• Title/Summary/Keyword: user' behavior

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Abnormal Traffic Behavior Detection by User-Define Trajectory (사용자 지정 경로를 이용한 비정상 교통 행위 탐지)

  • Yoo, Haan-Ju;Choi, Jin-Young
    • Journal of the Institute of Electronics Engineers of Korea SC
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    • v.48 no.5
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    • pp.25-30
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    • 2011
  • This paper present a method for abnormal traffic behavior, or trajectory, detection in static traffic surveillance camera with user-defined trajectories. The method computes the abnormality of moving object with a trajectory of the object and user-defined trajectories. Because of using user-define based information, the presented method have more accurate and faster performance than models need a learning about normal behaviors. The method also have adaptation process of assigned rule, so it can handle scene variation for more robust performance. The experimental results show that our method can detect abnormal traffic behaviors in various situation.

A Study on the Spatial Planning and the Characteristics of User's Need in the Children's Library (어린이도서관에 있어서 이용자요구특성과 공간구성에 관한 연구)

  • Lee, Jeong-Mi;Kwack, Dong-Wha;Lim, Che-Zinn
    • Korean Institute of Interior Design Journal
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    • v.16 no.6
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    • pp.213-223
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    • 2007
  • This study investigates the mutual effects of the physical environment and the characteristics of user's need in the children's libraries of open plan type. The children's library as a flexible space should accept user's diverse needs. Especially, Children express more positive and diverse behaviors than adults in physical environment. As the design information obtained from observation of children's behaviors are put to architectural design, the more affluent environment in which children can do positive behaviors can be made. We used two research methods of the behavior observation and interview for the children's library, and could formulate various using actions through the behavior setting observation for using library. A relational description for reading environment in this study, based on the affordance and the behavior setting theories, provided us with rich accounts for the psychological and sociocultural resources in the children's library. Consequently, the following results can be summarized. First, children need territories for family use and for place and are using library effectively through taking the two territories. Second, the zoning according to age category should be done, as behavior patterns were observed differently according to age. Third, the space composition with openness should be designed, as children need social relation and learning through imitation and observation.

Scheduling Management Agent using Bayesian Network based on Location Awareness (베이지안 네트워크를 이용한 위치인식 기반 일정관리 에이전트)

  • Yeon, Sun-Jung;Hwang, Hye-Jeong;Lee, Sang-Yong
    • Journal of the Korean Institute of Intelligent Systems
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    • v.21 no.6
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    • pp.712-717
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    • 2011
  • Recently, diverse schedule management agents are being researched for the efficient schedule management of smart devices users, but they remain at a confirmatory level. In order to efficiently manage user's schedules, execution of planned schedules should be monitored to help users properly execute their schedules, or feedback must be given so that when setting up new schedules, users can plan their schedule according to their schedule establishment patterns. This research proposes a schedule management agent that infers the user's behaviors by using acquired user context, and provides schedule related feedback depending on the user's behavior patterns, when users are executing their schedules or planning new schedules. For this, collected user context information is preprocessed and user's behavior is inferred by Bayesian network. Also, in order to provide feedbacks necessary for confirming the user's schedule execution and new schedule establishment, a context tree pattern matching method for the user's schedule, location and time contexts was applied, then verified with 6 weeks of user simulation in a mobile environment.

A Study on the User Behavior of Atypical Building Facilities and Spaces (비정형 건축시설물 및 공간에 대한 사용자 행동에 관한 연구)

  • Park, Hyo-Jeen;Park, Ji-Min;Lee, Hyang-Sun;Lee, Yun-Gil
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.9 no.9
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    • pp.1041-1048
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    • 2019
  • Recently, social demands on atypical buildings and building spaces are increasing, and examples of atypical buildings are easily seen in major cities around the world. This study investigates the user behaviors in the typical atypical buildings currently constructed and analyzes the characteristics of human behavior in the atypical building space. Ultimately, this study aims to develop human behavior simulation technology for reviewing residential performance of atypical building space design, and the results of this study can be used for user behavior modeling and simulation technology development. This is because it is difficult to find an investigation or analysis of what behavioral characteristics occur in the atypical building space in previous studies. This study derives the characteristics of human behavior in the atypical architectural space that has been overlooked in the existing human behavior simulation tools. In other words, the site visits and surveys typical atypical buildings to investigate user behaviors in typical spaces and other atypical buildings.

Redesign of OPAC based on College Students' Information Needs: The Case of P University Library (이용자 요구 기반의 도서관목록 구현에 관한 연구 - P대학도서관을 사례로 하여 -)

  • Lee, Eun-Ju
    • Journal of the Korean Society for Library and Information Science
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    • v.48 no.3
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    • pp.431-458
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    • 2014
  • This research looked into both meaning and value of library catalog through the information behavior of user and suggested a plan to improve the quality and search functions, which are reflected the users' information needs and search behavior. U-CAT, a experimentally developed with reinforcing the contents and search functions of current library catalogs, was tested with the degree of satisfaction by the sample user group. The test results showed that the user's satisfaction on U-CAT was very high. The result verified that a little change with current library catalogs (to upgrade its quality) could result in a higher satisfaction of user group.

