• 제목/요약/키워드: user's preference

검색결과 549건 처리시간 0.03초

국내외 3차원 가상 의복 착장시스템에 대한 선호도 비교 (The Comparison of User Preference on Domestic versus a Foreign 3D Virtual Try-On System)

  • 도월희
    • 한국의류학회지
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    • 제34권7호
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    • pp.1184-1196
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    • 2010
  • Several applications of body scanning technology have been commercialized or are currently under development. The virtual fit from 3D scans is most advanced form of virtual try-on. This article is an analysis of the comparison of user preferences for domestic versus foreign 3D virtual try-on systems. For this study, domestic i-Fashion Mall (www.ifashionmall.co.kr) and a Canadian company, My Virtual Model (www.mvm.com) were selected as the most representative online retailers that offer a virtual try-on system. The respondents were comprised of 70 Korean female college students in the age group 20-29. A five point Likert scale was used to evaluate the degree of the preference of virtual avatar and try-on images. T-test, cross table, and a chi-square independence test were conducted for data analysis. The results are as follow. 1. The representation about current looks according to each virtual fit image indicates that MVM is more accurate than i-Fashion Mall. 2. About decision confidence, respondents have decision confidence in i-Fashion Mall in the case of the avatar image; however, respondents have confidence in MVM or the fit image. 3. There were no significant differences in among waist size groups in accuracy, trust of each avatar image, while there were significant differences among waist size groups in the accuracy and trust of each virtual fit image. 4. About ease of use, respondents answered that i-Fashion Mall is superior to MVM. 5. The respondents prioritized the ‘fitting report’ of i-Fashion Mall and ‘Weight loss’ of MVM over other functionalities.

아파트 실의 발코니 확장으로 인한 실의 장단변비 변화와 거주자의 선호도 조사 (The Analysis of User Preference of the Room W/D Ratio Changed by Merging Balcony to Room)

  • 진경일;안병욱
    • 한국실내디자인학회논문집
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    • 제41호
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    • pp.104-111
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    • 2003
  • Most residential buildings in Korea are preferred to have maximum interior spaces, rather than consider its original design, overall building performance, and any other aspects since early 1990's. Especially in high-rise apartment buildings, balcony has been merged to living room to get more interior spaces and this renovation trends have been producing deep and narrow shapes of living rooms that was not initially intended by architects. On the other hand, the same gross area of each unit does not necessarily mean same width and depth ratio of each residential unit. Generally, we can categorize it to the deep or wide unit based on its width and depth ratio. Under these circumstances, this study analyzes the room usage pattern changes based on the space width and depth ratio and the effect of expansion of room space to the balcony. This study also includes about 180 apartments plan case studies to find out the relationships among w/d ratio changes, furniture arrangement types, and room configurations. In this research, general apartment room w/d ratios are 0.97 ∼ 1.23; 0.7(south facing sitting room), 1.23(south facing bed room), and 0.95(north facing bedroom). But, after expanding room space to balcony w/d ratio increased as follows; sitting room become 1.31, general south facing bedroom become 1.23, and north facing bedroom become 1.45. In addition to user preference of w/d ratio, many people prefer rectangular room shape a little(w/d ratio is 0.9 or 1.2) than square style (w/d ratio is 1.0) or very deep room style (w/d ratio Is more over 1.5). Accordingly, expanding the room space to balcony may make unsatisfactory room w/d ratio. Expanding room space to balcony should be considered by existing room w/d ratio.

인터넷 쇼핑몰 니즈 분석 시스템의 설계 및 구현 (A Design and Implementation of Needs Analysis System in Internet Shopping Mall)

  • 박성훈;김진덕
    • 한국정보통신학회논문지
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    • 제19권9호
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    • pp.2073-2080
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    • 2015
  • 온라인에서 제품을 고르고 실질적인 구매는 오프라인에서 이루어지는 역 쇼루밍이 급격히 늘고 있다. 역 쇼루밍이 늘고 있다는 것은 이미지와 설명을 기반으로 한 인터넷 쇼핑몰의 사용자 분석에 한계가 있음을 의미한다. 따라서 대형 온라인 쇼핑몰은 고객 맞춤형 쇼핑정보를 제공하고 있으나, 단순히 고객이 검색하거나 구매한 상품을 나열하여 제공하여 준다. 따라서 사용자의 다양한 요구를 분석하고 적용할 수 있는 온라인 쇼핑몰이 필요하다. 본 논문에서는 새로운 니즈분석 시스템을 제안한다. 제안된 시스템은 사용자 정의 모듈과 후기 분석 모듈로 구성되어 있다. 전자는 두 개의 상품을 지정하고 개인별 사용자 선호도를 수집하며, 후자는 저장된 데이터베이스 사전을 이용하여 구매 상품의 후기를 분석한다. 구현된 시스템은 개별 사용자의 요구를 충족하는 상품을 추천할 수 있음을 보였다.

