• Title/Summary/Keyword: user culture

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A Study on the Guild System for the Participation of User in the MMORPG Game (MMORPG 게임에서의 사용자 참여를 위한 길드시스템에 관한 연구)

  • Mo, Eun-Seok;Park, Jae-Hwan;Park, Ji-Won;Kang, Tae-Hyeon;Kim, Hyo-Nam
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2016.07a
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    • pp.307-310
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    • 2016
  • 국내 게임시장은 모바일을 기반으로 성정을 지속할 것으로 내다보고 있다. MMORPG 신작 부재로 국내 온라인 게임 시장의 성장은 다소 제한적일 것으로 예상했지만 다양한 신작 출시와 기존 온라인 게임의 모바일 게임 시장 진출로 시장이 활성화 되고 있다. 본 논문에서는 MMORPG 게임에 대표적인 두개의 길드 시스템을 분석하며 기존 시스템에 대한 보완과 새로운 시스템에 대해 제안하고자 한다. 두 게임에 공통적으로 들어가는 시스템에 대해 문제점과 보완방법을 제안하며 새로운 시스템에 대한 제안을 통해 게임을 즐기는 사용자들의 참여를 유도하고자 한다.

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Why do We Share Information? Explaining Information Sharing Behavior through a New Conceptual Model between Sharer to Receiver within SNS

  • Seok Noh
    • Asia pacific journal of information systems
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    • v.31 no.3
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    • pp.392-414
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    • 2021
  • Social networking services (SNS) is an indispensable method in order to obtain information of the Internet participants. The study identified three variables of social media communication, sharing culture, and online trust in terms of social capital theory (SCT) and reviewed intention& behavior variables in terms of theory of planned behavior (TPB). The data were collected from 330 samples of SNS user, and were involved, and the research model uses AMOS to make confirmatory factor analysis. The findings confirmed our hypothesis that social media communication, sharing culture, and online trust affect individuals' behaviors to sharing information. This study emphasizes that not only social media communication but also sharing culture to SNS can stimulate information sharing. while previous research has predominately focused on personal cognition or social network, the study examines the integrated influence of communication, culture and trust on information sharing in SNS. In sum, by explicating the unique role of social capital, this paper aims at contributing to the continued development and success of SNS in general.

Generational malling culture in multi-complex shopping malls - Entertainment experiences - (복합쇼핑몰에서의 세대별 몰링문화에 관한 연구 - 엔터테인먼트 경험을 중심으로 -)

  • Park, Minjung
    • The Research Journal of the Costume Culture
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    • v.21 no.5
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    • pp.726-741
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    • 2013
  • Malling culture, which refers to the enjoyment of shopping in multi-complex malls with shopping, cultural, and leisure facilities, has emerged as a major trend in society. However, few studies have researched malling culture in depth. This study classified people who go to multi-complex shopping malls as belonging to the baby-boom generation, X-generation, or Y-generation to investigate consumer culture in malls, with an emphasis on user satisfaction and entertainment experiences. Consumers who had shopped in a multi-complex shopping mall during the last 6 months were surveyed. Data were collected through a research company, and responses from 417 subjects were used in the analysis. Among the 417 subjects, 130 were baby-boomers, 136 were from the X-generation, and 151 were from the Y-generation. Investigating the components of multi-complex shopping malls that stimulate entertainment experiences, this study found that exploratory, emotional, and leisure experiences were enhanced when users were more satisfied with the image, atmosphere, and events of shopping malls. In addition, mall image and atmosphere contributed to the improvement of social experiences. With regard to generation, baby-boomers and subjects from the X-generation were generally more satisfied with mall atmosphere, image, and events and had more exploratory and leisure experiences. This study holds significance in that it examined malling culture from a wider perspective than simply the younger generation and presented scholarly and marketing implications based on insights into generational malling culture.

