• Title/Summary/Keyword: user preference

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Psychometric Analysis for Designing Elderly Customized Walking Assist Device (고령자 맞춤형 보행보조서비스 설계를 위한 심리측정 분석)

  • Kim, Junghwa;Jang, Jeong-ah;Choi, Keechoo
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.15 no.1
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    • pp.39-51
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    • 2016
  • In accordance to rapid aging of population, the accidents of elderly pedestrian and pedestrian safety are becoming very important issues. In terms of smartphone technologies, older people are increasingly looking for useful and friendly ICT services that which can add a value on their silver life. This paper introduced a new IT-based service for elderly walking assist using a smart-phone accompanied by a wearable watch. We describe the functional requirements and a systems architecture model with an interface between a smart-phone and wearable watch. Moreover, this study attempted to verify what services are needed and to estimate elderly pedestrians' WTP (willingness to pay) for IT-based walking assistance device. A total of 189 elderly pedestrians were randomly surveyed through face-to-face interviews. The questionnaire consisted of 3 categories: (1) questions pertaining to socio-economic status, (2) 12 questions regarding walking attitudes, and (3) a question to measure WTP. With this gathered data, factor analysis and path model estimating were conducted. The results identified the elderly user requirements and the use-value of new innovative products for IT-based walking assistance services by two groups(latent elderly and elderly). The modeling result shows that elderly's service preference would increase the possibilities for the commercialization of IT-based walking device with improving their walking safety.

Standardization Strategy on 3D Animation Contents (3D 애니메이션 콘텐츠의 SCORM 기반 표준화 전략)

  • Jang, Jae-Kyung;Kim, Sun-Hye;Kim, Ho-Sung
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.218-222
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    • 2006
  • In making 3D animation with digital technology, it is necessary to increase productivity and reusability by managing production pipeline systematically through standardization of animation content. For this purpose, we try to develop the animation content management system that can manage all kind of information on the production pipeline, based on SCORM of e-teaming by considering production, publication and re-editing. A scene as the unit of visual semantics is standardize into an object that contains meta-data of place, cast, weather, season, time and viewpoint about the scene. The meta-data of content includes a lot of information of copyright, publication, description, etc, so that it plays an important role on the management and the publication. If an effective management system of meta-data such as ontology will be implemented, it is possible to search multimedia contents powerfully. Hence, it will bring on production and publication of UCC. Using the meta-data of content object, user and producer can easily search and reuse the contents. Hence, they can choose the contents object according to their preference and reproduce their own creative animation by reorganizing and packaging the selected objects.

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Computation of Optimal Path for Pedestrian Reflected on Mode Choice of Public Transportation in Transfer Station (대중교통 수단선택과 연계한 복합환승센터 내 보행자 최적경로 산정)

  • Yoon, Sang-Won;Bae, Sang-Hoon
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.6 no.2
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    • pp.45-56
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    • 2007
  • As function and scale of the transit center get larger, the efficient guidance system in the transit center is essential for transit users in order to find their efficient routes. Although there are several studies concerning optimal path for the road, but insufficient studies are executed about optimal path inside the building. Thus, this study is to develop the algorithm about optimal path for car owner from the basement parking lot to user's destination in the transfer station. Based on Dijkstra algorithm which calculate horizontal distance, several factors such as fatigue, freshness, preference, and required time in using moving devices are objectively computed through rank-sum and arithmetic-sum method. Moreover, optimal public transportation is provided for transferrer in the transfer station by Neuro-Fuzzy model which is reflected on people's tendency about public transportation mode choice. Lastly, some scenarios demonstrate the efficiency of optimal path algorithm for pedestrian in this study. As a result of verification the case through the model developed in this study is 75 % more effective in the scenario reflected on different vertical distance, and $24.5\;{\sim}\;107.7\;%$ more effective in the scenario considering different horizontal distance, respectively.

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A Study on GUI Design of Online Game Character Customizing (온라인 게임 캐릭터 커스터마이징의 GUI 디자인 분석 연구)

