• Title/Summary/Keyword: 사용자 관심

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A Study on the Direction of Funeral service focused on Thick Data Analysis (Thick데이터 분석에 기반한 장례서비스 방향성 연구)

  • Ahn, Jinho;Lee, Jeungsun
    • Journal of Service Research and Studies
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    • v.10 no.1
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    • pp.85-96
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    • 2020
  • In Asia, where the aging population is growing rapidly, as the funeral service industry develops and the market grows. The economic value and interest of funeral services is increasing. However, Korea's funeral services are being developed in a biased direction, focusing only on funeral services, after death. Compared to the case of advanced funeral services in the United States, the United Kingdom, and Japan, not only the funeral but also the care of the deceased's family and acquaintances around us are developing. It is appropriate to use a method based on ethnography and User eXperience. For this purpose, the method of collecting and analyzing the ethnography and user experience data of actual resident and visitor was deduced in persona method in the next ten years, and funeral service centered on resident and visitor. In this study, qualitative data centered on the future direction of funeral services, focusing on the resident (family) and the guest who are the principals of services from the perspective of service science. It is difficult to derive meaningful results from the process of collecting, processing, and interpreting big data in general, and in this case, the data analysis method is based on ethnography and user eXperience.) Is appropriate. For this purpose, the method of collecting and analyzing the ethnography and user experience data of the actual resident and the visitor was deduced in the persona method in detail after 10 years. In addition, the future direction of funeral services centered on residence and visitor was presented.

Development of Interactive 3D Volume Visualization Techniques Using Contour Trees (컨투어 트리를 이용한 삼차원 볼륨 영상의 대화형 시각화 기법 개발)

  • Sohn, Bong-Soo
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.11
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    • pp.67-76
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    • 2011
  • This paper describes the development of interactive visualization techniques and a program that allow us to visualize the structure of the volume data and interactively select and visualize the isosurface components using contour tree. The main characteristic of this technique is to provide an algorithm that draws the contour tree in 2D plane in a way that users easily understand the tree, and to provide an algorithm that can efficiently extract an isosurface component utilizing GPU's parallel architecture. The main characteristic of the program we developed through implementing the algorithms is to provide us with an interactive user interface based on the contour tree for extracting an isosurface component and visualization that integrates with previous isosurface and volume rendering techniques. To show the excelland vof our methods, we applied 3D biomedical volume data to our algorithms. The results show that we could interactively select the isosurface components that represent a polypeptide chain, a ventricle and a femur respectively using the user interface based on our contour tree layout method, and extract the isosurface components with 3x-4x higher speed compared to previous methods.

Sign System Design Guideline of Outdoor Fitness Equipments for Seniors (노년층을 대상으로 한 야외운동기구 사용설명 사인 디자인 가이드라인 제안)

  • Shin, A-Reum;Jung, Eui-Tay
    • The Journal of the Korea Contents Association
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    • v.19 no.9
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    • pp.271-279
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    • 2019
  • The life expectancy of people has been steadily extended due to the improvement of living standards and the development of medical technology. Besides, the low birth rate and long life expectancy decrease the youth population while the elderly population is steadily increasing. Many elderly people have enough time and financial allowance, and the interest in health care is increased all over society. There are also increasing numbers of elderly people who exercise lightly in the playgrounds and parks such as running and walking. Outdoor fitness equipment that can be easily seen in neighbourhood parks, public spaces, etc. can be good health promotion tools that can be easily accessed in the daily life of the elderly. Outdoor fitness equipment Description Signs require a design that takes into account the declining vision of older users. Proper design is also important for the prevention of safety accidents in use. The purpose of this study is to find out the perception of the elderly about outdoor fitness exercise equipment sign system and to find the problem of recognition. To do this, we conduct user observation and interview surveys for the elderly. As a result, the emphasis of the caveat or problems with the size of the writing were pointed out, and it was necessary to explain the picture rather than the text. Also, there was a high demand for refraining from using foreign words, using universal words and including motor effects in signs. Based on the results of the user observation and interviews, we propose guidelines for the use of outdoor exercise equipment.