A Study on the Design and Implementation of the Learned Life Sports Team Recommendation Service System based on User Feedback Information (사용자 피드백 정보 기반의 학습된 생활 스포츠 팀 추천 서비스 시스템 설계 및 구현)

  • Lee, Hyunho;Lee, Wonjin
    • Journal of Korea Multimedia Society
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    • v.21 no.2
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    • pp.242-249
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    • 2018
  • In this paper, the customized sports convergence contents curation system is proposed for activation of life sports. The proposed system collects and analyzes profile of social sports group (club, society, etc.) for recommending optimized sports convergence contents to user. In addition, the feedback based on the recommendation result from the user is continuously reflected and the optimal recommendation is made possible. For the system evaluation, the proposed system is tested to 300 users (about 20 sports team) for about 3 months and the system is verified by analyzing the initial recommendation results and recommendation results reflected by user feedback.

A Study on Cross-Cultural Validation of Web-Based User Information Satisfaction (Flow) Measurement Model (웹기반 정보시스템 이용자정보만족도(Flow) 측정모델의 교차문화 검증에 관한 연구)

  • Jung, Jin-Taek
    • Journal of Digital Convergence
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    • v.6 no.2
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    • pp.157-164
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    • 2008
  • The current research utilized as its target population who are current users of web based information system in Korea. The research validated the dimensions by studying he constructs within the context of the web based information system user population. Correlation was found between Flow dimensions retained as components of a ross-Cultural Model. It was determined that these two dimensions-Intrinsic Interest and Control-are significant predictors of user success. The Cross-Cultural Model was validated, and it is therefore suggested as a basis for further study of user success indicators in he cross-cultural enterprise environment.

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A Study on Residential Facility Based on the Characteristics of Behavior and Motion for People with visual Impairments (주거 공간 계획을 위한 시각장애인의 행위에 따른 동작특성에 관한 연구)

  • Kim, Min-Gyeong;Keum, Yo-Chan;Park, Yong-Hwan
    • Korean Institute of Interior Design Journal
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    • v.15 no.2 s.55
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    • pp.99-107
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    • 2006
  • People with visual impairments are difficult to go to education facility by themselves, because of their limited visual ability, orientation, and usability field, so they prefer dormitories. Those dormitories playa role in living space, education, communication and culture function. Therefore those facilities planned more user centered design, since they are influenced by user actability and their values. User centered designs that match between the user and space are understood as well as their characteristics and behavior. Especially for understanding their activity, observation is conducted about their behavior in dormitories. Thus the purpose of this study is suggested to be a basic source that planning about residential facility for people with visual impairments through interview and observation investigation by analysis that they resident in space motion and performance.

Using Ensemble Learning Algorithm and AI Facial Expression Recognition, Healing Service Tailored to User's Emotion (앙상블 학습 알고리즘과 인공지능 표정 인식 기술을 활용한 사용자 감정 맞춤 힐링 서비스)

  • Yang, seong-yeon;Hong, Dahye;Moon, Jaehyun
    • Proceedings of the Korea Information Processing Society Conference
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    • 2022.11a
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    • pp.818-820
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    • 2022
  • The keyword 'healing' is essential to the competitive society and culture of Koreans. In addition, as the time at home increases due to COVID-19, the demand for indoor healing services has increased. Therefore, this thesis analyzes the user's facial expression so that people can receive various 'customized' healing services indoors, and based on this, provides lighting, ASMR, video recommendation service, and facial expression recording service.The user's expression was analyzed by applying the ensemble algorithm to the expression prediction results of various CNN models after extracting only the face through object detection from the image taken by the user.

