• 제목/요약/키워드: user groups

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이용자 요구 기반 장서개발을 위한 대학도서관 희망도서 주제 분석 (A Topic Analysis of Requested Books by User Types at a University Library for Patron-Driven Acquisition)

  • 최상희
    • 한국문헌정보학회지
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    • 제58권1호
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    • pp.395-415
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    • 2024
  • 대학도서관의 장서개발에 있어 희망도서는 이용자의 직접적인 정보요구를 해결하는 수서방식이다. 이 연구에서는 대학도서관의 효율적인 장서개발을 위해 희망도서를 신청하는 이용자 집단간의 주제 선호도를 파악하고자 대학도서관의 10년치 희망도서를 분석하였다. 장서개발에 있어 이용자의 희망도서 신청이 활발한 영역을 파악하는 것은 사서가 장서개발의 핵심 영역을 파악하고 균현있는 장서개발 정책을 수립하는데 필요한 사항이다. 이용자별 주요 주제영역을 파악하기 위하여 KDC 주제분류를 매핑한 분석결과 모든 신청자 집단에서 '사회과학'이 주요 대주제 영역에 해당하는 것으로 나타났으나 중주제 분석에서는 대학원생의 주요 주제 분야로 '의학'과 '심리학'이 나타나 다른 신청자 집단과 차별화되는 것으로 나타났다. 대학원생의 희망도서 영역이 다른 집단과 차별화된 요인은 A대학에서 대학원이 가장 활성화되어 있는 전공영역을 중심으로 희망도서 신청이 활발하게 일어나고 있지만 여가용으로는 희망도서 신청이 이루어지고 있지 않긴 때문에 이와 같은 현상이 나타난 것으로 분석되었다. 주제 네트워크 분석에서는 학부생은 공무원, 취업과 진로 등 다른 신청자 집단에서는 나타나지 않는 주제들이 주요 주제 클러스터로 나타났고 대학원생은 소수 전공 주제에 집중되어 주제 클러스터가 형성되는 것으로 분석되었다.

온라인 게임 사용자의 위험지각과 자기효능감에 따른 게임 중독 예방행위 간 차이분석 : 국내 대학생을 대상으로 한 위험지각태도 프레임웍을 기반으로 (Analyzing the Differences among Online Gaming Users' Gaming Addiction Prevention Behaviors based on Risk Perception and Self-efficacy : Testing RPA Framework on Korean College Students)

  • 최병구;왕신위;이재남
    • Journal of Information Technology Applications and Management
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    • 제22권2호
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    • pp.19-41
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    • 2015
  • Many studies have focused on the influences and outcomes of online game addiction. However, few studies have investigated how the online game addiction prevention behavior differs depending on online game user. In order to fill this gap, this study attempts to classify online game users based on risk perception attitude (RPA) framework. More specifically, this research tries to show online game user can be classified into four groups based on perceived risk of online game addiction and efficacy beliefs of online game addiction protection, and to identify how the groups differ in terms of motivation, information seeking, and behaviors for online game addiction prevention. For this purpose, analysis on survey data from 240 Korean college students who use online game reveals that the users can be classified into responsive, avoidance, proactive, indifference groups. Furthermore, there are differences between groups in terms of motivation, information seeking, and behaviors for online game addiction prevention. This study contributes to expand existing literature by providing tailored guidelines for implementation of online game addiction prevention strategies and policy.

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

  • 안태범;강이석
    • 제어로봇시스템학회논문지
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    • 제21권9호
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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.

