• Title/Summary/Keyword: user's activities

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An Analysis of Energy Consumption Types Considering Life Patterns of Single-person Households (1인 가구 거주자의 생활패턴이 고려된 에너지소요량 유형 분석)

  • Lee, Seunghui;Jung, Sungwon;Lim, Ki-Taek
    • Journal of the Architectural Institute of Korea Planning & Design
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    • v.35 no.1
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    • pp.37-46
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    • 2019
  • The energy of the building is influenced by the user 's activity due to the population, society, and economic characteristics of the building user. In order to obtain accurate energy information, the difference in the amount of energy consumption by the activities and characteristics of building users should be identified. The purpose of the study is to identify the difference in the amount of energy consumption by the user's activities in the same building, and to analyse the relationship between user's activities and demographic, social and economic characteristics. For research, energy simulation is performed based on actual user activity schedule. The results of the simulation were clustered by using K-Means clustering, a machine learning technique. As a result, four types of users were derived based on the amount of energy consumption. The more energy used in a cluster, the lower the user's income level and older. The longer a user's indoor activity times, the higher the energy use, and these activities relate to the user's characteristics. There is more than twice the difference between the group that uses the least energy consumption and the group that uses the most energy consumption.

Real-Time Physical Activity Recognition Using Tri-axis Accelerometer of Smart Phone (스마트 폰의 3축 가속도 센서를 이용한 실시간 물리적 동작 인식 기법)

  • Yang, Hye Kyung;Yong, H.S.
    • Journal of Korea Multimedia Society
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    • v.17 no.4
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    • pp.506-513
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    • 2014
  • In recent years, research on user's activity recognition using a smart phone has attracted a lot of attentions. A smart phone has various sensors, such as camera, GPS, accelerometer, audio, etc. In addition, smart phones are carried by many people throughout the day. Therefore, we can collect log data from smart phone sensors. The log data can be used to analyze user activities. This paper proposes an approach to inferring a user's physical activities based on the tri-axis accelerometer of smart phone. We propose recognition method for four activity which is physical activity; sitting, standing, walking, running. We have to convert accelerometer raw data so that we can extract features to categorize activities. This paper introduces a recognition method that is able to high detection accuracy for physical activity modes. Using the method, we developed an application system to recognize the user's physical activity mode in real-time. As a result, we obtained accuracy of over 80%.

Factors Affecting User´s Satisfaction in Development of Natural Recreation Forest (자휴양림의 개발요소가 이용만족도에 미치는 영향)

  • 장병문
    • Journal of the Korean Institute of Landscape Architecture
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    • v.29 no.3
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    • pp.19-28
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    • 2001
  • The purpose of this paper is to examine factors affecting user´s satisfaction in development of natural recreation forest(NRF) in order to answer the research question: What is the magnitude of factors affecting user´s satisfaction in development of NRF. After reviewing the literature, mechanism of outdoor recreation, and development factors in NRF, we constructed the conceptual framework and have formulated the hypothesis of this research. we have obtained data through a questionnaire, which surveyed 625 visitors at 10 of the 72 natural recreation forests in Korea in 1999, We have analyzed the data using the mean difference test, Pearson´s correlation analysis, and multiple linear regression method. We found that 1) all the development factors except recreational resources affecting user´s satisfaction have turned out to be statistically significant at one percent level. The direction of relationship between independent variable and dependent variable is the same as that of dependent variable. 2) in bivariate analysis, the relationships between user´s satisfaction and all the development factors are fairly high and statistically significant. The higher the value of development factors, the higher the degree of user´s satisfaction. 3 in multivariate analysis, such variables as the suitability of activities level of services, atmosphere, and facility have been statistically significant at one percent level, and 4) Their relative contribution of the suitability of various recreational activities, level of atmosphere, and service on dependent variable have been turned out to have 8.167, 4.889, 3.333, and 1.611 times more importance than that of the suitabity of recreational resources, respectively. The research results suggest that a guideline for the creation of marketable NFR and development of use-programs and recreational atmosphere be recommended in the planning and development process of NRF, and excessive investment on facilities is not desirable. The approach and analysis method adopted by this research is highly useful for an evaluation criterion of NRF and development of devices for increasing user´s satisfaction in NRF. It is recommended that more empirical study on individual factors affecting user´s satisfaction be performed in the future.

