• Title/Summary/Keyword: user preferences

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A Study on User Satisfaction with CJK Romanization in the OCLC WorldCat System (도서관 서지정보의 한중일 로마자표기법에 대한 이용자 만족도 연구)

  • Ha, Yoo-Jin
    • Journal of the Korean Society for information Management
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    • v.27 no.2
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    • pp.95-115
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    • 2010
  • The purpose of this study is to investigate how individuals assess Chinese, Japanese, and Korean (CJK) transliterated bibliographic information on current library catalogs. Two separate studies, a survey and an experiment, were conducted using the WorldCat system. Users noted that Romanization has many issues which can inhibit user‘s ability to understand the transliterated bibliographic information even when it is in the person’s own native language and even when the individual had extensive experience with transliteration systems. The experimental results also supported these findings: participants had better results and satisfaction when looking for information written in English than when searching for transliterated information written in their native language. Implications for future research suggests a need to investigate user preferences for translation vs. transliteration of bibliographic information. This study proposes consideration of using English translation as a parallel link with CJK Romanization for bibliographic information.

Blockchain Technology for Mobile Applications Recommendation Systems (모바일앱 추천시스템과 블록체인 기술)

  • Umekwudo, Jane O.;Shim, Junho
    • The Journal of Society for e-Business Studies
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    • v.24 no.3
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    • pp.129-142
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    • 2019
  • The interest in the blockchain technology has been increasing since its inception and it has been applied to many fields and sectors. The blockchain technology creates a decentralized environment where no third party controls the data and transaction. Mobile apps recommendation has been extensively used to recommend apps to mobile users. For example, Android-based recommendation applications have been developed to recommend other mobile apps for download depending on user's preferences and mobile context. These recommendations help users discover apps by referring to the experiences of other users. Due to the collection of a large amount of data and user information, there is a problem of insecurity and user's privacy that are prone to be attacked. To address this issue the blockchain technology can be incorporated to assure cryptographic safety. In this paper, we present a survey of the on-going mobile app recommendations and e-commerce technology trend to address how the blockchain can be incorporated into the collaborative filtering recommendation systems to enable the users to set up a secured data, which implies the importance of user privacy preference on personalized app recommendations.

Analysis of Fun Elements and User Preferences in Environment Adaptive Survival Games (환경 적응적 생존 게임의 재미 요소와 사용자 분석)

  • Song, Doo Heon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.23 no.3
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    • pp.305-310
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    • 2019
  • Survival horror games aim to seek cathartic psychological escapism from the framed fear or hostile environment. However, if the goal of the game playing is only "survival" against hostile environment, the motivation of such environment adaptive games may not be based on the framed fear. We may call such games as "environment adaptive survival games". In this paper, we analyze the contents of six such survival games that have large user groups in Steam platform based on the pilot survey. We extract 13 almost common fun elements that induce the fun of such games. An online user survey was conducted through multiple survival game cafe to investigate who play such games. There was no gender differences in playing time but females prefer constructing tools as a fun element and play puzzle and simulation games more than males. We found that survival games could be welcomed by female users under 30 years old if 'horror' element was minimized.

Analysis of User Experience for the Development of Smart Golf-wear (스마트 골프웨어 개발을 위한 사용자경험 분석)

  • Sin, Sunmi;Do, Wolhee
    • Fashion & Textile Research Journal
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    • v.23 no.1
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    • pp.98-105
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    • 2021
  • This study investigates and analyzes user preferences for golf wear with a sense of wear and smart function for the development of smart golf wear based on user convenience. A survey was conducted on 124 males in the age range of 40-60s that consisted of professional golfers, amateur golfers and the public with golf experience (such as major golf consumers) from August 1 to August 30, 2019 (IRB NO. 1040198-190617-HR-057-03); consequently, a 117 copies were accepted for analysis. The findings are as follows. The elbow (4.3%) of golf wear is unsatisfactory. The important part of the golf swing motion is the shoulder (39.3)>, elbow (30.8%)>, and wrist (6.8%). In addition, the unsatisfactory wearing of golf wear due to golf swing movements indicated that the shoulder or elbow area was pulled or the bottom of the top was raised during the back swing movements. The survey results on the expected discomfort when wearing smart wear are 'discomfort of obstruction when wearing' (53.8%), 'discomfort of washing' (17.1%), and 'weight of attached machine' (13.7%). Opinions such as 'Will not feel good when the sensor is attached' were investigated. The examination of the preference for golf wear equipped with smart functions indicated that a posture correction function to correct the golf swing posture is the most desired quality that is also considered important when correcting posture.

A Study on Analysis of Type of Tutorial for Serious Game (기능성 게임의 튜토리얼 유형 분석에 관한 연구)

  • Yoon, Seon-Jeong;Park, Hee-Sook
    • Journal of Korea Game Society
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    • v.12 no.1
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    • pp.25-32
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    • 2012
  • In recently, one of the most interests is a field related with serious game. Most game users perform the first for the executing of tutorial before they use a serious game for the first time. But in most case, developers do not recognize importance of tutorial and they do not consider the type of user preference tutorial and make tutorials only as developer's intentions. In our study, we carry out investigation and analysis about type of providing tutorials in representative serious games. Also, we do a survey of users' preferences for types of tutorials. If developers use the result of our study and we can expect more convenient and good quality of tutorial development.