보육시설 실내디자인 현황과 사용자 선호성향 - 실내분위기, 마감재, 색채를 중심으로 - (Current Interior Design and User Preference for Child Care Facilities - Focused on Interior Atmosphere, Finishing Materials and Colors -)

  • 하숙녕;천진희
    • 한국실내디자인학회논문집
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    • 제17권3호
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    • pp.111-122
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    • 2008
  • As Korea has undergone rapid modernization, urbanization and industrialization, women's social participation has increased. Accordingly, child care facilities have shown continuous growth in numbers. However, according to research, child care facilities in Korea lag behind those in other nations in terms of quality. Given that, it seem urgent to enhance the quality of child care facilities and improve their indoor environment. Above all, overall atmosphere, colors and finishing materials are connected directly with educational effects as well as feelings and health of facility users. This study assesses the current state of child care facilities and preferences by focusing primarily on interior atmosphere, materials and colors. For This Study, 7 facilities were surveyed, and 46 subjects were participated for this study. The findings suggest that "pretty" style is preferred to "natural" style. As regards flooring material, wood floor is preferred. It is recommended to lay pastel colored carpet or PVC flooring material to the wood floor. As for wall, it is desirable to divide the wall spaces by adding wood and painting to simple wallpapers. In case of the ceiling noise absorptive material is recommended to use instead of wallpapers. For the doors, it is desirable to use contrasting materials and colors given accessibility for children. In the meantime, rather than strong primary colors, soft color or pastel colors are desirable for furniture. This study has limitations because of insufficiency of case study samples. However, it is significant in that the study results may be used as primary source of information to improve the environment of child care facilities.

메타버스 플랫폼 '제페토' 이용자의 가상패션 스타일 선호도 및 구매행태 분석 (Analysis of Virtual Fashion Style Preferences and Purchasing Behavior of Metaverse Platform 'Zepeto' Users)

  • 김가야;성옥진;김숙진
    • 패션비즈니스
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    • 제26권3호
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    • pp.33-49
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    • 2022
  • In the metaverse, it is important to embellish aesthetics of user with a character called 'Avatar', a virtual representation of the user. This study provides basic data related to the fashion trend of the metaverse by studying 'Zepeto', a representative Korean platform. For empirical research, Zepeto's "Best Items" section were investigated and analyzed in the first pre-survey. Based on this, the second and main survey was conducted using a questionnaire to investigate users' style-specific preferences and purchasing behaviors for virtual fashion, comparing style preferences between virtual and real, brand preferences, and purchasing behaviors of virtual fashion. The survey found that most users were teenage girls with a high preference for pastel-toned, feminine, and cute casual styles who had a much higher interest in brands bearing idol names than in real-world luxury brands. Many responded that they felt burdened by purchasing items that had to be purchased for cash. The same can be assumed to be the reason why they preferred a suit of items that were fully coordinated rather than individual items. These results seem to reflect characteristics of teenage girls who lack cash with a high preference for idols and feminine-cute casual styles. This study suggests considerations when creating virtual fashion items. By providing basic information, more effects and developments in creating virtual fashion items that reflect consumer preferences and reactions are expected in the future.

멀티미디어 추천시스템을 위한 속성 생성 기법 (A Feature Generation Method for Multimedia Recommendation System)

  • 김형일;엄정국
    • 한국멀티미디어학회논문지
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    • 제11권2호
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    • pp.257-268
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    • 2008
  • 멀티미디어 추천시스템은 사용자의 선호도를 분석하여 멀티미디어 상품을 사용자에게 추천하는 시스템이다. 다양한 추천 기법들에서 가장 널리 사용되는 기법은 협동적 여과 방식이다. 그러나 협동적 여과는 정보 부족 문제와 초기 시작 문제가 존재한다. 선호도 정보가 적게 존재하면 유사 사용자 추출이 어려우며, 이러한 문제는 시스템을 처음 사용하는 새로운 사용자에게 더욱 심각한 문제를 발생시킨다. 본 논문에서는 정보 부족 문제를 해결하고 추천 정확도를 향상시키기 위해 사용자와 상품에 대한 속성 생성 기법을 제안한다. 본 논문에서 제안한 기법은 속성의 분포를 이용하여 추가 속성을 생성하고, 추가 속성을 포함한 변형된 데이터를 이용하여 상품을 추천한다. 여러 실험을 통해 제안된 기법의 효과를 확인하였다.

