• Title/Summary/Keyword: user activity analysis

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A Study on the Post Occupancy Evaluation of Urban Grand Park with Reference to the Perception of Residents -Focused on Ulsan Grand Park's Efficiency and User's Satisfaction- (주민의식에 기초한 도시 대공원의 이용후 평가 -울산 대공원의 공원효율성 및 이용 만족도를 중심으로-)

  • 성백진;최종희;이재근;권오복
    • Journal of the Korean Institute of Landscape Architecture
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    • v.32 no.2
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    • pp.11-24
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    • 2004
  • The purpose of this study is to present data on the human activities responding to the physical environment of ‘Ulsan’s Grand Parks by evaluating user behavior and activity, visiting motivations, and user satisfaction. This study was conducted using multi-methods such as interviews and questionnaires surveys. The main findings of this study can be summarized in six parts as follows: \circled1 Behavior patterns showed that the users visited the park left within 30 minutes and the frequency of visits was 1 or 2 times per week. They spent their time mostly on ‘walking’ and ‘picnicking’. The users visited regardless of the seasons or the day of the week. \circled2 The priorities for improvements were analyzed as follows: the users expressed their demands for ‘shadowing facilities’ like shelters and pergolas because they used these facilities frequently. Also, the users would like an ‘event program’, ‘sign system’ and ‘guide program’. \circled3 Analysis of the the user’s perception of the park showed that they perceive the park as ‘representative source of the landscape and open space in Ulsan and place for making contact with nature. \circled4 In examining the visiting motivations of the users of Ulsan Grand Park, it was revealed that people use the park for ‘time with family and friends’, ‘to escape from city life’, ‘to relieve fatigue. As a result of factor analysis, 4 factors were identified such as ‘physical motive(MF1)’, ‘exploratory motive(MF2)’, ‘social motive(MF3)’ and ‘emotional motive(MF4). \circled5 Park users’ evaluation for park facilities showed that people are satisfied with most of the facilities and especially, they have high level of satisfaction for ‘footpaths’, ‘squares’ and ‘picnicspace’. The evaluation of the park user’s of activity reveals that they are content with nearly all the variables. Especially, they have high level of satisfaction for the variables of ‘convenience for dynamic activities’, ‘making of a beautiful atmosphere, ‘accessibility from the outside’ and, ‘convenience in group activitie. Factor analysis of the park user’s of activity revealed 5 factors such as ‘convenience and interest factor (AF1)’, ‘park maintenance, management and use program(AF2)’, ‘visual beauty(AF3)’, ‘safety and accessibility(AF4)’ and ‘crowding(AF5)’. \circled6 Regression analysis was employed to get the predictor factors of overall satisfaction with a result of 60.0%($R^2$). The variance was explained as ‘quality of the picnic space’, ‘convenience and interest factor while using the park’, ‘park program for maintain and management in the park’, ‘visually beauty while using the park’, ‘safety and accessibility of the parks’, ‘quality of the pond’, ‘crowding’, ‘quality of the square’.

Model Study on the Level of Satisfaction for Recreation Forest Accommodations (자연휴양림 숙박시설만족도 모형연구)

  • Lee, Kee-Cheol;Kang, Kee-Rae
    • Journal of the Korean Institute of Landscape Architecture
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    • v.34 no.6 s.119
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    • pp.78-86
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    • 2007
  • Research into the use of recreation forest accommodations, the main facilities in these forests, and user satisfaction with them has been carried out for recreation forests in the suburbs of Daegusi and Gyongsangbukdo. This study aimed at providing background material to support the increasing demand to improve the facilities of recreation forests and to educate recreation forest staff about how to provide better service. User satisfaction with recreation forests as determined through regression analysis was affected by the following factors in this order: indoor recreation, the indoor space, outdoor recreation, time satisfaction factor, and activity opportunities. The level of satisfaction is affected by the force of factors above. The order of effective offerings of accommodations is presented according to the results.

User Reputation computation Method Based on Implicit Ratings on Social Media

  • Bok, Kyoungsoo;Yun, Jinkyung;Kim, Yeonwoo;Lim, Jongtae;Yoo, Jaesoo
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.11 no.3
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    • pp.1570-1594
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    • 2017
  • Social network services have recently changed from environments for simply building connections among users to open platforms for generating and sharing various forms of information. Existing user reputation computation methods are inadequate for determining the trust in users on social media where explicit ratings are rare, because they determine the trust in users based on user profile, explicit relations, and explicit ratings. To solve this limitation of previous research, we propose a user reputation computation method suitable for the social media environment by incorporating implicit as well as explicit ratings. Reliable user reputation is estimated by identifying malicious information raters, modifying explicit ratings, and applying them to user reputation scores. The proposed method incorporates implicit ratings into user reputation estimation by differentiating positive and negative implicit ratings. Moreover, the method generates user reputation scores for individual categories to determine a given user's expertise, and incorporates the number of users who participated in rating to determine a given user's influence. This allows reputation scores to be generated also for users who have received no explicit ratings, and, thereby, is more suitable for social media. In addition, based on the user reputation scores, malicious information providers can be identified.

