• Title/Summary/Keyword: 사용자 관심

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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.

The Effect of Badges Gamification on Participation Behavior in StackOverflow (스택오버플로 배지 시스템의 게임화 효과에 관한 연구)

  • Nam, Jeongin;Baek, Hyunmi
    • Knowledge Management Research
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    • v.23 no.3
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    • pp.1-22
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    • 2022
  • This study aims to investigate the gamification effect of the badge awards, the most popular gamification process, on users participation behavior. This study also attempts to investigate the effect of tailored gamification, which designs the system of gamification differently based on users' characteristics, focusing on the level of online user information disclosure. For this, we collect and analyze data on 557 users and 1,048,020 answers from StackOverflow, an online Q&A community for developers. The results show that providing a badge is effective for increasing the amount of user participation, whereas providing a goal through the badge is partially effective for increasing the quality of participation. However, the moderating effect of whether users disclose their SNS information on the relationship between badge gaining and participation decrease is not statistically significant. For platform operators, our findings emphasize the importance of gamification design to enhance user engagement effectively.

User Experience Evaluation of Augmented Reality based Guidance Systems for Solving Rubik's Cube using HMD (HMD를 이용한 증강현실 큐브 맞추기 안내 시스템의 사용자 경험 평가)

  • Park, Jaebum;Park, Changhoon
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.7
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    • pp.935-944
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    • 2017
  • As augmented reality technology has developed, various augmented reality contents can be seen in real life, and the performance of mobile device is improved, so augmented reality technology can be used even without special device. As a result, a training system, guidance system and a museum art guide system based on augmented reality technology are emerging, and interest in augmented reality is also increasing. However, the existing guidance systems using a single mobile device have limitations in terms of the user experience (UX) because the camera of the device limits the field of view or the two hands are not free and the user input is difficult. In this paper, we compare augmented reality based guidance systems for Rubik's Cube using tablet and HMD to improve the constraint of user experience of such a single mobile device, and find elements that positively improve user experience. After that, we evaluate whether the user experience is actually improved through the user experience comparison test and the questionnaire.

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.

Development of Integrated Analysis Model for Eyegaze Analysis - With Emphasis on the Generation of Heuristic Guidelines for User Interface Design - (시선추적 분석을 위한 통합 해석 모델의 개발 - 사용자 인터페이스 디자인을 위한 휴리스틱 가이드라인의 도출을 중심으로 -)

  • 성기원;이건표
    • Archives of design research
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    • v.17 no.2
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    • pp.23-32
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    • 2004
  • This paper's objective is the analysis of eye-movement recording with visual perception process, the inference of heuristic guidelines with human information processing, and the generation of design principles for practical works. For this objective, it was experimented on that the user's eye-movement recording of interactive media with the Eyegaze Interface System, and analyzed the visual perception process of top-down & bottom-up processing, and inferred the design principles from human information process. Our results provide the implications of design through the analysis of the user's eye-movement recording that were changed according to each menu depth of the interactive media. And, it is proposed that the new concept of heuristic guidelines based on each stage of action that is related to human factors.

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Mobile Agent Middleware for Travel Information Service (여행정보 서비스를 위한 모바일에이전트 미들웨어)

  • Kang, Gi-Soon;Yoon, Yong-Ik
    • Journal of Korea Spatial Information System Society
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    • v.6 no.2 s.12
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    • pp.85-95
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    • 2004
  • Nowadays, the interests in travel are increasing with the changes into the ubiquitous computing environments, hence, our location-based travel information service system would be potentially invaluable to graft the Internet business models. Most of existing travel information services are provided in a one-way push manner from the contents providers to users, and they have drawbacks of enforcing users to search their needed information with the general Web surfing. Therefore, this paper propose the travel information system for gathering user information and for providing services that satisfy user requirements by filtering based on these information.

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A Fingerprint_based User Authentication Protocol for Wireless LAN Environment (무선랜 환경에서의 지문을 이용한 사용자 인증 프로토콜)

