• Title/Summary/Keyword: web users

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A National Study of Perceived Outcomes of Public Library Services: Measuring the Perceived Benefits of Public Library Services among Korean Adult Library Users (공공도서관 서비스 성과 평가 - 일상생활에서의 공공도서관 서비스 혜택에 대한 전국 성인들의 인식을 중심으로 -)

  • Kwon, Nahyun
    • Journal of the Korean Society for Library and Information Science
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    • v.49 no.2
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    • pp.169-194
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    • 2015
  • The purpose of this study was to assess the performance of Korean public libraries based on the national representative sample using Vakkari and Serola's (2012) public library outcome scale. Conducting a web-based survey to 1,000 Korean adults nationwide, the responses of 629 respondents who had visited the public library in the past year were analyzed. Results showed that, among the 19 benefit areas, "reading fiction and non-fiction" was the most perceived benefit area followed by "acquiring educational opportunities", and "self-development during leisure time". The benefits were considerably lowly perceived in the rest 16 areas. Different from the original four-factor structure, "reading/self development" were emerged as a new factor in this Korean sample. The benefits were perceived differently by citizens with different socio-demographic backgrounds. Results informed the current status of the public library performance and values perceived by the general Korean adults population across the nation.

An Investigation on Core Competencies of Data Curator (데이터 큐레이터의 핵심 직무 요건 고찰에 관한 연구)

  • Lee, You-Kyoung;Chung, EunKyung
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.26 no.3
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    • pp.129-150
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    • 2015
  • As the digital technologies and internet have advanced, data have centered in the process of meaningful scientific ramifications and policy making in a wide variety of fields. Data curator in charge of managing data plays a significant role in terms of improving the effectiveness and efficiency of data management and re-uses. The purpose of this study is to identify the core competencies for data curator. For achieving the purpose of this study, two sets of data were collected. First, a total of 255 job descriptions were collected from the web sites including ARL, Digital Curation Exchange, Code4lib, ASIS&T JobLine for the period of 2011-2014. Second, in-depth interviews with five data curators from four diverse organizations were collected. The two sets of data were analyzed into seven categories identified from the related studies. Findings of this study showed that core competencies for data curator were identified into four categories, communication skills, data management techniques, knowledge and strategies for data management, and instructions and service provisions for users. The implications of this study can be considered as integrated and professional curriculum developments for data curator with core competencies.

A Study on the Usage Pattern Based on Genres and Socio-demographic Characteristics in Online Games (사회통계학적, 장르적 분류에 따른 온라인 게임의 이용 특성에 관한 연구)

  • Ryu, Sung-Il;Park, Sun-Ju
    • Journal of Korea Game Society
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    • v.10 no.3
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    • pp.61-71
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    • 2010
  • This study looks into the usage pattern in online games based on genres and socio-demographic characteristics. Compared to the prior studies that adopted survey as their main research method, this study has analyzed the actual data of game login records and adopted parametric modeling and mathematical approach. In terms of the socio-demographic characteristics, the following facts were confirmed: men > women by gender, students > white-collars > housewives > blue-collars > self-employed > jobless(etc.) by occupation, college graduates > K-12 students > high-school graduates > undergrads & grads by academic background, 3∼5 million > 1∼3 million > over 5 million > less than 1 million by income levels, and not married > married by marital status. In terms of genres, the population of the players is in the order of web board games, RPG, action/racing/shooting, and sports. The RPG game is confirmed to have a higher level of MCR (Max Concurrent User Ratio) than any other genres. On the other hand, the hypothesis on the difference in Repeated Use Ratio according to genres is rejected. This study has also confirmed that interactions exist between gender and age; genre and gender; genre and age among online game users, and conducted post-hoc analysis about those interactions.

The Application of Digital-Diagrams as Infographic Material in Multimedia Design (멀티미디어디자인에서 인포그래픽 도구로서 디지털다이어그램 활용에 관한 연구)