  • Kim, Eun-Ji;Park, Soo-Jin
    • Journal of Korea Multimedia Society
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    • v.14 no.2
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    • pp.307-317
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    • 2011
  • Game character customizing has evolved with the desires of users who want to enjoy the scarcity value; thereby, the category which is subjected to character customizing is extending. However, despite such a great interest, character customizing interface has been created for the sake of the convenience of each game developing company, without proven guidelines. The confusion of designers who create interface is caused by using independently created interface without testing the optimal form of interface according to manipulative activity which integrates game character customizing interface, and this confusion leads to the discomfort of users. All the more, studies on character customizing have been mostly concerned with the preference for certain characters according to user propensity or character producing methods. Therefore, basic research into interface relative to character customizing is insufficient. Accordingly, through the development of universal guidelines appropriate for game character customizing interface. the discomfort of users is to be removed. This paper conducted an investigative analysis of the current interface of games which support character customizing, and classified the type of interface. Then, the paper researched 16 types of games that support character customizing out of games ranked within top 50 in the on-line game ranking. As a result of the analysis, the characteristic feature of every game appeared in the offer of detailed optional factors. Those detailed optional factors could be classified, to some extent; however, their manipulative interfaces were discovered not to be classified into different types. The results of this paper will be used as an analytic system in the preparation of the guidelines of game character customizing interface, down the road.

A Study on the Plan for the Display of RDA Resource Types (RDA 자원유형 디스플레이 방안에 관한 연구)

  • Lee, Mihwa
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.28 no.1
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    • pp.25-44
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    • 2017
  • This study was to suggest display of RDA resource type in OPAC efficiently. Literature reviews and users test and preference survey were used as research methods. The 4 ways for the display of RDA resource type were suggested. First, GMD and the resource type code(bcode2) invented by library itself as well as leader/06, 007, and 008 field should be used for converting AACR2 resource type to RDA resource type in the bibliographic records. Second, RDA resource type vocabularies applicable to Korean cataloging environment should be designed and described in 33X subfield ${\blacktriangledown}9$ and detailed resource terms described in 34X should be also expressed in OPAC. Third, two option is suggested as content type and carrier type display separately and as content type and carrier type combination. Fourth, 336, 338 filed, leader/07 bibliographic level, 008/30-31 Literary text for sound recordings, 34X field were useful to develop user centered resource type icon. This study would be able to increase the utilization of RDA resource types and help the users to understand the RDA resource type in OPAC.

Automatic TV Program Recommendation using LDA based Latent Topic Inference (LDA 기반 은닉 토픽 추론을 이용한 TV 프로그램 자동 추천)

  • Kim, Eun-Hui;Pyo, Shin-Jee;Kim, Mun-Churl
    • Journal of Broadcast Engineering
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    • v.17 no.2
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    • pp.270-283
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    • 2012
  • With the advent of multi-channel TV, IPTV and smart TV services, excessive amounts of TV program contents become available at users' sides, which makes it very difficult for TV viewers to easily find and consume their preferred TV programs. Therefore, the service of automatic TV recommendation is an important issue for TV users for future intelligent TV services, which allows to improve access to their preferred TV contents. In this paper, we present a recommendation model based on statistical machine learning using a collaborative filtering concept by taking in account both public and personal preferences on TV program contents. For this, users' preference on TV programs is modeled as a latent topic variable using LDA (Latent Dirichlet Allocation) which is recently applied in various application domains. To apply LDA for TV recommendation appropriately, TV viewers's interested topics is regarded as latent topics in LDA, and asymmetric Dirichlet distribution is applied on the LDA which can reveal the diversity of the TV viewers' interests on topics based on the analysis of the real TV usage history data. The experimental results show that the proposed LDA based TV recommendation method yields average 66.5% with top 5 ranked TV programs in weekly recommendation, average 77.9% precision in bimonthly recommendation with top 5 ranked TV programs for the TV usage history data of similar taste user groups.

A Study on the Preference of the Website Structure Related the Culture -with Emphasis on the Usability Testing of the Prototype of Each Country. (문화권별 웹 사이트 구조의 선호에 관한 연구 - 프로토타입의 사용성 평가를 통한 검증을 중심으로)

  • 김정하;이건표
    • Archives of design research
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    • v.16 no.2
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    • pp.161-170
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    • 2003
  • This study aims to understanding the effects of culture on websites with emphasis on the website structure and navigation. The website is inherently‘cultural’because anyone around the world can access to website if he or she is equipped with appropriate equipment. For the importance of cultural role in website, various researches have been conducted to understand the relationship between culture and website. However they tended to focus mainly on phenomenal matters such as color, layout, icon etc. There have been not so many thorough attempts to causal relationships between website and‘thick culture’in depth. The study conducted cross-cultural usability testing of websites between Korea and America. At first, representative I-commerce websites of Korea and America were selected and they were analyzed by the selected frameworks such as layout, display type, element type, and the relationship with homepage and sub-page navigation. The results were used to construct typical prototypes of website for Korea and America for experiment. Two websites were used for cross-cultural usability testing though specially-developed remote testing. 20 users from each country participated in the usability testing. The result shows that Korean users peformed better usability testing for Korean style structure of website while American counterparts showed better performances in American style of websites. Other various significant findings were revealed.

