• Title/Summary/Keyword: user's perspective

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Analysis of the Weight for the Required Performance Items of Lightweight Wall through the Test-bed and AHP Method (테스트베드 구축과 AHP기법을 통한 경량벽체 요구성능의 중요도 분석)

  • Lee, Hak-Ju
    • Proceedings of the Korean Institute of Building Construction Conference
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    • 2015.05a
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    • pp.105-106
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    • 2015
  • As the Long-life certification system is recently introduced in the Housing Law in Korea, it is expected that an application of the lightweight wall panel will be increased in apartment construction as the main wall system. However, the performance criteria for lightweight wall is in the early phase of its action. Therefore, it is necessary to establish the performance criteria properly by investigating performance requirement in the user's perspective. The purpose of this study is to identify of the weight of the required performance items for the lightweight wall in apartment house. To analyze the priority in the performance, an interview survey is performed; after monitering the test-bed of the lightweight walls, user and experts evaluate the performance requirements. The weight of the performance requirement is developed by AHP method.

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An Active Queue Management Algorithm Based on the Temporal Level for SVC Streaming (SVC 스트리밍을 위한 시간 계층 기반의 동적 큐 관리 알고리즘)

  • Koo, Ja-Hon;Chung, Kwang-Sue
    • Journal of KIISE:Information Networking
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    • v.36 no.5
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    • pp.425-436
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    • 2009
  • In recent years, the user demands have increased for multimedia service of high quality over the broadband convergence network. These rising demands for high quality multimedia service led the popularization of various user terminals and large scale display equipments, which needs a variety type of QoS (Quality of Service). In order to support demands for QoS, numerous research projects are in progress both from the perspective of network as well as end system; For example, at the network perspective, QoS guaranteeing by improving of internet performance such as Active Queue Management, while at the end system perspective, SVC (Scalable Video Coding) encoding scheme to guarantee media quality. However, existing AQM algorithms have problems which do not guarantee QoS, because they did not consider the essential characteristics of video encoding schemes. In this paper, it is proposed to solve this problem by deploying the TS- AQM (Temporal Scalability Active Queue Management) which employs the differentiated packet dropping for dependency of the temporal level among the frames, based on SVC encoding characteristics by exploiting the TID (Temporal ID) field of the SVC NAL unit header. The proposed TS-AQM guarantees multimedia service quality through video decoding reliability for SVC streaming service, by differentiated packet dropping when congestion exists.

Evaluation Study of a Human-sized Bipedal Humanoid Robot Through a Public Demonstration in a Science Museum (과학관에서의 대중 시연을 통한 인간크기 이족보행 휴머노이드 로봇의 평가 연구)

  • Ahn, Tae-Beom;Kang, E-Sok
    • Journal of Institute of Control, Robotics and Systems
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    • v.21 no.9
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    • pp.849-857
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    • 2015
  • Although human-sized bipedal humanoid robots have been developed as the ideal form of human-friendly robots, studies of humanoid robots from the user perspective and of actual interaction between humanoid robots and the public in daily environments are few. This paper presents a long-term public demonstration that encouraged interaction between a humanoid robot and unspecified individuals. We have collected a significant amount of subjective evaluation data from the public by performing a storytelling demonstration that enhanced people's empathy towards the robot. The evaluation model consists of the robot's human friendliness, which involves its impression on humans, interaction with humans, and imitation of human motions and the robot's human appearance which involves gender, age, height, and body type. This study shows that there is no significant difference in human-friendliness between gender groups (male and female), while there is a significant difference between age groups (children and adults). In human appearance, it appears that there is no significant difference between either gender groups or age groups, except for the case of the robot's height.