The effects of the usability of products on user's emotions - with emphasis on suggestion of methods for measuring user's emotions expressed while using a product -

  • Jeong, Sang-Hoon
    • 디자인학연구
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    • 제20권2호
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    • pp.5-16
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    • 2007
  • The main objective of our research is analyzing user's emotional changes while using a product, to reveal the influence of usability on human emotions. In this study we have extracted some emotional words that can come up during user interaction with a product and reveal emotional changes through three methods. Finally, we extracted 88 emotional words for measuring user's emotions expressed while using products. And we categorized the 88 words to form 6 groups by using factor analysis. The 6 categories that were extracted as a result of this study were found to be user's representative emotions expressed while using products. It is expected that emotional words and user's representative emotions extracted in this study will be used as subjective evaluation data that is required to measure user's emotional changes while using a product. Also, we proposed the effective methods for measuring user's emotion expressed while using a product in the environment which is natural and accessible for the field of design, by using the emotion mouse and the Eyegaze. An examinee performs several tasks with the emotion mouse through the mobile phone simulator on the computer monitor connected to the Eyegaze. While testing, the emotion mouse senses user's EDA and PPG and transmits the data to the computer. In addition, the Eyegaze can observe the change of pupil size. And a video camera records user's facial expression while testing. After each testing, a subjective evaluation on the emotional changes expressed by the user is performed by the user him/herself using the emotional words extracted from the above study. We aim to evaluate the satisfaction level of usability of the product and compare it with the actual experiment results. Through continuous studies based on these researches, we hope to supply a basic framework for the development of interface with consideration to the user's emotions.

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도시 텃밭 재배활동 다양화를 위한 기능성 텃밭모델 이용자 분석 (User Analysis of the Functional Vegetable Garden Model to Diversify Vegetable Gardening Activities)

  • 박은희;한경숙;장윤아;정순진;박동금
    • 한국지역사회생활과학회지
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    • 제27권4호
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    • pp.779-794
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    • 2016
  • In this study, a functional vegetable garden model is proposed for vegetable gardening users in urban areas to grow different vegetables for various purposes. H vegetable garden user(uneducated) and Y vegetable garden user(educated) urban vegetable gardening users were provided with the functional vegetable garden model and allowed to manage their allocated gardens directly. As the issues raised by the field work and its associated solutions were investigated, the opinions from each group were compared and analyzed. The conclusions are as follows. First, according to the usage survey for vegetable gardening, both groups responded that they had mostly cultivated vegetables. Second, with regard to the kinds of vegetables cultivated in autumn, both groups chose the vegetables required for producing Kimchi. Third, both groups responded that their interest in growing various plants was the major motivation to start gardening. Fourth, regarding the inclusion of flowers and herbs in the functional vegetable garden, more than 90% of the members of both groups responded that the level of the inclusion was appropriate or could be higher.

휴대전화 설계를 위한 연령대별 사용자 특성 (The User Characteristics of Different Age Groups to Design Mobile Phone)

  • 김정룡;김성훈;조영진
    • 대한인간공학회지
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    • 제29권3호
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    • pp.297-310
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    • 2010
  • The purpose of this study is to investigate the user characteristics in different age groups by investigating the level of satisfaction and preference of design and function of mobile phone. 160 subjects participated in the experiment. Subjects with different ages were selected and divided into four groups: young age group (20 to less than 45), $1^{st}$ middle age group (45 to less than 55), $2^{nd}$ middle age group(55 to less than 65), and elderly group(over 65). A questionnaire was developed based on the previous design guideline, and additional questions were made to test newly developed function and design of the mobile phone. In particular, depth interviews were conducted in order to have a proper response from old subjects who have difficulties in completing written questionnaire. In result, it was found that except for price the major criterion to purchase mobile phone was the design, and the function of phone was the next except for elderly group. In the case of elderly group, the screen size is the first. Statistical results indicated that 37.5% of the young age group, 22.5% of $1^{st}$ middle age group, 22.5% of $2^{nd}$ middle age group and 10.0% of the elderly group preferred the design to function when they purchase mobile phones. Most elderly people were not satisfied with the supplementary function of the mobile phone. The $1^{st}$ middle age group did not know exactly how to use the supplementary service although they were willing to use it. Regarding the emotional preference on the type of phone, the sliding type was preferred most. Current results can be used to anticipate the future trend of mobile phone and design a user-friendly product for the aged population.

