• Title/Summary/Keyword: 사용자 관심

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Design and Implementation of User Agent for Internet Telephony Services based on SW (SIP 기반 인터넷 전화 서비스를 위한 사용자 에이전트의 설계 및 구현)

  • Huh Mi Young;Han Jaechon;Hyun Wook;Park Sun Ok;Kang Shin Gak;Kim Dae Young
    • Journal of KIISE:Information Networking
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    • v.32 no.3
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    • pp.350-358
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    • 2005
  • Recently, VoIP technology is being accepted as are the most promising Internet telephony service, due to the substitution effect of traditional telephony service. Two standards, i.e, . H.323 and SIP. have emerged for signaling and control for Intemet telephony, of which SIP provides far lower complexity and rich extensibility. It is important to secure components of SIP in order to develop various services. Generally, open source codes provide basic functions of SIP as well as complicated structure, but are difficult to extend. In this thesis, we focused on offering interface mechanism between application and SIP User Agent to easily extend for various VoIP services. This thesis describes what function is needed for SIP User Agent, how to define the internal data structure, and how to define the internal processing procedure. The check iist derived through participating the interoperability event for stabilized SIP User Agent is also suggested.

Push Service Technique based on Semantic Web for Personalized Services (개인화서비스를 위한 시맨틱웹 기반 푸시서비스 기법)

  • Kim, Ju-Yeon;Kim, Jong-Woo;Kim, Jin-Chun
    • The Journal of the Korea Contents Association
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    • v.10 no.6
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    • pp.18-26
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    • 2010
  • Many personalized services that provide users with adaptive information according to users' preferences have been researched and developed. Push services are especially expected to be more economic impact because push services satisfy user's potential needs even if the user does not require anything. In this paper, we propose Semantic Web approach in order to enhance the performance of push services. Our approach provides infrastructure to recommend contents based on semantic association by enabling information of contents and user preferences to be described on service-specific ontologies that reflect features of each service. In addition, our approach can recommend users with adaptive information based on information represented in our description model. Our approach enables information of contents and user preferences to be described with rich expressiveness, and it provides semantic interoperability.

An Implementation of A Recruiting System for Real-time Communication Matching based on Android Platform (실시간 양방향 의사정합을 위한 안드로이드 리쿠르팅 시스템의 구현)

  • Ihm, Sun-Young;Park, Young-Ho
    • Journal of Digital Contents Society
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    • v.12 no.1
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    • pp.107-114
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    • 2011
  • Recently, interests for recruiting and the rates of using smart phones are growing fast. The paper proposes Recruid, which is a smart phone application based on android platform, that helps real-time communication matching between users. They can use every services of Recruid anywhere and anytime which reflects mobility characteristics of smart phones, and also use additional services on web pages. Recruid provides three main services. First, it provides mobile subscription and submission functionality on high mobility and convenience. Second, it provides group service that user can make their own groups. Last, it also provides reliability evaluation mechanism of activity data in Recruid thus, Recruid provides high credibility to users. The paper presents implementation of Recruid and shows the snapshots of the presented system.

An Exploratory Study on User Experience of Augmented Reality Advertising (증강현실 광고의 사용자경험에 대한 탐색적 연구)

  • Sung, Jungyeon;Jo, Jae-wook
    • Journal of Digital Convergence
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    • v.14 no.8
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    • pp.177-183
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    • 2016
  • Augmented Reality(AR) has been further developed through connectivity with Artificial Intelligence (AI), Big Data, the Internet of Things(IoT). The interest of AR in the advertising is on the increase. However, it needs to explore the use of AR technology in advertising based on user experience rather than the technical aspects. This study is very significant in that it is the exploratory study which provides guidelines in the field of utilizing AR, particularly based on direct user experience. In addition, through a quantitative survey, it checks the validity of the present study to verify the impact of utilitarian, experiential value of AR ad on brand attitude as consumer attitude. The characteristics of AR ad based on user experience through this study will provide guidance to utilize AR ad, utilizing AR technology in various fields, such as education and exhibitions in developing convergence contents that can provide practical value.

