• Title/Summary/Keyword: user culture

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Research on Information Portal Affordances and System Literacy of Cultural Artists: Focusing on Fuzzy Set Qualitative Comparative Analysis (문화예술인의 정보포털 어포던스 및 시스템 리터러시에 대한 연구: 퍼지셋 질적비교 분석을 중심으로)

  • Hyeon Yeong Kim;Hwan Soo Lee
    • Journal of Information Technology Services
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    • v.22 no.6
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    • pp.55-70
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    • 2023
  • This study conducted a fuzzy set qualitative comparative analysis study on culture and arts information portals to ensure practical and universal use and activation of culture and arts information portals. The capabilities and influence of affordances and system literacy according to user experience regarding accessibility to cultural arts information portals are as follows. First, physical affordances in the culture and arts information portal were key conditions for the culture and arts information portal user experience regarding system accessibility, system understandability, system usability, system usability, and system literacy. Second, the functional affordance of the user experience in the cultural arts information portal was relatively low and unimportant, and when the functional affordance was low, the user's system accessibility, system understanding, system usefulness, system usability, and system literacy were increased. Third, if the user's functional affordance and sensory affordance are low in the culture and arts information portal, the system accessibility, system understanding, system usability, and system literacy of the culture and arts information portal users are increased. Fourth, cultural arts information portals must build an innovative system with a systematic approach appropriate for the user base by linking system literacy capabilities with a focus on physical affordances.

Organizational Factors of the Successful Adoption in User-Centered Design

  • Kim, Byung-Kwan;Lee, Seung-Yong;Choi, Young-Keun
    • Journal of Distribution Science
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    • v.15 no.1
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    • pp.43-49
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    • 2017
  • Purpose - This study is to integrate organizational factors into UCD process. For this research purpose, we investigated the organizational factors which influence people behaviors in the context of user-centred design practice(UCP). And this study presents organizational culture, organizational learning and change management as the organizational factors. Especially, this study is to investigate how change management influences the relationship between the organizational culture/learning and UCD performance. Research design, data, and methodology - Using the survey methodology with a questionnaire, this study distributed the questionnaire to the experienced 112 practitioners of user-centred design practice in 52 Korean small and medium companies. The organizations differed in range and size from medium-scale, which is under 100 of employees, and to small-scale, which is from 100 to 500. Results - Organizational culture and organizational learning have positive effects on user-centred design practice performance as expected. And change management strengthens the positive relationship between organizational learning and user-centred design practice performance but has no effect on the relationship between organizational culture and user-centred design practice performance. Conclusions - This is the first empirical study of investigating and demonstrating some key organizational factors' relationships and UCD performance of an organization, which will support to institutionalize UCD within an organization, providing theoretical foundations.

Does Social Distance Always Increase Content Performance in Online Distribution Channels? (온라인 유통 채널에서 컨텐츠의 성과는 사회적 거리에 의해 항상 증가하는가? YouTube의 문화별컨텐츠를 중심으로)

  • Son, Jung-Min;Kang, Seong-Ho
    • Journal of Distribution Science
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    • v.13 no.8
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    • pp.97-104
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    • 2015
  • Purpose - This study examines the positive impact of the social distance between producers and users of online content, investigating and analyzing the most popular Web content. In addition, it tries to elicit the matching effect that appears when the individuals'cultural background is consistent with social distance. Research design, data, and methodology - We collected and analyzed actual data about 4,981 videos clips on YouTube, looking at six countries in order to verify the content of this study. Based on the results of the data analysis, the study conducted behavioral measurements on popularity, social distance, culture, and user engagement. The unit of analysis was the content and we collected information about the content producers and the content records. We controlled the views, comments, likes, calendar dates, and ages in the empirical models. The data was collected in 2011, with the records coming from South Korea, Japan, China, U.S., German, and France. A total of 4,980 elements were analyzed in the model. The empirical model estimated is the bivariate negative binomial distribution (NBD) model. Results - It turns out that there is a possibility that the matching effect can be diminished by variables that reflect the psychological involvement of user engagement. This study proposes academic and practical implications based on these research results. This research shows the positive effect of social distance between users and producers on the increased performance of the online content. We find the effect of social distance to be a stronger tendency in collectivism. The collectivists follow their sense of friendship and intimacy in their culture and, the social congruence effect can be found there as well. The effect, however, could erode in a social case where users are motivated by strong intrinsic and psychological factors. In addition, user engagement complicates the process of user decision making regarding the information. Conclusions - This study examines how the differential effects of social distance caused by culture could disappear through user commitment as a complicated user motivation. Some potential implications are as follows. First, a firm in the collectivism culture has to communicate based on the social distance. In fact, most online channels do not have a function that indicates the social distance as measured by favorites or subscribers. This function could help increase the performance of the content in online channels, but this increasing effect can only be found in a collectivist culture. Based on this, the firms have to communicate and announce to users the actual social distance between users and producers. Second, firms should develop a system that discovers the social distance and culture and shows these measures to users and producers, since the congruence effect between social distance and culture is found only for low user engagement. The firms can take the advantage of the congruence effect only for the development of the social distance and culture visualized system.