서비스 지향 아키텍처 시스템을 위한 동적 역할 기반 서비스 할당에 관한 연구 (A Study on Dynamic Role-based Service Allocation for Service Oriented Architecture System)

  • 박용범;권예진
    • 반도체디스플레이기술학회지
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    • 제17권1호
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    • pp.12-20
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    • 2018
  • Recently, web-based service software has been used as to combine various information or to share information according to the needs of users and the convergence of specialized fields and individual dependent systems. According to the necessity of the user, the proper service environment and the selective service environment according to the purpose and the needs of the user have been studied in a variety of specialized and combined professional research fields and industries. Software based on cloud systems and web services is being used as a tool for appropriate group and user groups and roles. A service system combined dynamically needs a module to manage a user through internal logic and grant a service access authentication. Therefore, it has been considered various approaches that a user who accesses the system is given a service access authority for a certain period of time. Also, when the deadline is over, the authority that you are given to access system will go through the process of expire the right. In this paper, we define the roles of users who access web services, manage user rights according to each role, and provide appropriate service resources to users according to their rights and session information. We analyzed the procedure of constructing the algorithm for the service according to the procedure of each user accessing the web service, granting the service resource and constructing a new role.

Beyond Categories: A Structural Analysis of the Social Representations of Information Users' Collective Perceptions on 'Relevance'

  • Ju, Boryung;O'Connor, Daniel O.
    • Journal of Information Science Theory and Practice
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    • 제1권2호
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    • pp.16-35
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    • 2013
  • Relevance has a long history of scholarly investigation and discussion in information science. One of its notable concepts is that of 'user-based' relevance. The purpose of this study is to examine how users construct their perspective on the concept of relevance; to analyze what the constituent elements (facets) of relevance are, in terms of core-periphery status; and to compare the difference of constructions of two groups of users (information users vs. information professionals) as applied with a social representations theory perspective. Data were collected from 244 information users and 123 information professionals through use of a free word association method. Three methods were employed to analyze data: (1) content analysis was used to elicit 26 categories (facets) of the concept of relevance; (2) structural analysis of social representations was used to determine the core-periphery status of those facets in terms of coreness, sum of similarity, and weighted frequency; and, (3) maximum tree analysis was used to present and compare the differences between the two groups. Elicited categories in this study overlap with the ones from previous relevance studies, while the findings of a core-periphery analysis show that Topicality, User-needs, Reliability/Credibility, and Importance are configured as core concepts for the information user group, while Topicality, User-needs, Reliability/Credibility, and Currency are core concepts for the information professional group. Differences between the social representations of relevance revealed that Topicality was similar to User-needs and to Importance. Author is closely related to Title while Reliability/Credibility is linked with Currency. Easiness/Clarity is similar to Accuracy. Overall, information users and professionals function with a similar social collective of shared meanings for the concept of relevance. The overall findings identify the core and periphery concepts of relevance and their relationships in terms of coreness, similarity, and weighted frequency.

부동산정보시스템품질이 시스템 활용과 이용자 만족에 미치는 영향 (The Effect of Real Estate Information Systems Quality on System Use and User Satisfaction)

  • 이찬호;문홍국
    • 디지털융복합연구
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    • 제11권11호
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    • pp.243-249
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    • 2013
  • 우리나라의 경우 1990년대부터 부동산정보화를 통한 효율적 거래를 위해 공공 및 민간기관에서 부동산정보 시스템을 구축하여 운영하고 있다. 본 연구는 부동산정보시스템의 품질(시스템품질, 정보품질, 서비스품질)이 사용자의 시스템 활용도와 만족도에 미치는 영향을 실증적으로 분석한다. 분석은 표본대상을 부동산 관련 종사자와 비 종사자로 구분하여 차이분석을 실시하였다. 분석을 위해 설문조사를 실시하고 회귀분석과 t-검정 등 통계적 분석을 실시하였다. 실증 분석결과 시스템품질이 사용자 만족도에 미치는 영향은 부동산 종사자집단이 비 종사자집단보다 더 낮고, 정보품질이 사용자 만족도에 미치는 영향에 대해서는 부동산 종사자 집단이 비 종사자 집단 보다 더 높다는 것으로 분석되었다. 본 분석의 표본 한계점을 극복하기 위해 향후 연구는 좀 더 다양한 집단을 대상으로 분석함으로써 이론의 일반화를 기하면 바람직할 것이다.