Why are we addicted to SNS? - the Mediation effect of SNS Stress (왜 우리는 SNS에 중독되는가? - SNS 스트레스의 매개효과를 중심으로)

  • Goo, Hye Kyoung
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.1
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    • pp.17-23
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    • 2021
  • Social media users are an important part of our lives as they spend a lot of time and actively use them. However, it is known that there are many users who feel the psychological stress of SNS stress or fall into addiction due to SNS use. SNS stress negatively affects not only the user's mind but also the body. This study investigates the associations between SNS stress and addiction. To test the hypotheses, the study performed structural equation modeling using Amos. We collected 210 data from SNS users. The empirical results showed that SNS overuse had a significant effect on SNS stress. Second, SNS stress had a significant relationship with SNS addiction. Third, it was found that SNS overuse did not directly affect SNS addiction. This study suggests that it is necessary to recognize the importance of the relationship between SNS addiction and SNS stress.

A Study on Factors Affecting Usage Intention of Metaverse Services in the Work Environment (업무환경에서의 메타버스 사용의도에 대한 영향요인 연구)

  • Wonsang Cho;Hyunchul Ahn
    • Knowledge Management Research
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    • v.23 no.4
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    • pp.251-273
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    • 2022
  • Metaverse is one of the most frequently used words recently, with digitalization accelerated by the COVID-19 pandemic that started in 2019 and the development of information and communication technology. It is expected to bring a new revolution in our life as a whole in user experience. In particular, as telecommuting was adopted in the business area, interest in virtual office services such as digital video conferencing and remote offices, which are similar to the metaverse, has also increased. In this study, a study on the intention to use the metaverse service used in the work environment was applied to the Unified Theory of Acceptance and Use of Technology 2(UTAUT2). External variables for metaverse characteristics, such as self-presentation, telepresence, and technostress, were analyzed and discussed. In this study, PC-based Gather.town and VR-based Facebook Horizon, currently the most well-known and considered usable in work environments, were introduced to potential users and conducted a survey. This study has academic implications in that the research has examined the factors that affect the technology acceptance intention of users who want to apply the metaverse as a work environment based on the UTAUT2 model, unlike previous studies that have been mainly researched on the general metaverse. In practice, it may be helpful to suggest factors that should be considered when firms adopt the metaverse for business purposes.

Factors Influencing Users' Payment Decisions Regarding Knowledge Products on the Short-Form Video Platform: A Case of Knowledge-Sharing on TikTok (짧은 영상 플랫폼에서 지식상품에 대한 사용자의 구매결정에 영향을 미치는 요인: TikTok의 지식 공유 사례)

  • Huimin Shi;Joon Koh;Sangcheol Park
    • Knowledge Management Research
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    • v.24 no.1
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    • pp.31-49
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    • 2023
  • TikTok, as a leading short video platform, has attracted many users, and the resulting attention generates immense business value as a platform to diffuse knowledge. As a qualitative and explorative approach, this study reviews the knowledge payment industry and discusses the influential factors of users' payment decisions regarding knowledge products on TikTok. By conducting in-depth interviews with ten participants and observing 95 knowledge providers' videos, we find that TikTok has significant business potential in the knowledge payment industry. By using the ATLAS. ti software to code the data collected from these interviews, this study finds that demander characteristics (personal needs), product characteristics (product quality), provider characteristics (the key opinion leader effect), and platform characteristics (platform management) are the four core categories that influence users' payment decisions regarding knowledge products on TikTok. A theoretical model consisting of the ten variables of emotional needs, professional needs, quality, price, helpfulness, value, charisma, user trust, service guarantee, and scarcity is proposed based on the grounded theory. The theoretical and practical implications of the study findings are also discussed.

A Study on the Improvement of Filter Bubble Phenomenon by Echo Chamber in Social Media (소셜미디어에서 에코챔버에 의한 필터버블 현상 개선 방안 연구)

  • Cho, Jinhyung;Kim, Kyujung
    • The Journal of the Korea Contents Association
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    • v.22 no.5
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    • pp.56-66
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    • 2022
  • Due to the recent increase in information encountered on social media, algorithm-based recommendation formats selectively provide information based on user information, which often causes a filter bubble effect by an Echo Chamber. Eco-chamber refers to a phenomenon in which beliefs are amplified or strengthened by communication only in an enclosed system, and filter bubbles refer to a phenomenon in which information providers provide customized information according to users' interests, and users encounter only filtered information. The purpose of this study is to propose a method of efficiently selecting information as a way to improve the filter bubble phenomenon by such an echo chamber. The research progress method analyzed recommended algorithms used on YouTube, Facebook and Amazon. In this study, humanities solutions such as training critical thinking skills of social media users and strengthening objective ethical standards according to self-preservation laws, and technical solutions of model-based cooperative filtering or cross-recommendation methods were presented. As a result, recommended algorithms should continue to supplement technology and develop new techniques, and humanities should make efforts to overcome cognitive dissonance and prevent users from falling into confirmation bias through critical thinking training and political communication education.