UML-ITS Usability Evaluation of Intelligent Tutoring System

  • Sehrish Abrejo;Amber Baig;Mutee U Rahman;Adnan Asghar Ali
    • International Journal of Computer Science & Network Security
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    • v.23 no.3
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    • pp.123-129
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    • 2023
  • The most effective tutoring method is one-on-one, face-to-face in-person human tutoring. However, due to the limited availability of human tutors, computer-based alternatives have been developed. These software based alternatives are called Intelligent Tutoring Systems (ITS) which are used to tutor students in different domains. Although ITS performance is inferior to that of human teachers, the field is growing and has recently become very popular. User interfaces play key role in usability perspective of ITS. Even though ITS research has advanced, the majority of the work has concentrated on learning sciences while mostly disregarding user interfaces. Because of this, the present ITS includes effective learning modules but a less effective interface design. Usability is one approach to gauge a software's performance, while "ease of use" is one way to assess a software's quality. This paper measures the usability effectiveness of an ITS which is designed to teach Object-Oriented (OO) analysis and design concepts using Unified Modeling Language (UML). Computer Supported Usability Questionnaire (CSUQ) survey was conducted for usability evaluation of UML-ITS. According to participants' responses to the system's usability survey, all responses lie between 1 to 3 scale points which indicate that the participants were satisfied and comfortable with most of the system's interface features.

The Analysis of the Successful Factors from User Side of MMORPG (사용자 측면에서의 MMORPG <월드 오브 워크래프트> 성공요인 분석)

  • Baek, Jaeyong;Kim, Kenneth Chi Ho
    • Cartoon and Animation Studies
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    • s.42
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    • pp.151-175
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    • 2016
  • The game industry has evolved from mobile games to PC online games after the smart-phone industry was opened up. In this environment, the game industry has rather been negatively developing its commercials means than the sufficient fundamental entertainment to the users. Especially, many games were released with better graphic qualities yet poor originality, continuing to be popular without enhancing the market itself. Moreover, the user's recognition level has improved. The users share their online gaming experience easily with the development of network environment. They receive the feedbacks on the quality of the game through the online channels and media by sharing them together. The high margin of the game industry will lead to the negative feedbacks of the users, effecting them to critique the content although the market looks good for now. The game industry's evolution has to be reviewed in the perspective of users, to look back at the successful cases of the past before the mobile era by analyzing and indicating the quality of the games and content's direction. This research is focused on the success factors of from the user's point of view, which has been widely claimed as a popular game franchise publicly before the mobile games had risen. WOW has been the most successful MMORPG game with its user record of 1.2 million till now. For these reasons, this study analyzes 's success factors from the user's point of view by configuring five expert groups, sequentially applying expert group survey, interview, Jobs-to-be-done and Fishbein Model as UX methodologies based on the business model to see through its long term rein in the industry. Consequently, The success factors from the user side of MMORPG provides an opportunity for the users to interact deeply with the game by (1) using well designed 'world view' over 10 years, (2) providing 'national policy' that is based on the locations of the users' culture and language, (3) providing 'expansions' with changes in time to give the digging elements to the users.

Research on the influence of union-pay M-payment quality and brand personality on user viscosity

  • Liu, Zi-Yang;Wang, Jun-Lin;Liu, Jiayu;Liu, Xiao-yin;Liao, Kai
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.4
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    • pp.157-163
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    • 2020
  • The purpose of this study is to explore the impact of Union-Pay mobile payments on user viscosity from the perspective of service quality and brand personality. In the future, it is meaningful for CUP to obtain a stable and loyal user group in China's mobile payment market. This study uses SPSS22.0 and AMOS statistical analysis tools to conduct empirical research. In this case, this study uses mobile service quality and The brand personality is the independent variable, and the user's viscosity is the dependent variable, which studies the impact on the user's viscosity in the context of China Union-Pay mobile payment. the study. According to the analysis results, the research goal: service quality has a significant positive correlation effect on user perceived value; service quality has a significant positive correlation effect on user viscosity; perceived value has significant positive correlation effect on user viscosity; brand personality to user Viscosity has a significant positive correlation effect; brand personality has a significant positive correlation effect on user perceived value. Through this research, we can make Suggestions on the industrial development of mobile payment enterprises and provide better opinions on the development of mobile payment.

An Investigation of Factors Affecting Consumer Intention to Use Branded App : Focused on Technology Acceptance Model(TAM) (브랜드앱(Branded App)의 사용의도에 영향을 미치는 요인에 관한 연구 : 기술수용 모델(TAM)을 중심으로)