  • 류시천
    • Archives of design research
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    • v.17 no.3
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    • pp.133-146
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    • 2004
  • Diagrams have been deeply and widely used for supporting effective communication relating to design information and knowledge in most design fields. The results show that their role expands to "developmental design material" increasing the principle and method of design process. It's recent trend that Digital-Diagrams are aggressively used in multimedia design fields such as web contents, interactive movies and DVD Titles in order to support user's information understanding more effectively and to stimulate user's participation in information acquiring process. This study aims to clarify the essence of digital diagram corresponding to infographic material in multimedia design and application of multimedia contents development process . This study purpose leads to argue the substance of Digital-Diagrams as one of infographic types and identity of Digital-Diagrams which is relatively compared to existing Diagrams. Eventually, this study examines the application issues of Digital-Diagrams in multimedia design process. Regarding the identity of Digital-Diagrams, they are functionally utilized depending on hypertext based on language forms and interactivity based on graphical forms as core attributes. Therefore, they semantically enlarge user s information understanding by segmenting hierarchy of information expression and rather support user s acquisition of information control ability. Relating to multimedia design process, Digital-Diagrams are used by information designers and navigation designers as method for ‘modeling for realization based on information acquisition support for information-users. Especially, the study results show that the applications of Digital-Diagrams are performed for information representing methods for information designers and embodiment of useful functional factors of interface for navigation designersgation designers.

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Broadcast Content Recommender System based on User's Viewing History (사용자 소비이력기반 방송 콘텐츠 추천 시스템)

  • Oh, Soo-Young;Oh, Yeon-Hee;Han, Sung-Hee;Kim, Hee-Jung
    • Journal of Broadcast Engineering
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    • v.17 no.1
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    • pp.129-139
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    • 2012
  • This paper introduces a recommender system that is to recommend broadcast content. Our recommender system uses user's viewing history for personalized recommendations. Broadcast contents has unique characteristics as compared with books, musics and movies. There are two types of broadcast content, a series program and an episode program. The series program is comprised of several programs that deal with the same topic or story. Meanwhile, the episode program covers a variety of topics. Each program of those has different topic in general. Therefore, our recommender system recommends TV programs to users according to the type of broadcast content. The recommendations in this system are based on user's viewing history that is used to calculate content similarity between contents. Content similarity is calculated by exploiting collaborative filtering algorithm. Our recommender system uses java sparse array structure and performs memory-based processing. And then the results of processing are stored as an index structure. Our recommender system provides recommendation items through OPEN APIs that utilize the HTTP Protocol. Finally, this paper introduces the implementation of our recommender system and our web demo.

An Improvement in K-NN Graph Construction using re-grouping with Locality Sensitive Hashing on MapReduce (MapReduce 환경에서 재그룹핑을 이용한 Locality Sensitive Hashing 기반의 K-Nearest Neighbor 그래프 생성 알고리즘의 개선)

  • Lee, Inhoe;Oh, Hyesung;Kim, Hyoung-Joo
    • KIISE Transactions on Computing Practices
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    • v.21 no.11
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    • pp.681-688
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    • 2015
  • The k nearest neighbor (k-NN) graph construction is an important operation with many web-related applications, including collaborative filtering, similarity search, and many others in data mining and machine learning. Despite its many elegant properties, the brute force k-NN graph construction method has a computational complexity of $O(n^2)$, which is prohibitive for large scale data sets. Thus, (Key, Value)-based distributed framework, MapReduce, is gaining increasingly widespread use in Locality Sensitive Hashing which is efficient for high-dimension and sparse data. Based on the two-stage strategy, we engage the locality sensitive hashing technique to divide users into small subsets, and then calculate similarity between pairs in the small subsets using a brute force method on MapReduce. Specifically, generating a candidate group stage is important since brute-force calculation is performed in the following step. However, existing methods do not prevent large candidate groups. In this paper, we proposed an efficient algorithm for approximate k-NN graph construction by regrouping candidate groups. Experimental results show that our approach is more effective than existing methods in terms of graph accuracy and scan rate.

Personal Values and their Relationships with Public Library Use (개인의 가치관과 공공도서관 이용간의 관계성 분석)

  • Kwon, Nahyun
    • Journal of the Korean Society for Library and Information Science
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    • v.52 no.2
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    • pp.143-164
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    • 2018
  • The purpose of this study was to investigate the relationship between public library use and the individual's personal value system. The personal value system was measured by Schwartz's (1992) Theory of Basic Human Values. The theory includes ten universal values, which can be categorized into four higher-order values: namely, self-transcendence vs. self-enhancement; and openness to change vs. conservation. The data were collected on the web from 1,000 Korean adults who were 18 years old or above using a quota sampling method with respect to the distributions of gender, age, and geographic locations of the general Korean adult population. The collected data were analyzed using multi-dimensional scaling method, t-tests, and multiple correlations. The results showed that the public library is more likely to be used by the individuals who value "openness to change" (representing self-direction and stimulation), and "self-enhancement"(representing achievement, power, hedonism/sensuous pleasure) than those who value "conservation" (representing safety, stability of society, conformity to rules, tradition) and "self-transcendence" (representing interest in other's well-being, and tolerance, welfare of humanity and community). The findings suggest that public library uses reflect the characteristics of major library services, such as reading and self-learning, which are very autonomous and individualistic in their nature. The findings are valuable in understanding the nature of the functions performed by the current Korean public libraries that are reflected in the personal values of Korean adult library users.