A Trend Analysis of Dynamic Chair and Applied Technology

  • Hyeong, Joon-Ho;Roh, Jong-Ryun;Park, Seong-Bin;Kim, Sayup;Chung, Kyung-Ryul
    • Journal of the Ergonomics Society of Korea
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    • v.33 no.4
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    • pp.267-279
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    • 2014
  • Objective: The objective of this study was to define the Dynamic Sitting (DS) through trend analysis and research on the Dynamic Chair (DC) and applied technologies. Background: The effects of changing posture on the human body have been studied to find out healthy sitting postures. It is believed that changing posture is effective in reducing disc pressure on spinal cord and preventing back pain and musculoskeletal disease. But, the definition of DS and trends of DC have not been researched yet. Therefore, trend analysis of DC and its applied technologies are required to define dynamic sitting posture. Method: We researched the type of occupant postures from previous studies. And then, sitting behaviors were classified into three types; (1) sitting and standing, (2) working and studying, (3) taking a rest. Results: Variety shapes of DC and applied technologies were found out. From the result, the trend of DC and applied technology were summarized from three perspectives. ; (1) changing the chair functions according to user's intention, (2) conversion of dynamic chair technologies to office chair mechanism, (3) enables the user to change their sitting posture without operating control device. Conclusion: From this study, we defined dynamic sitting posture and analyzed the trend of DC and its applied technologies. This result might be used to develop an office chair for healthy sitting. But further investigation is required to figure out the technologies and functions for development of healthy chair. Application: The results of the publishing trend analysis might help to determine design concept of office chair.

Towards Reinterpretation of Korean Living Behavior: New Design Approach to Spatial Furniture (생활 문화 기반의 재해석 : 공간형 가구의 새로운 접근)

  • Jun, Kye Han;Choi, Kyung Ran
    • Korea Science and Art Forum
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    • v.27
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    • pp.213-219
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    • 2017
  • This paper aims to approach a spatial furniture for sedentary lifestyle which been has derived and evolved from Korea's traditional 'Ondol' heating system. In this living culture, people has been staid on the floor where people would sit directly on without furniture such as chair and bed. With every changing technological advances, sedentary life culture is transformed and mixed instead of sedentary habit. Most of people lived in western house such as apartment forms. As time go by, western furnitures were used became widespread. However, during the process, it impossible to acclimate ourselves to the new lifestyle such as chair, bed etc. This leads to users feeling uncomfortable on certain points. The researcher suggests a spatial furniture through a new approach to rest-taking that also intersects the cultures of East and West while resolving the a fore-mentioned issues. The study is conducted as follows. Firstly, issues are discovered through a user's lifestyle to exist usage and interplay of house and furniture. Furthermore, the issues was not a fragmentary thing but more related to a culture and a coustom of long standing. Secondly, a design experiment is conducted to conclude a new form and function that is better fit for the Korean culture where sitting on the floor is the norm. New direction for space that intersects the cultures of the East and West while using modules made convenient for contemporary life is presented. Finally, this study is meaningful in that it reinterprets furniture used for rest within the context of sedentary culture, in order to propose a new direction and value for design that overcomes the boundaries between eastern and western applied to resting space.

A Study on the Methodology for Relation between Culture and Communication with Considering on the Difference of Culture in Focus Group Interview (문화와 커뮤니케이션 관계 파악을 위한 분석 방법론 수립에 관한 연구 - 사용자의 문화적 차이를 고려한 포커스 그룹 인터뷰를 중심으로)

  • Jung, Ji-Yeon;Kim, Jung-Ha
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.210-215
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    • 2008
  • The area of design is the key which can create the generation's core values consistently influenced by the various media, throughout the rapid growth of technology and globalization. In the past, the design used to be defined as 'aesthetic', 'decorative', and 'satisfaction of the sensibility'. However, we believe it is time for a different value followed by the issue of user's different backgrounds and cultures. As the need arises, cross culture study has requested that we analyze how we understand the user's backgrounds and cultures. By doing so, it defines the user's needs like focus group interviews and methodology on process of product development or evaluation. Therefore the subject of this study is how the communication between two groups are affected by the difference between two cultures that centers on focus group interviews which has different consequence by diverse cultural backgrounds and personalities. Because personalities cannot be separated from cultural context, we have the compared group as a result of MBTI and establish practical methodology for proving the cultural factor which influenced to the difference of communication ways.

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