A Study on the Design of Smart Tourism Concept Map based on the model of Advance Organizer that attracts Interest for Space Telling in Metaverse (메타버스 내 스페이스텔링을 위한 흥미유발 선행조직자 모델 기반 스마트관광 개념지도 설계)

  • So Jin Kim;Yong Min Ju
    • Smart Media Journal
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    • v.12 no.8
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    • pp.45-59
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    • 2023
  • Users who want to experience the metaverse for tourism are exposed to strategic planning in space for the purpose of cultural content. In addition, users learn integrated cultural content in the process of proceeding according to the virtual environment. and Along with the meaning of time and space, users will experience space-telling. It is important to induce interest from the beginning of the experience to continue the experience. However, obstacles arise in this process. This is because developers should promote connections with new information to users who do not have sufficient prior knowledge and only have keywords of interest. Therefore, efficient design methods to enhance interest should be studied in advance. But so far, there has been no research on how to systematically design prior organizers to induce interest in virtual space. This study is an interest-inducing design method that occurs in the process of developing the meaning of virtual space and storytelling of cultural content, and can be seen as a basic study using conceptual guidance-based prior organizer education and learning techniques. First, virtual space elements and human behavior theories were considered. Subsequently, five representative examples of previous organizers currently used were explored, and redesigned and proposed based on a conceptual map for information access and delivery purposes. Through this research process, it was possible to confirm that spatial attributes and cognitive interest elements were effectively transmitted to meaningful learning leading to storytelling learning and elements of service design design method through conceptual guidance.

The Coexistance of Online Communities: An Agent-Based Simulation from an Ecological Perspective (온라인 커뮤니티 간 공존: 생태학적 관점의 에이전트 기반 시뮬레이션)

  • Luyang Han;Jungpil Hahn
    • Information Systems Review
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    • v.19 no.2
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    • pp.115-136
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    • 2017
  • Online communities have become substantial aspects of people's daily lives. However, only a few communities succeed and attract the majority of users, whereas the vast majority struggle for survival. When various communities coexist, important factors should be identified and examined to maintain attraction and achieve success. The concept of coexistence as been extensively explored in organizational ecology literature. However, given the similarities and differences between online communities and traditional organizations, the direct application of organizational theories to online contexts should be cautiously explored. In this study, we follow the roadmap proposed by Davis et al. (2007) in conducting agent-based modeling and simulation study to develop a novel theory based on the previous literature. In the case of two coexisting communities, we find that community size and participation costs can significantly affect the development of a community. A large community can attract a high number of active members who frequently log in. By contrast, low participation costs can encourage the reading and posting behaviors of members. We also observe the important influence of the distribution of interests on the topic trends of communities. A community composed of a population that focuses on only one topic can quickly converge on the topic regardless of whether the initial topic is broad or focused. This simulation model provides theoretical implications to literature and practical guidance to operators of online communities.

Exercise Posture Calibration System using Pressure and Acceleration Sensors (압력 및 가속도 센서를 활용한 운동 자세 교정 시스템 )

  • Won-Ki Cho;Ye-Ram Park;Sang-Hyeon Park;Young-Min Song;Boong-Joo Lee
    • The Journal of the Korea institute of electronic communication sciences
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    • v.19 no.4
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    • pp.781-790
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    • 2024
  • As modern people's interest in exercise and health increases, the demand for exercise-related information and devices is increasing, and exercising in the wrong posture can lead to body imbalance and injury. Therefore, in this study, the purpose of this study is to correct the posture for health promotion and injury prevention through the correct exercise posture of users. It was developed using Arduino Uno R3, a pressure sensor, and an acceleration sensor as the main memory device of the system. The pressure sensor was used to determine the squat posture, and the acceleration sensor was used to determine three types of gait: normal step, nasolabial step, and saddle step. Data is transmitted to a smartphone through a Bluetooth module and displayed on an app to guide the user in the correct exercise posture. The gait was determined based on the 20˚ angle at which the foot was opened, and the correct squat posture was compared with the ratio of the pressure sensor values of the forefoot and hindfoot based on the data of the skilled person. Therefore, based on an experiment with about 90% accuracy when determining gait and 95% accuracy based on a 7:3 ratio of pressure sensor values in squat posture, a system was established to guide users to exercise in the correct posture by checking in real time through a smartphone application and correcting exercise in the wrong posture.