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A Study on the Reconstruction of Neighborhood Public Facilities Reflecting Citizens' Complex Activities - Focused on the Case of Hong-Ik Children's Park - (도시 구성원의 다중적 활동 상황을 반영한 근린 공동시설 재구축에 대한 연구 - 홍익 어린이 공원을 중심으로 -)

  • Cha, Ji-Eun;Kim, Kwang-Soo
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2005.05a
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    • pp.64-68
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    • 2005
  • The aim of this study is to reconstruct neighborhood public space appropriating for the contemporary society. The rapid development of technology has brought a number of changes to society. People's way of thinking has changed and the requirements about space has become more complex. At the urban neighborhood park, although multiple groups of citizens showed various activities, the program and structure of urban park are too fixed to support their activities. Therefore, strategy and flexible devices are needed to activate and stimulate the multi-user's complex activities. Through the case of Hong-Ik children's park, I will analyze the result of investigation about the pattern of space-user and suggest neighborhood public facilities proper to contemporary situation.

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Clustering Normal User Behavior for Anomaly Intrusion Detection (비정상행위 탐지를 위한 사용자 정상행위 클러스터링 기법)

  • Oh, Sang-Hyun;Lee, Won-Suk
    • The KIPS Transactions:PartC
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    • v.10C no.7
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    • pp.857-866
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    • 2003
  • For detecting an intrusion based on the anomaly of a user's activities, previous works are concentrated on statistical techniques in order to analyze an audit data set. However. since they mainly analyze the average behavior of a user's activities, some anomalies can be detected inaccurately. In this paper, a new clustering algorithm for modeling the normal pattern of a user's activities is proposed. Since clustering can identify an arbitrary number of dense ranges in an analysis domain, it can eliminate the inaccuracy caused by statistical analysis. Also, clustering can be used to model common knowledge occurring frequently in a set of transactions. Consequently, the common activities of a user can be found more accurately. The common knowledge is represented by the occurrence frequency of similar data objects by the unit of a transaction as veil as the common repetitive ratio of similar data objects in each transaction. Furthermore, the proposed method also addresses how to maintain identified common knowledge as a concise profile. As a result, the profile can be used to detect any anomalous behavior In an online transaction.

Developing User Persona Based on the Factors of Visitor Recreation Activities in Hongneung Experimental Forest

  • Jang, Youn-Sun;Yoo, Rhee-Hwa;Lee, Jeong-Hee
    • Journal of People, Plants, and Environment
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    • v.22 no.5
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    • pp.525-539
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    • 2019
  • Much research has been conducted on user behavior by taking surveys and interviews to plan the green space effectively. However, there is a limitation in understanding detailed user characteristics such as personalities and values. This study applied the Persona-based Scenario Method (PSM) to Hongneung Experimental Forest to understand the detailed needs and behaviors of the users in the forest recreation area. The PSM is a user experience modeling technique, which tries to understand the users by describing the type of users as real people. This study 1) extracts the factors of visitor recreation activities in Hongneung Experimental Forest based on the results of the survey, 2) develops user personas based on the results of survey and comes up with activity factors, and 3) designs user scenarios. As a result of applying the PSM, 64 factors of visitor activities were derived from the observation survey in 14 sites of Hongneung Experimental Forest and 25 key factors of visitor activities were chosen through observer's brainstorming. Second, three types of personas were developed considering the key factors and the results of user characteristics with quantitative and qualitative analysis. Lastly, context scenarios were designed by applying the key factors of visitor recreation activities to the persona model. We identified the design problems of the space and design requirements through the scenarios. This study has significance in that it takes an approach from the user perspective and was applied to the forest recreation area, which was mainly used in product design. The developed personas could be used for deriving design elements and setting the direction for planning considering detailed needs, behaviors and characteristics of users.