Implementation and Evaluation of Proxy Caching Mechanisms with Video Qualify Adjustment

  • Sasabe, Masahiro;Taniguchi, Yoshiaki;Wakamiya, Naoki;Murata, Masayuki;Miyahara, Hideo
    • Proceedings of the IEEK Conference
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    • 2002.07a
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    • pp.121-124
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    • 2002
  • The proxy mechanism widely used in WWW systems offers low-delay data delivery by means of "proxy server". By applying the proxy mechanisms to the video streaming system, we expect that high-quality and low-delay video distribution can be accomplished without introducing extra load on the system. In addition, it is effective to adapt the quality of cached video data appropriately in the proxy if user requests are diverse due to heterogeneity in terms of the available bandwidth, end-system performance, and user′s preferences on the perceived video quality. We have proposed proxy caching mechanisms to accomplish the high-quality and highly-interactive video streaming services. In our proposed system, a video stream is divided into blocks for efficient use of the cache buffer. The proxy server is assumed to be able to adjust the quality of a cached or retrieved video block to the request through video filters. In this paper, to verify the practicality of our mechanisms, we implemented them on a real system and conducted experiments. Through evaluations from several performance aspects, it was shown that our proposed mechanisms can provide users with a low-latency and high-quality video streaming service in a heterogeneous environment.

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Immersive Virtual Custom-made Model House (몰입감 있는 맞춤형 가상 모델하우스)

  • Hwang, Sun-Uk;Kim, Yeong-Mi;Seo, Yong-Won;Ko, Kwang-Hee;Ryu, Je-Ha;Lee, Kwan-Heng;Lee, Yong-Gu
    • Korean Journal of Computational Design and Engineering
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    • v.13 no.1
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    • pp.8-17
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    • 2008
  • Putting a high value on individual preferences is a modern trend that more and more companies are considering for their product design and development and the apartment design is not an exception. Most apartments today are built using similar design with no room for customization. People in general want their tastes to be reflected in the design of their apartment. However, delivering what customers like to the construction company may not be an easy task in practice. For this reason, an intuitive and effective medium between the company and customers for effective communication is needed to ameliorate such a difficulty and in response to this necessity, we developed a test platform for the virtual model house which provides a user with the customization of the apartment using haptic interactions. In our virtual environment, a user can explore an apartment and change the interior based on their taste and feel through intuitive haptic interactions.

Spammer Detection using Features based on User Relationships in Twitter (관계 기반 특징을 이용한 트위터 스패머 탐지)

  • Lee, Chansik;Kim, Juntae
    • Journal of KIISE
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    • v.41 no.10
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    • pp.785-791
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    • 2014
  • Twitter is one of the most famous SNS(Social Network Service) in the world. Twitter spammer accounts that are created easily by E-mail authentication deliver harmful content to twitter users. This paper presents a spammer detection method that utilizes features based on the relationship between users in twitter. Relationship-based features include friends relationship that represents user preferences and type relationship that represents similarity between users. We compared the performance of the proposed method and conventional spammer detection method on a dataset with 3% to 30% spammer ratio, and the experimental results show that proposed method outperformed conventional method in Naive Bayesian Classification and Decision Tree Learning.

A Study of PDAs Icon Design Guideline Considered User's Cognitive Human Factor (사용자 인지특성을 고려한 PDA아이콘 설계지침에 관한 연구)

  • Kim, Sang-hwan;Myung, Rohae
    • Journal of Korean Institute of Industrial Engineers
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    • v.30 no.4
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    • pp.338-345
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    • 2004
  • Personal Digital Assistants (PDAs) have become ubiquitous and continued to gain popularity. Since PDAs have some special contexts such as mobility and limited screen size, icons are utilized frequently because icons allow us to do tasks more rapidly and effectively on PDAs like another information appliances. The study presents a cognitive approach to study human factors affecting icon design with multidimensional Scaling (MDS) analysis. In the experiment, a real PDA was used to investigate 29 attributes and2 preference ratings for 22 PDA icons by 20 Korean subjects. As a result, cognitive positioning about icons, attributes, and preference data were arranged on the two dimensional perceptual map. Attributes were grouped by simplicity, universality, activity, complexity, abstraction, static, and alphanumeric time. Subjects preferences were highly related with simplicity attributes group and positive to universality and activity attributes groups. It was also confirmed that there are some icons unfitted to the mental model of Korean. However, when icons are designed for PDAs or similar information appliances to Korean, it should be designed simply and actively with universal image fitted on target users mental model.

The Impact of Interaction Factors of Digital Contents on Flow and Use Intention (디지털콘텐츠의 상호작용요인이 몰입과 사용의도에 미치는 영향)

  • Kim, Chang-Su;Lee, Sung-Ho;Oh, Eun-Hae
    • The Journal of the Korea Contents Association
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    • v.11 no.9
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    • pp.212-224
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    • 2011
  • Users in the Web 2.0 era, which is based on the convergence of wired and wireless technologies, tend to have a high regard for digital contents interactions, as compared to the technology experienced at the analog era. To boost the digital contents business, it is necessary to focus on the digital contents(DC) interactions based on user-centered thinking to satisfy user preferences. According to previous studies, this study classified DC interactions into three types: interaction between users, interactions between contents and users, and interactions between system and users. This study empirically verifies that DC interactions factors affect flow as well as DC flow influences the DC use intention.