Software Architecture of a Wearable Device to Measure User's Vital Signal Depending on the Behavior Recognition (행동 인지에 따라 사용자 생체 신호를 측정하는 웨어러블 디바이스 소프트웨어 구조)

  • Choi, Dong-jin;Kang, Soon-Ju
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.41 no.3
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    • pp.347-358
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    • 2016
  • The paper presents a software architecture for a wearable device to measure vital signs with the real-time user's behavior recognition. Taking vital signs with a wearable device help user measuring health state related to their behavior because a wearable device is worn in daily life. Especially, when the user is running or sleeping, oxygen saturation and heart rate are used to diagnose a respiratory problems. However, in measuring vital signs, continuosly measuring like the conventional method is not reasonable because motion artifact could decrease the accuracy of vital signs. And in order to fix the distortion, a complex algorithm is not appropriate because of the limited resources of the wearable device. In this paper, we proposed the software architecture for wearable device using a simple filter and the acceleration sensor to recognize the user's behavior and measure accurate vital signs with the behavior state.

A Study on User Interface Modeling Method by Structure Analysis of User Behavior Information (사용자 행태 정보의 구조 분석을 통한 UI 모델링 방법에 관한 연구)

  • Lee, Eun-Shin;Bae, Hong-Joo;Jung, Ji-Hong
    • 한국HCI학회:학술대회논문집
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    • 2007.02b
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    • pp.387-394
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    • 2007
  • 사용자-제품 간의 인터랙션 환경의 변화로 인해 사용자 행태 정보의 특성을 체계적으로 분석하기 위한 많은 연구가 진행 되고 있으며, 사용자 행태 연구의 접근 가능성 보다는 행태 정보를 UI 디자인 과정에 어떻게 적용할 것인지에 대한 연구가 더욱 중요해 지고 있다. 이에 본 연구에서는 미래 제품 개발 환경에서 효율적인 UI디자인을 위하여 사용자의 실 생활에서 수집된 사용자 행태 정보를 UI 디자인 설계 과정에 효과적으로 적용할 수 있는 모델링 방법을 제안하였다. 이를 위해 사용자 행태 정보가 갖고 있는 단계별 구조의 특성을 정의하고, 행태 정보의 구조 분석을 통해 미래 제품 개발 환경에서 제품 사용 단계별 적용 가능한UI 고려 요소 및 UI 해결 방안의 도출 과정을 가시화 시켜 주기 위한 UI 모델링 방법을 제안하였다. 사례 연구로 현재 현관문에서 발생하는 사용자 행태 정보에 UI 모델링을 적용하여 미래 환경에서 제공 가능한 GATE System의 UI 고려 요소 및 UI 해결 방안을 추출하여 적용 가능성을 제시하였다.

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User Perceptions of Uncertainty in the Selection of Information Retrieval System: Implications for System and Service Improvement

  • Kim, Yang-Woo
    • International Journal of Contents
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    • v.5 no.3
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    • pp.40-49
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    • 2009
  • While numerous studies have suggested the significance of uncertainty during the process of information-seeking, less research has investigated user uncertainty in the actual search process using a real system. This study investigated user perceptions of uncertainty in the process of the selection of information retrieval system in the real information-seeking process. Considering the role of commercial Web search engines as supplementary tools for traditional bibliographic databases in academic research environments, this study analyzed the selection behavior of scholarly researchers, who use such search tools for their academic study. The researchers were limited to the discipline of science in order to understand user perceptions in this field. The findings revealed various dimensions, types, and incidents of uncertainty. Variations appeared in different incidents of uncertainty relating to the unique characteristics of the subjects' information-seeking context. The identification of three principal origins of uncertainty based on the different types of uncertainty generated implications to improve information systems and services.

Emotional Character Animation System Using Cognitive Emotional Theory

  • Shim, Youn-sook
    • Proceedings of the KAIS Fall Conference
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    • 2003.11a
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    • pp.10-15
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    • 2003
  • In computer graphics, most animations of characters have been created using the traditional and often highly labor intensive key-framing technique. Recently, character animation is demanded increasingly automated techniques for animation according to interaction with the user or environment of the user. In this paper, we will propose a new method which can animate characters automatical/y with user interactions. The character's behavior is determined as a result of understanding the emotional condition of the user. Psychology and cognitive AI provide some ideas about how to approach this problem. Our study is based mostly on the theories of Ortony, Clore and Collins, which were designed to be implemented computationally. In our system, we can make 22 emotion types and some more behavior features and we apply to some characters.

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