of the XML Based Educational Adaptive Hypermedia System (XML 기반의 교육용 동적적응 하이퍼미다어 시스템 설계)

  • Baek, Yeong-Tae;Lee, Se-Hoon
    • The Journal of Korean Association of Computer Education
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    • v.7 no.2
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    • pp.67-76
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    • 2004
  • The problems of developing web based adaptive hypermedia for education using XML are discussed in this paper. We define two different markup languages using XML. The one structures the domain model and the another describes the user model. These language can be easily extended and authored, with the result of obtaining a simple methodology for data structuring in the field of web based educational adaptive hypermedia. Also, We have suggested three learning rules that automatically restructures hypertext networks according to their user browsing behavior. The user profile is contained in a user model, while the knowledge about the domain can be represented in the form of a concept based domain model. Accordingly.

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A Study on the User Acceptance Model of Mass Collective Intelligence (대중 집단지성의 사용자 수용 모형에 관한 연구)

  • Lee, Hyoung-Yong;Ahn, Hyun-Chul
    • Journal of Information Technology Applications and Management
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    • v.17 no.4
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    • pp.1-17
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    • 2010
  • As web technologies evolve and so-called Web 2.0 technologies appear, collective intelligence is being applied in widespread areas. In general, mass collective intelligence like Wikipedia is created, revised, and managed by anonymous participants in an uncontrolled system. Thus, the knowledge provided by mass collective intelligence may be distorted, and may not be true, which may affect the user acceptance behavior. However, there have been few academic studies that analyzed the factors that affect user acceptance of mass collective intelligence, and their relationships. Under this academic background, we develop a model to examine how mass collective intelligence is accepted by users. The theoretical model is validated through an online survey of the Wikipedia users from three universities in Korea. The results reveal that the users will have positive attitude towards adopting mass collective knowledge when they perceive that the knowledge from mass collective intelligence is useful. We also find that the perceived usefulness of the knowledge is affected by perceived knowledge quality and trust in knowledge contributors. The results also suggest that perceived knowledge quality is determined by perceived level of collaboration, perceived objectivity, and recipient expertise, whereas trust in knowledge contributors is determined by natural propensity to trust and perceived objectivity. Theoretical and practical implications about mass collective knowledge are discussed.

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Web-based 3D Virtual Experience using Unity and Leap Motion (Unity와 Leap Motion을 이용한 웹 기반 3D 가상품평)

  • Jung, Ho-Kyun;Park, Hyungjun
    • Korean Journal of Computational Design and Engineering
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    • v.21 no.2
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    • pp.159-169
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    • 2016
  • In order to realize the virtual prototyping (VP) of digital products, it is important to provide the people involved in product development with the appropriate visualization and interaction of the products, and the vivid simulation of user interface (UI) behaviors in an interactive 3D virtual environment. In this paper, we propose an approach to web-based 3D virtual experience using Unity and Leap Motion. We adopt Unity as an implementation platform which easily and rapidly implements the visualization of the products and the design and simulation of their UI behaviors, and allows remote users to get an easy access to the virtual environment. Additionally, we combine Leap Motion with Unity to embody natural and immersive interaction using the user's hand gesture. Based on the proposed approach, we have developed a testbed system for web-based 3D virtual experience and applied it for the design evaluation of various digital products. Button selection test was done to investigate the quality of the interaction using Leap Motion, and a preliminary user study was also performed to show the usefulness of the proposed approach.

A New Similarity Measure using Fuzzy Logic for User-based Collaborative Filtering (사용자 기반의 협력필터링을 위한 퍼지 논리를 이용한 새로운 유사도 척도)

  • Lee, Soojung
    • The Journal of Korean Association of Computer Education
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    • v.21 no.5
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    • pp.61-68
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    • 2018
  • Collaborative filtering is a fundamental technique implemented in many commercial recommender systems and provides a successful service to online users. This technique recommends items by referring to other users who have similar rating records to the current user. Hence, similarity measures critically affect the system performance. This study addresses problems of previous similarity measures and suggests a new similarity measure. The proposed measure reflects the subjectivity or vagueness of user ratings and the users' rating behavior by using fuzzy logic. We conduct experimental studies for performance evaluation, whose results show that the proposed measure demonstrates outstanding performance improvements in terms of prediction accuracy and recommendation accuracy.

The Impact of Interactivity on user Acceptance of e-learning Site (상호작용성 구성요인이 e-learning 사이트 수용의도에 미치는 영향)

  • Gu, Ja-Chul;Shin, Byung-Ho;Suh, Yung-Ho;Lee, Sang-Chul
    • Korean Management Science Review
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    • v.26 no.2
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    • pp.71-89
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    • 2009
  • The purpose of this research is to identify the factors affecting user acceptance of e-learning site. To more precisely explain an individual's behavior of accepting e-learning site, Perceived Interactivity is divided into four components; User Control, Responsiveness, Personalization and Connectedness. This research investigates the causal relationship among four components and basic factors of TAM. This research uses structural equation modeling (SEM) to confirm the validity and analyzes the causal relationship of the suggested model. The results indicates strong support for the validity of proposed model with 54.8% of the variance in behavioral intention to e-learning site. The result finds that all the basic casuality of TAM are significant and most components of Perceived Interactivity are significant. However the path Connectedness to Perceived Ease of Use and User Control to Perceived Playfulness is not significant. Among components of Perceived Interactivity, Personalization is the strongest antecedent of TAM. Perceived Usefulness is the strongest antecedent of behavioral intention of e-learning site.