Personalized Search Service in Semantic Web (시멘틱 웹 환경에서의 개인화 검색)

  • Kim, Je-Min;Park, Young-Tack
    • The KIPS Transactions:PartB
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    • v.13B no.5 s.108
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    • pp.533-540
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    • 2006
  • The semantic web environment promise semantic search of heterogeneous data from distributed web page. Semantic search would resuit in an overwhelming number of results for users is increased, therefore elevating the need for appropriate personalized ranking schemes. Culture Finder helps semantic web agents obtain personalized culture information. It extracts meta data for each web page(culture news, culture performance, culture exhibition), perform semantic search and compute result ranking point to base user profile. In order to work efficient, Culture Finder uses five major technique: Machine learning technique for generating user profile from user search behavior and meta data repository, an efficient semantic search system for semantic web agent, query analysis for representing query and query result, personalized ranking method to provide suitable search result to user, upper ontology for generating meta data. In this paper, we also present the structure used in the Culture Finder to support personalized search service.

A Study of Information About Culture And Art Based On Application (최신 문화 예술공연 정보 제공 어플리케이션 연구)

  • Koo, Min-Jeong;Shin, Yea-Ri
    • The Journal of the Convergence on Culture Technology
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    • v.1 no.4
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    • pp.65-69
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    • 2015
  • This study can read register reviews and search read information that users want by musical, drama and movie by using DB by developing App providing the newest culture view and information in android smart phone, when users want to enjoy cultural life. Also, the administrator logins as Administrator-mode and controls cultural information and makes smooth controlling by identifying user's information. In addition, the user logins as User-mode and reads cultural information and can make possible in reading and writing reviews. It makes possible to enjoy leisure activity as cultural activity by identifying reliable performance information via recommendation of friend groups.

A Study on Needs of User for Community Facilities -Through P.O.E.(Post Occupancy Evaluation) in House of Culture, Gwua-Chun City- (주민의 지역시설 이용의식에 관한 연구 -과천시 문화의 집 이용자의 사용후 평가를 중심으로-)

  • Lee, Eul-Gyu
    • Journal of the Korean Institute of Rural Architecture
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    • v.3 no.3
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    • pp.1-9
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    • 2001
  • The purpose of this paper is to investigate the user distribution and the accessibilities, and the factors restricting the use of House of Culture, Gwua-Chun city, and to discuss and propose an improved management for House of Culture. The survey and analyses in this paper have showed some considerable aspects of House of Culture. Smaller culture facilities are more effective with respects to the programs and the use of rooms. Most of users of the facilities are housewives and retired old people because those who have jobs can not use in the daytime when the facilities are open. Many cases of House of Culture are parts of village offices, libraries, and culture centers. The rooms are very efficiently composed. Users of House of Culture want larger space facilities and lecture programs for health and sports.

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Analysis on Bit Error Rate Performance of Negatively Asymmetric Binary Pulse Amplitude Modulation Non-Orthogonal Multiple Access in 5G Mobile Networks

  • Chung, Kyuhyuk
    • International Journal of Advanced Culture Technology
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    • v.9 no.4
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    • pp.307-314
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    • 2021
  • Recently, positively asymmetric binary pulse amplitude modulation (2PAM) has been proposed to improve the bit error rate (BER) performance of the weak channel gain user, with a tolerable BER loss of the strong channel gain user, for non-orthogonal multiple access (NOMA). However, the BER loss of the stronger channel gain user is inevitable in such positively asymmetric 2PAM NOMA scheme. Thus, we propose the negatively asymmetric 2PAM NOMA scheme. First, we derive closed-form expressions for the BERs of the negatively asymmetric 2PAM NOMA. Then, simulations demonstrate that for the stronger channel gain user, the BER of the proposed negatively asymmetric 2PAM NOMA improves, compared to that of the conventional positively asymmetric 2PAM NOMA. Moreover, we also show that for the weaker channel gain user, the BER of the proposed negatively asymmetric 2PAM NOMA is comparable to that of the conventional positively asymmetric 2PAM NOMA, over the power allocation range less than about 10 %.