협업필터링에서 고객의 평가치를 이용한 선호도 예측의 사전평가에 관한 연구 (Pre-Evaluation for Prediction Accuracy by Using the Customer's Ratings in Collaborative Filtering)

  • 이석준;김선옥
    • Asia pacific journal of information systems
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    • 제17권4호
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    • pp.187-206
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    • 2007
  • The development of computer and information technology has been combined with the information superhighway internet infrastructure, so information widely spreads not only in special fields but also in the daily lives of people. Information ubiquity influences the traditional way of transaction, and leads a new E-commerce which distinguishes from the existing E-commerce. Not only goods as physical but also service as non-physical come into E-commerce. As the scale of E-Commerce is being enlarged as well. It keeps people from finding information they want. Recommender systems are now becoming the main tools for E-Commerce to mitigate the information overload. Recommender systems can be defined as systems for suggesting some Items(goods or service) considering customers' interests or tastes. They are being used by E-commerce web sites to suggest products to their customers who want to find something for them and to provide them with information to help them decide which to purchase. There are several approaches of recommending goods to customer in recommender system but in this study, the main subject is focused on collaborative filtering technique. This study presents a possibility of pre-evaluation for the prediction performance of customer's preference in collaborative filtering before the process of customer's preference prediction. Pre-evaluation for the prediction performance of each customer having low performance is classified by using the statistical features of ratings rated by each customer is conducted before the prediction process. In this study, MovieLens 100K dataset is used to analyze the accuracy of classification. The classification criteria are set by using the training sets divided 80% from the 100K dataset. In the process of classification, the customers are divided into two groups, classified group and non classified group. To compare the prediction performance of classified group and non classified group, the prediction process runs the 20% test set through the Neighborhood Based Collaborative Filtering Algorithm and Correspondence Mean Algorithm. The prediction errors from those prediction algorithm are allocated to each customer and compared with each user's error. Research hypothesis : Two research hypotheses are formulated in this study to test the accuracy of the classification criterion as follows. Hypothesis 1: The estimation accuracy of groups classified according to the standard deviation of each user's ratings has significant difference. To test the Hypothesis 1, the standard deviation is calculated for each user in training set which is divided 80% from MovieLens 100K dataset. Four groups are classified according to the quartile of the each user's standard deviations. It is compared to test the estimation errors of each group which results from test set are significantly different. Hypothesis 2: The estimation accuracy of groups that are classified according to the distribution of each user's ratings have significant differences. To test the Hypothesis 2, the distributions of each user's ratings are compared with the distribution of ratings of all customers in training set which is divided 80% from MovieLens 100K dataset. It assumes that the customers whose ratings' distribution are different from that of all customers would have low performance, so six types of different distributions are set to be compared. The test groups are classified into fit group or non-fit group according to the each type of different distribution assumed. The degrees in accordance with each type of distribution and each customer's distributions are tested by the test of ${\chi}^2$ goodness-of-fit and classified two groups for testing the difference of the mean of errors. Also, the degree of goodness-of-fit with the distribution of each user's ratings and the average distribution of the ratings in the training set are closely related to the prediction errors from those prediction algorithms. Through this study, the customers who have lower performance of prediction than the rest in the system are classified by those two criteria, which are set by statistical features of customers ratings in the training set, before the prediction process.