  • Jung Seung-Hwan;Lee Sung-Ju;Shin Hyun-Sup;Chung Yong-Wha;Kim Tae-Sup;Oh Ryong;Cho Choong-Ho;Lee Nam-Il
    • Proceedings of the Korea Institutes of Information Security and Cryptology Conference
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    • 2006.06a
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    • pp.258-261
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    • 2006
  • 네트워크 기술이 발전함에 따라 유/무선 네트워크가 통합되기 시작하였고, 궁극적으로 언제/어디서나 컴퓨터를 사용한 수 있는 유비쿼터스 컴퓨팅 시대가 도래 할 것으로 예상된다. 최근에는 공공장소에서 고속의 무선 인터넷 접속에 대한 욕구가 커지면서 무선랜에 대한 관심이 많아지고 있다. 무선랜 환경에서 중요한 보안문제 중 하나는 승인된 사용자에게만 접속을 허용하는 것이다. 특히, 유선 네트워크와 다르게 무선 네트워크 환경에서는 Access Point(AP)가 설치되어 있는 곳이면 누구나 깁게 AP를 통해 네트워크를 이용할 수 있기 때문에 접속에 관한 보안의 중요성이 강조되고 있다. 본 논문에서는 무선랜 환경에서 안전하게 사용자를 인증하고 서비스를 제공하기 위해 지문을 이용한 사용자 인증 프로토콜을 제안한다.

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User Identification Method using Palm Creases and Veins based on Deep Learning (손금과 손바닥 정맥을 함께 이용한 심층 신경망 기반 사용자 인식)

  • Kim, Seulbeen;Kim, Wonjun
    • Journal of Broadcast Engineering
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    • v.23 no.3
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    • pp.395-402
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    • 2018
  • Human palms contain discriminative features for proving the identity of each person. In this paper, we present a novel method for user verification based on palmprints and palm veins. Specifically, the region of interest (ROI) is first determined to be forced to include the maximum amount of information with respect to underlying structures of a given palm image. The extracted ROI is subsequently enhanced by directional patterns and statistical characteristics of intensities. For multispectral palm images, each of convolutional neural networks (CNNs) is independently trained. In a spirit of ensemble, we finally combine network outputs to compute the probability of a given ROI image for determining the identity. Based on various experiments, we confirm that the proposed ensemble method is effective for user verification with palmprints and palm veins.

Development of the Driving-will Control System for a Power-assisted Electric Wheelchair (힘 보조형 전동 휠체어를 위한 구동 의지 제어 시스템 개발)

  • Kong, Jung-Shik;Lee, Bo-Hee
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.3
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    • pp.1296-1301
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    • 2012
  • This paper deals with development of the driving-will control system in power-assisted electric wheelchair. Nowadays, population of elderly people has been increased rapidly, and also an electric wheelchair has been considered as the device for the elderly. Especially, power-assisted electric wheelchair can overcome problems that a conventional electric wheelchair holds, such as lack of movement of wheelchair user. In this paper, we propose the sensors system to measure the driving-will force and perform the control action for a power-assisted electric wheelchair. And motion performance of the proposed system is verified through the experiment.

An Implementation of Ontology, Vision and Voice Using Self-Care System in Mobile Environment (모바일 환경에서 온톨로지 및 시청각 정보를 이용한 셀프케어 시스템 구현)

  • Kwon, Hyeong-Oh;Piao, Shi-Quan;Son, Jong-Wuk;Cho, Hui-Sup
    • Proceedings of the Korean Information Science Society Conference
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    • 2012.06d
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    • pp.55-57
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    • 2012
  • 최근의 정보통신 기술의 발달은 의료의 중심을 기존의 진단 및 치료에서 예방으로 이동하게 하였다. 이에 따라 환자 뿐 아니라 건강에 관심이 많은 일반인들이 병원 밖에서도 스스로 건강 증진을 위해 질병 예방을 수행할 수 있도록 지원하는 셀프케어 시스템들이 개발되어지고 있다. 그러나 현재 개발되어지고 있는 셀프케어 시스템들은 대부분 회원 등록의 과정이 필수적이며, 또한 회원 등록 과정에서 자가진단을 위해 성별과 같은 기본적인 정보를 수동적으로 입력해야 하는 번거로움이 있다. 따라서 본 논문에서는 사용자의 음성과 영상을 이용한 성별 인식을 통해 비 등록 사용자에 대한 기본정보를 자동으로 인식하고 온톨로지를 이용한 자가진단 서비스에 적용함으로써 회원 등록을 원치 않는 비 등록 사용자에 대한 편의성을 고려하였다. 또한 온톨로지를 이용한 자가진단 서비스의 진단 결과로 질환에 대한 정의 및 증상, 치료 방법을 설명하고 증상의 경중에 따라 방문 치료할 진료과에 대한 정보를 제공함으로써 사용자가 스스로 건강을 진단하고 진단결과에 따라 간단한 치료를 할 수 있으며, 증상의 악화를 예방할 수 있도록 도와준다.