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Analysis of use and satisfaction factors through Domestic Character Preference Survey - Focused on Storytelling and Design - (국내 캐릭터 선호도 조사를 통한 이용충족 분석연구 -스토리텔링과 디자인을 중심으로-)

  • Lee, Jong-yoon;Eune, Ju-hyun
    • Cartoon and Animation Studies
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    • s.47
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    • pp.381-412
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    • 2017
  • Character conveys rich storytelling and various design elements. Domestic characters are changing and developing in various forms through SNS and offline sources, which are being developed in the aspect of contents industry. The purpose of this study is to find out and discuss the factors that character users are using Korean characters as storytelling and color factor. In terms of storytelling, they prefer adventure, fantasy, absurd and humorous stories. In terms of color, it seems that they prefer a character with simple and simple color/ warm color and warm / cute color composition. On the other hand, characters with a simple story, which is the main subject of early childhood education, fashion, or toys in the aspect of storytelling, are not preferred. In terms of color, it was shown that 4 or more colors were combined without a main color. These main colorless characters gave complex feelings that are not preferred. In terms of storytelling, it is necessary to develop and develop the contents of OSMU(One-source Multi use) through story development with adventure and fantasy structure. In terms of color, it is necessary to configure the user with a simple and simple color which is preferred by the users. Also, the assembly robot toy character needs to increase the satisfaction of the character through simple color composition. As a result of this study, the factors that satisfy the users in terms of storytelling and color are derived. These results will contribute to the development of theoretical aspects, storytelling aspects, and character design industry aspects. Despite the significance of the above paper, it was inevitable to limit the research on the analysis of the storytelling of specific characters, the research through the color analysis framework, the accurate data analysis on the color analysis, and the simple comparative analysis of one.

Study about Library and Information Center's Image of Library and Information Science Students as Workplace (문헌정보학과 학생의 직장으로서의 도서관·정보센터 이미지 분석)

  • Cho, Jane;Lee, Jiwon
    • Journal of the Korean Society for Library and Information Science
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    • v.50 no.3
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    • pp.113-132
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    • 2016
  • Positioning technique which has been widely used for making marketing strategy by analyzing customer's image also has been used for public and test-taker's image analysis about public facilities, entrepreneurs, universities. This study analyze image of library and Information science students who trying to find a job in library fields about diverse types of library and information centers by Positioning technique. As a result of Similarity cognition analysis by multidimensional Scaling and K-means clustering, it was found that students recognize that public, national, university, school library are similar, on the other hand, portal company and special library are different from those types. In the jobs, user service jobs and technical service jobs are recognized as separated clusters, and cultural program job is also recognized dissimilarly from those clusters. By the way, images about work satisfaction and stability of employment shows high in national library; high wage shows high in portal company; employee's growth potential shows high in special library; job importance shows high in reference service jobs; difficulty shows high in content's job. Anyway, in the workplace selection, almost students regard stability of employment as top priorities, accordingly they prefers public library at most. Such a preference concentration tendency is strongly appeared in local university students than in metropolitan area students as a result of Pearson's chi-square test.

An Efficient Video Management Technique using Forward Timeline on Multimedia Local Server (전방향 시간 경계선을 활용한 멀티미디어 지역 서버에서의 효율적인 동영상 관리 기법)

  • Lee, Jun-Pyo;Woo, Soon
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.10
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    • pp.147-153
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    • 2011
  • In this paper, we present a new video management technique using forward timeline to efficiently store and delete the videos on a local server. The proposed method is based on capturing the changing preference of the videos according to recentness, frequency, and playback length of the requested videos. For this purpose, we utilize the forward timeline which represents the time area within a number of predefined intervals. The local server periodically measures time popularity and request segment of all videos. Based on the measured data, time popularity and request segment, the local server calculates the mean time popularity and mean request segment of a video using forward timeline. Using mean time popularity and mean request segment of video, we estimate the ranking and allocated storage space of a video. The ranking represents the priority of deletion when the storage area of local server is running out of space and the allocated storage space means the maximum size of storage space to be allocated to a video. In addition, we propose an efficient storage space partitioning technique in order to stably store videos and present a time based free-up storage space technique using the expected variation of video data in order for avoiding the overflow on a local server in advance. The simulation results show that the proposed method performs better than other methods in terms of hit rate and number of deletion. Therefore, our video management technique for local server provides the lowest user start-up latency and the highest bandwidth saving significantly.