User Modeling Using User Preference and User Life Pattern Based on Personal Bio Data and SNS Data

  • Song, Hyejin;Lee, Kihoon;Moon, Nammee
    • Journal of Information Processing Systems
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    • v.15 no.3
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    • pp.645-654
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    • 2019
  • The purpose of this study was to collect and analyze personal bio data and social network services (SNS) data, derive user preference and user life pattern, and propose intuitive and precise user modeling. This study not only tried to conduct eye tracking experiments using various smart devices to be the ground of the recommendation system considering the attribute of smart devices, but also derived classification preference by analyzing eye tracking data of collected bio data and SNS data. In addition, this study intended to combine and analyze preference of the common classification of the two types of data, derive final preference by each smart device, and based on user life pattern extracted from final preference and collected bio data (amount of activity, sleep), draw the similarity between users using Pearson correlation coefficient. Through derivation of preference considering the attribute of smart devices, it could be found that users would be influenced by smart devices. With user modeling using user behavior pattern, eye tracking, and user preference, this study tried to contribute to the research on the recommendation system that should precisely reflect user tendency.

The Right Understanding Of Value Engineering(VE) (VE에 대한 올바른 이해)

  • Kim, Tae-Joon
    • Journal of the Korean Professional Engineers Association
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    • v.39 no.4 s.187
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    • pp.38-41
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    • 2006
  • Value Engineering(VE) is the systematic activity to make a Alternatives for user's needs with an access by function analysis, creative thoughts, and the lowest life cycle cost. However, the current activity called VE is to make a Alternatives by experience and to make a report in similar to VE format. The right understanding of the concept and the process of VE is required for more effective Alternatives and VE activity with reliability.

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An Event Recommendation Scheme Using User Preference and Collaborative Filtering in Social Networks (소셜 네트워크에서 사용자 성향 및 협업 필터링을 이용한 이벤트 추천 기법)

  • Bok, Kyoungsoo;Lee, Suji;Noh, Yeonwoo;Kim, Minsoo;Kim, Yeonwoo;Lim, Jongtae;Yoo, Jaesoo
    • KIISE Transactions on Computing Practices
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    • v.22 no.10
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    • pp.504-512
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    • 2016
  • In this paper, we propose a personalized event recommendation scheme using user's activity analysis and collaborative filtering in social network environments. The proposed scheme predicts un-evaluated attribute values through analysis of user activities, relationships, and collaborative filtering. The proposed scheme also incorporates a user's recent preferences by considering the recent history for the user or context-aware information to precisely grasp the user's preferences. As a result, the proposed scheme can recommend events to users with a high possibility to participate in new events, preventing indiscriminate recommendations. In order to show the superiority of the proposed scheme, we compare it with the existing scheme through performance evaluation.

User Behavior Analysis for Online Game Bot Detection (온라인 게임 봇 탐지를 위한 사용자 행위 분석)

  • Kang, Ah-Reum;Woo, Ji-young;Park, Ju-yong;Kim, Huy-Kang
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.22 no.2
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    • pp.225-238
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    • 2012
  • Among the various security threats in online games, the use of game bots is the most serious problem. In this paper, we propose a framework for user behavior analysis for bot detection in online games. Specifically, we focus on party play that reflects the social activities of gamers: In a Massively Multi-user Online Role Playing Game (MMORPG), party play log includes a distinguished information that can classify game users under normal-user and abnormal-user. That is because the bot users' main activities target on the acquisition of cyber assets. Through a statistical analysis of user behaviors in game activity logs, we establish the threshold levels of the activities that allow us to identify game bots. Also, we build a knowledge base of detection rules based on this statistical analysis. We apply these rule reasoner to the sixth most popular online game in the world. As a result, we can detect game bot users with a high accuracy rate of 95.92%.

A Study on the Development Process of User Authentication Software (사용자 인증 소프트웨어 개발 프로세스에 관한 연구)

  • 이상준;배석찬
    • The Journal of Society for e-Business Studies
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    • v.9 no.1
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    • pp.255-268
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    • 2004
  • User authentication is indispensable in computer login and internet banking. Usability as well as security is needed in user authentication software. To develop the software systematically, development process must be defined, and it can result in the improvement of software maturity. In this paper, a process needed to develop user authentication software systematically is proposed from experience of developing visual password input software. This process is composed of 6 phases and 15 activities. It is able to improve usability with its requirement analysis, planning, integration testing, and acceptance testing activity.

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Analysis of the Impact of Chair Tilt Function on Users' Biometric Signals and Comfort (의자의 틸트 기능이 사용자의 생체 신호 및 안락도에 미치는 영향 분석)

  • Seulki Kyeong
    • Journal of Biomedical Engineering Research
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    • v.45 no.2
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    • pp.75-80
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    • 2024
  • This research investigates the influence of chair tilt functionality on biometric signals and user comfort, addressing the ergonomic challenges posed by modern sedentary lifestyles. Through an experimental study involving eight male participants, the impact of chair tilt on electromyography (EMG), heart rate, metabolic rate, pressure distribution, and distance between the lumbar spine and the lumbar support part of the chair was measured across different seating postures. The study utilized chairs with both synchronous and non-synchronous tilt mechanisms to explore how adjustments in chair design affect user comfort and physiological responses during prolonged sitting. Key findings suggest that chair tilt functionality can significantly reduce muscle activity and energy expenditure, enhancing user comfort and potentially mitigating health risks associated with prolonged sedentary behavior. Notably, the study revealed a preference among participants for chairs that aligned the rotational center of the tilt with the hip joint, highlighting the importance of this ergonomic feature in enhancing user comfort. Additionally, the research proposes a novel methodology for assessing seating comfort through the analysis of both biometric and physical signals, providing valuable insights for the development of ergonomic chair designs focused on user health and comfort.

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.