A Study on User Created Content of MMORPG -Focused on the Process of Game Play and Game Design- (MMORPG의 사용자생성콘텐츠에 관한 연구 -게임플레이와 게임디자인 과정을 중심으로-)

  • Park, Na-Young
    • Journal of Korea Game Society
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    • v.7 no.3
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    • pp.49-58
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    • 2007
  • The progress of the MMORPG is being under discussion based on 'User Created Content' recently. User Created Content is to be classified into four types - IC User Created Content, IC User Crafted Content, OOC User Created Content, OOC User Crafted Content. Mechanism, Dynamics and Aesthetics on the process of Game Design and Game Play that Marc Leblanc suggested are brought out differently from each other. So, User Created Content can make you understand the various desire of users who's playing game. And It is meaningful in Game Design, either. Therefore, User Created Content is significant as the interaction of IC culture and OOC culture and as the interaction of a process of game play and game design.

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A Study on Participatory Culture of Korean Webtoon Focused on User-Generated Images - (한국 웹툰의 참여 문화 연구 - 사용자 생성 이미지를 중심으로 -)

  • Kim, Juna;Kim, Su-Jin
    • Cartoon and Animation Studies
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    • s.44
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    • pp.307-331
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    • 2016
  • Webtoon is the most popular cultural contents representing contemporary Korea. This study explores the cultural aspects of participatory culture surrounding Webtoon, and reveals the cultural implications of webtoon in contemporary Korea. Particularly, this study notes that the engagement of the participatory culture is formed from the user-generated images and analyzes the reproduction patterns of them. Chapter 2 analyzes the mimicking process of user-generated images based on the 'meme' concept. Especially based on the variation degree of text or image, the user-generated images could be classified into three types of 'completely variant', 'partly variant', and 'completely same'. Users use these images as one of the fun factor by transplanting them into daily messenger conversation. Chapter 3 reveals the cultural meaning which is derived from the process of user-generated images creation. In particular, this study notes that most of the user-generated images are mimicking the main character of the original webtoon, and analyzes the underlying desire of the mass based on the literary theory of Northrop Frye. The main readers of webtoon are petit-bourgeois living in Korean metropolitan, and the user-generated images also reflects the daily lives of these ordinary people. User-generated images of webtoon are imitating the original contents in a way of replicating or mutating the images or texts. Also, they are consumed and enjoyed as an amusing code among users. Especially by mimicking the appearance of the main character in a self-reflective way, they appeal to day-to-day sympathy of users. In that user-generated images reveal the desire of the public living in contemporary Korea, this study examines the cultural implication of webtoon.

Cody Recommendation System Using Deep Learning and User Preferences

  • Kwak, Naejoung;Kim, Doyun;kim, Minho;kim, Jongseo;Myung, Sangha;Yoon, Youngbin;Choi, Jihye
    • International Journal of Advanced Culture Technology
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    • v.7 no.4
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    • pp.321-326
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    • 2019
  • As AI technology is recently introduced into various fields, it is being applied to the fashion field. This paper proposes a system for recommending cody clothes suitable for a user's selected clothes. The proposed system consists of user app, cody recommendation module, and server interworking of each module and managing database data. Cody recommendation system classifies clothing images into 80 categories composed of feature combinations, selects multiple representative reference images for each category, and selects 3 full body cordy images for each representative reference image. Cody images of the representative reference image were determined by analyzing the user's preference using Google survey app. The proposed algorithm classifies categories the clothing image selected by the user into a category, recognizes the most similar image among the classification category reference images, and transmits the linked cody images to the user's app. The proposed system uses the ResNet-50 model to categorize the input image and measures similarity using ORB and HOG features to select a reference image in the category. We test the proposed algorithm in the Android app, and the result shows that the recommended system runs well.