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온라인 쇼핑몰에서 상품 표현방식에 따른 감성변화에 관한 연구 (A study of customer's emotional change by the ways of presenting pictures of clothing at online shops)

  • 박성종;석현정
    • 한국감성과학회:학술대회논문집
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    • 한국감성과학회 2008년도 추계학술대회
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    • pp.74-77
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    • 2008
  • Online shoppers are not able to try clothing on. Therefore, the pictures of clothing on the website play a significant role when shoppers make decision on their purchase. There are generally three different ways to show clothing at online shops. The first one is showing only clothing images, and the second one is showing the pictures that have actual fitting models wearing clothing on (In this case, Model's face is mostly not shown in the picture.), and the third is showing the pictures of professional fitting models who wear goods. The shopping malls adopt each of the different ways but little is known about affect on purchasing from these three ways. The aim of this study is to figure out how the online shopper's emotional status is affected by these three ways of presenting pictures of clothing. At first, we developed a set of adjective words of human emotion to set up the evaluation criteria for user's emotional status. Those adjectives are originally from the precedent research on human emotion. To cut 99 adjectives down to a proper number for the criteria, we conducted a preliminary survey, and finally, 5 adjectives are selected as appropriate criteria for evaluating users' emotional status while they are shopping. Those five adjectives are 'possess','sensual', 'unique', 'tasteful', and 'stylish'. Then, we conducted the main survey showing 10 kinds of cloth (each cloth was consist of 3 ways). And in the page of model images, we measured the model's preference for understanding the relation with customer's emotion criteria of the product. As a result of the test there was statistically significant difference between product only images and anonymous images, but there was no significant difference between anonymous images and model images. And the preference of the model and value of the emotion criteria have large correlation except 'unique' criteria. It is expected that the result in this study will help to build new marketing strategy which satisfy customers' emotion.

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독거노인을 위한 다기능 시스템 소파 디자인 개발 - 신체적, 심리적 특성을 중심으로 - (A Study on the Development of Multifunctional Sofa System Design for the Elderly Living Alone - Focused on the Physical and Mental Characteristics -)

  • 김명희;김휘경;이종희
    • 한국가구학회지
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    • 제28권1호
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    • pp.16-26
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    • 2017
  • In today's aging society, stable residential environment is essential for the elderly living alone to be able to do activities of daily living without restrictions and cherish a satisfactory quality of life. We developed a safe and convenient multifunctional sofa by removing complex combinations and decomposing processes of the multifunctional transformable furniture, appropriate for the use by elderly living alone. We deduced the 4 main keywords and details related to the purpose of sofa by analyzing the users' physical and mental characteristics through literature review and by using 24-hour scheduling, interviews, and actual measurement. Finally, by applying this to furniture planning, we designed 4 different types of multifunctional sofa system. Production was done in cooperation with AND Co. for 2 weeks using materials, colors and adhesives selectively chosen with careful consideration of their effects on the physical, mental aspects of the user to give optimal comfortability.

메타데이터를 이용한 음악 추천 기법 (Music Recommendation Technique Using Metadata)

  • 이혜인;윤성대
    • 한국정보통신학회:학술대회논문집
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    • 한국정보통신학회 2018년도 춘계학술대회
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    • pp.75-78
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    • 2018
  • 최근 디지털 음반시장의 성장으로, 들을 수 있는 음악의 양이 기하급수적으로 늘어나고 있다. 이로 인해 온라인 음원 서비스 이용자들은 마음에 드는 음악을 선택하는데 어려움을 겪고, 많은 시간을 낭비하게 되었다. 본 논문에서는 온라인 음원 서비스 이용자들이 겪는 선택의 어려움을 최소화하고, 낭비되는 시간을 줄이기 위한 추천 기법을 제안하고자 한다. 제안하는 기법은 개인정보의 이용 없이 아이템을 추천할 수 있는 아이템 기반 협업필터링 알고리즘을 사용한다. 더 정확한 추천을 위해 음원의 메타데이터를 이용하여 사용자의 선호도를 예측하고 선호도가 높은 Top-N개의 음악을 최종적으로 추천한다. 실험을 통해 제안하는 기법이 메타데이터를 이용하지 않을 때보다 추천 성능이 향상되는 것을 확인하였다.

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The Effect of Mobile MMORPG Characteristics on Flow Experience and Performance

  • LEE, Jeonghoon
    • 유통과학연구
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    • 제17권8호
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    • pp.35-44
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    • 2019
  • Purpose - This study examines the changes in the mobile MMORPG market in recent years and the factors affecting the performance of mobile games through flow experience according to the characteristics of game content. Research design, data, and methodology - This study focuses on the fact that the cause of game use behavior changes is the flow experience which influences the duration of mobile game continuation. The flow experience and the influencing factors are divided into the relationship between first, second-leading factors, and lagged factors. Results - The user's sense of challenge, skillfulness, concentration, and reality influenced the flow experience as a leading factor influencing the performance of MMORPG games. On the other hand, fun and preference were found to be the outcomes of the flow experience. This is because the game content is experienced not through passive enjoyment but by intentionally enjoying the game content. The flow experience has a positive effect on the intention of continuous use as in the previous study. Conclusions - This study found that the flow experience of game users is necessary for continuous use by organizing relationships of flow experience in mobile MMORPG users' gaming behavior.