  • Jang, Sunghyun;Lee, Jungki
    • Journal of Information Technology Services
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    • v.13 no.3
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    • pp.51-76
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    • 2014
  • As the smart phone devices gain popularity, companies no longer consider mobile application marketing as an auxiliary marketing tactic. The branded mobile application (branded app) becomes an important part of marketing strategies. This study is an attempt to investigate antecedents of the use intention of the branded app from the perspective of TAM (Technology Acceptance Model). This study takes a macro perspective in explaining the adoption process by incorporating a set of new, yet promising additional variables into the TAM model such as flow experience, benefits, innovation inclination, and customization features. Data were collected by using a survey research. A total of 270 responses were collected. Questionnaires from 25 individuals were removed from the data set due to the insincere responses, leaving the final sample size of 245. Findings support all but one hypotheses of the study. Both perceived utilitarian benefits and customization features of the branded app were found to have positive influences on the perceived usefulness of the branded app. Also, the innovation inclination and perceived entertainment of branded app users showed positive influences on the perceived ease of use of branded app. In addition, it was shown that the perceived usefulness about the use of the branded app influenced positively the flow experience and the users' attitudes toward branded app. Also, the ease of use perceived by branded app users had positive influences on the perceived usefulness and the user's attitude toward branded app. However, the ease of use of branded app did not have a significant influence on the flow experience among users. Moreover, the flow experience from the use of branded app users influenced positively the user's attitude toward branded app. Finally, the users' attitudes toward branded app had positive influences on their intention to use the branded app. Implications for practitioners and academicians are provided.

An Analysis of Google Cloud Data from a Digital Forensic Perspective (디지털 포렌식 관점에서의 구글 클라우드 데이터 분석 연구)

  • Kim, Dohyun;Kim, Junki;Lee, Sangjin
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.12
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    • pp.1662-1669
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    • 2020
  • Google cloud includes data uploaded and synchronized by users, as well as synchronization history of all cloud services, users' smartphone usage, and location information. Therefore, Google cloud data can be useful for digital forensics from a user behavior analysis perspective. Through this paper, we have identified the types of cloud data that can be acquired using Google's Takeout service and developed a tool that can be usefully utilized in digital forensics research and investigation by screening and analyzing the data required for analyzing user behavior. Because Google cloud data is synchronized through Google accounts regardless of the type of computing device, Google service data used on various devices such as PCs, smartphones, and tablet PCs can be acquired through Google accounts without the device. Therefore, the results of this paper's research are expected to be very useful for digital forensics research and investigation in the current situation.

Exploring the Motivational Use of Special Libraries from a User's ARCS Perspective (이용자의 ARCS 관점에서 본 전문도서관 동기적 이용 탐색)

  • Na, Kyoungsik;Jeong, Yongsun
    • Journal of the Korean Society for information Management
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    • v.39 no.2
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    • pp.35-60
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    • 2022
  • This study reports on the motivational use of special libraries from a user's perspective that investigated four motivational components: attention, relevance, confidence, and satisfaction (ARCS) of the library users. Even though special libraries received relatively little attention compared to public libraries, special libraries could fill the niche of public libraries for the special and specific needs of the community in the current library environments in South Korea. Qualitative data were collected through individual interviews and forty people participated in the project. The findings of this study show the four themes (ARCS) that users need motivation as a way to start using a special library, thereby staying focused and revisiting the library. It is possible that the ARCS model will contribute to the implementation, application, and practice of both special libraries and their services in the library environment. The results are expected to expand our knowledge on the motivational ARCS use of special libraries and to serve as basic data when designing motivational strategies and plans of the systems for special libraries.

A New Navigation/Traveling Method in Virtual Environment (가상공간에서 새로운 이동기법에 관한 연구)

  • 권태욱;최윤철
    • Journal of Korea Multimedia Society
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    • v.3 no.3
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    • pp.224-233
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    • 2000
  • An important feature of virtual reality is the facility for the user to move around a virtual environment in a natural and easily controlled manner, Navigation. Navigation involves changing the perspective of the user in the virtual environment (VE). Natural locomotion methods are able to contribute to a sense of presence and reality. This paper focuses on the navigation method in the virtual environment, one of the major interfaces for the interactivity between human and virtual environments in virtual reality circumstances and worlds. It proposes a new navigation method: Intelligent Cruise-Control Navigation (ICCN), which provides a natural and user-centered navigation method in virtual environment and can improve the reality and the presence. Intelligent Cruise-Control Navigation is composed of three major phases: Constant Velocity Navigation, Collision Detection and Avoidance, and Path Adjustment. The ICCN can reduce the user's fatigue and improve the user's presence and reality in the virtual environment. Through the experimental study it has been determined that the ICCN will be a natural, straightforward, and useful interface in VE.

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