A Implementation of User Exercise Motion Recognition System Using Smart-Phone (스마트폰을 이용한 사용자 운동 모션 인식 시스템 구현)

  • Kwon, Seung-Hyun;Choi, Yue-Soon;Lim, Soon-Ja;Joung, Suck-Tae
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.10
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    • pp.396-402
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    • 2016
  • Recently, as the performance of smart phones has advanced and their distribution has increased, various functions in existing devices are accumulated. In particular, functions in smart devices have matured through improvement of diverse sensors. Various applications with the development of smart phones get fleshed out. As a result, services from applications promoting physical activity in users have gotten attention from the public. However, these services are about diet alone, and because these have no exercise motion recognition capability to detect movement in the correct position, the user has difficulty obtaining the benefits of exercise. In this paper, we develop exercise motion-recognition software that can sense the user's motion using a sensor built into a smart phone. In addition, we implement a system to offer exercise with friends who are connected via web server. The exercise motion recognition utilizes a Kalman filter algorithm to correct the user's motion data, and compared to data that exist in sampling, determines whether the user moves in the correct position by using a DTW algorithm.

Gesture Spotting by Web-Camera in Arbitrary Two Positions and Fuzzy Garbage Model (임의 두 지점의 웹 카메라와 퍼지 가비지 모델을 이용한 사용자의 의미 있는 동작 검출)

  • Yang, Seung-Eun
    • KIPS Transactions on Software and Data Engineering
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    • v.1 no.2
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    • pp.127-136
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    • 2012
  • Many research of hand gesture recognition based on vision system have been conducted which enable user operate various electronic devices more easily. 3D position calculation and meaningful gesture classification from similar gestures should be executed to recognize hand gesture accurately. A simple and cost effective method of 3D position calculation and gesture spotting (a task to recognize meaningful gesture from other similar meaningless gestures) is described in this paper. 3D position is achieved by calculation of two cameras relative position through pan/tilt module and a marker regardless with the placed position. Fuzzy garbage model is proposed to provide a variable reference value to decide whether the user gesture is the command gesture or not. The reference is achieved from fuzzy command gesture model and fuzzy garbage model which returns the score that shows the degree of belonging to command gesture and garbage gesture respectively. Two-stage user adaptation is proposed that off-line (batch) adaptation for inter-personal difference and on-line (incremental) adaptation for intra-difference to enhance the performance. Experiment is conducted for 5 different users. The recognition rate of command (discriminate command gesture) is more than 95% when only one command like meaningless gesture exists and more than 85% when the command is mixed with many other similar gestures.

A 3-Layered Information Integration System based on MDRs End Ontology (MDR과 온톨로지를 결합한 3계층 정보 통합 시스템)

  • Baik, Doo-Kwon;Choi, Yo-Han;Park, Sung-Kong;Lee, Jeong-Oog;Jeong, Dong-Won
    • The KIPS Transactions:PartD
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    • v.10D no.2
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    • pp.247-260
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    • 2003
  • To share and standardize information, especially in the database environments, MDR (Metadata Registry) can be used to integrate various heterogeneous databases within a particular domain. But due to the discrepancies of data element representation between organizations, global information integration is not so easy. And users who are searching integrated information on the Web have limitation to obtain schema information for the underlying source databases. To solve those problems, in this paper, we present a 3-layered Information Integration System (LI2S) based on MDRs and Ontology. The purpose of proposed architecture is to define information integration model, which combine both of the nature of MDRs standard specification and functionality of ontology for the concept and relation. Adopting agent technology to the proposed model plays a key role to support the hierarchical and independent information integration architecture. Ontology is used as for a role of semantic network from which it extracts concept from the user query and the establishment of relationship between MDRs for the data element. (MDR and Knowledge Base are used as for the solution of discrepancies of data element representation between MDRs. Based on this architectural concept, LI2S was designed and implemented.