Incorporating User-Centered Design Process into CBD Methodology (CBD 방법론에서의 사용자 중심 설계 프로세스의 적용 방안에 관한 연구)

  • Ham, Dong-Han;Kim, Jin-Sam;Park, Chang-Soon
    • 한국IT서비스학회:학술대회논문집
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    • 2003.11a
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    • pp.233-240
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    • 2003
  • To develop high-quality software systems satisfying the customer's needs, user-centered design (UCD) process has been emphasized in the area of human-computer interaction. And component-based development (CBD) has been extensively studied to realize a systematic software reuse, thereby reducing the time-to-market and the development cost. Balanced integration of user-centered design process and CBD process will be a promising way for successful software construction, which effectively achieves three goals: the quality of software, the cost of software development, and the time-to-market. However, traditional CBD methodology seems to lack the concept of user-centered design process and the relevant methods. This paper proposes a way of incorporating user-centered design process into a CBD methodology. Firstly, this paper gives the brief introduction of UCD. Secondly, we explain typical UCD activities and methods along the phase of systems development lifecycle and propose the use of usability maturity model (UMM) for integrating UCD activities and methods with those of CBD methodology. Finally, as a case study, we describe the results of comparing the UCD activities to the activities of MaRMI-III, which has been developed as a CBD methodology at ETRI.

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The Valorization of Media Capital through User's Activities (이용자를 통한 미디어 자본의 가치 창출)

  • Kim, Dongwon
    • Korean journal of communication and information
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    • v.70
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    • pp.165-188
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    • 2015
  • This paper deals with the questions: Are media user's activities labour? Or rent? These questions have provoked a debate in the critical media studies and Marx's theory. But it is not a matter of choosing either labour or rent. Even if user's activities could contribute to valorization, it needs some mediating process. Media Platforms-Google, Facebook, etc.-play a key role, and have to employ other forms of labour. Labour in media platform produces some capital commodities. In view of media platform, Smythe's audience commodity can be considered as capital commodity. Assertion in this paper expected to provoke new debate on media platforms and its labourer.

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Young Children's User Experience on Dramatic Activities Relying on Robot Projector Based Augmented Reality (증강현실기술과 로봇을 적용한 동극활동유형에 대한 유아의 사용자 경험)

  • Hyun, Eunja;Yeon, Hyemin;Choi, Kyoung
    • The Journal of the Korea Contents Association
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    • v.13 no.4
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    • pp.469-480
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    • 2013
  • The purpose of this study is to investigate young children's user experience on three types of dramatic activity: traditional dramatic activities, dramatic activities relying on robot projector based augmented reality and creative dramatic activities relying on robot projector based augmented reality. Participants were 20 five-year-old children attending D kindergarten, in Seoul, Korea. They read 3 picture books, then did 3 types of dramatic activities in order. Participants were divided into 3 groups in each activity then they took a role as actors and audiences in order. After all dramatic activities had been done, participants had been interviewed regarding to user experience. The findings of this study are as follows; First, the most interesting dramatic activity for young children was creative dramatic activities relying on robot projector based augmented reality. On the other hand, the least interesting activity was traditional dramatic activities. Second, They answered it the easiest one for them the dramatic activities relying on robot projector based augmented reality, whereas the hardest one was the creative dramatic activities relying on robot projector based augmented reality. Thirdly, all the participants answered that it was not hard for them to use the technology embedded in dramatic activities relying on robot projector based augmented reality. They acknowledged the effects of augmented reality technology and the role of robot as well. The result of this study would suggest the feasibility of new technology promoting young children's digital literacy.

Credibility Assessment of Online Information in Context

  • Rieh, Soo Young
    • Journal of Information Science Theory and Practice
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    • v.2 no.3
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    • pp.6-17
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    • 2014
  • The purpose of this study is to examine to what extent the context in which people interact with online information affects people's credibility perceptions. In this study, credibility assessment is defined as perceptions of credibility relying on individuals' expertise and knowledge. Context has been characterized with respect to three aspects: Context as user goals and intentions, context as topicality of information, and context as information activities. The data were collected from two empirical studies. Study 1 was a diary study in which 333 residents in Michigan, U.S.A. submitted 2,471 diary entries to report their trust perceptions associated with ten different user goals and nine different intentions. Study 2 was a lab-based study in which 64 subjects participated in performing four search tasks in two different information activity conditions - information search or content creation. There are three major findings of this study: (1) Score-based trust perceptions provided limited views of people's credibility perceptions because respondents tended to score trust ratings consistently high across various user goals and intentions; (2) The topicality of information mattered more when study subjects assessed the credibility of user generated content (UGC) than with traditional media content (TMC); (3) Subjects of this study exerted more effort into making credibility judgments when they engaged in searching activities than in content creation. These findings indicate that credibility assessment can or should be seen as a process-oriented notion incorporating various information use contexts beyond simple rating-based evaluation. The theoretical contributions for information scientists and practical implications for web designers are also discussed.