The Proposal of the Conceptual Model for Cognitive Action of Smart Device (스마트 디바이스의 인지적 행동에 대한 개념모델 제안)

  • Song, Seung-Keun;Kim, Tae-Wan;Kim, Chee-Yong
    • Journal of Digital Contents Society
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    • v.11 no.4
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    • pp.529-536
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    • 2010
  • Currently many people are awfully concerned about smart device in domestic and foreign mobile market. The need of smart device has been rapidly increased. Unlike a feature phone smart devices provide us with an intuitive interface which is easy to control. They are enable to smoothly interact between user and device. Though higher market outlook, there is a lack of empirical research on user interface in touch screen based on smart device. In this paper, we propose the touch interface conceptual model concentrating on user based on the result of previous research. Materials of this research are three kinds of smart devices which are currently released. Through expert's depth interview and observation of user, user's cognitive actions in smart device are defined. Since the method of the touch interface which is suitable for the action has been derived, we have proposed the conceptual model of user's cognitive action. This research imply to offer the excellent design guideline in order to implement touch interface to optimize user experience in touch screen based on smart device to release in the future.

The Determinants for the Preschool's Comprehensive Information Systems: User Resistance Perspective (유아교육 정보시스템 활성화를 위한 결정요소 - 사용자 저항성의 관점으로 -)

  • Choi, Jaewon;Jang, Jiwha;Kim, Beomsoo
    • Informatization Policy
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    • v.21 no.1
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    • pp.77-98
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    • 2014
  • The Korean government has been promoting the establishment of comprehensive information systems as one of supports for preschools' administration. This support is expected to enhance the efficiency of preschool education support systems and to improve the quality of educational services. The gap between government's expectation on an introduction of the information system and preschool educators' expectations has also been an issue in deploying this new system. This study identifies user resistance factors for comprehensive preschool administration assistance systems' deployment. We find that the performance expectancy, social influence, effort expectancy, and the psychological cost of user resistance have impacts on the user resistance. When these factors related resistance are resolved in the process of systems' deployment, active participation in these systems by preschool educators would be increased.

User′s Characteristics Which have Influence on the Avatar Acceptance (사용자 특성이 아바타 수용에 미치는 영향)

  • Lee, Seung Hyun;Choi, Hoon
    • Proceedings of the Korea Society for Industrial Systems Conference
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    • 2003.11a
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    • pp.93-108
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    • 2003
  • 최근 들어 신세대들은 온라인을 통해서 아바타를 활용하여 가상공간 속에서 자신을 표현하고 있는 추세이다. 아바타는 ‘분신’, ‘화신’을 의미하는 산스크리트어로 가상공간에서 사용자의 역할을 대신하는 애니메이션 캐릭터이다. 가상공간 속에서 오프라인 상에서 표현하지 못한 자신만의 캐릭터를 통해서 자신의 정체성을 시각적으로 표현하여 개인의 개성을 표출하고 있다. 이러한 아바타의 출현으로 인터넷에서의 자기표현 방식이 외향적인 형태로 변화하는데 이는 새로운 표현에 대한 사용자의 수용도에 따라서 여러 가지 형태로 나타나고 있다. 특히, 사용자가 새로운 개념을 수용하는데 있어서 그들이 잠재적으로 보유하고 있는 특성에 따라서 아바타의 표현이 다각적으로 연출되고 활용되어지고 있다. 이는 신세대들의 자기표현 방식이 다양하기 때문이다고 할 수 있겠다. 신세대들은 또한 새로운 정보통신 기술이 매체를 통해 보급될 경우 수용도가 다른 세대에 비해 빠르다. 이렇듯 아바타의 도입과 활용은 신세대의 자기표현의 상징적인 역할을 하고 있다. 현재, 웹과 핸드폰을 통해서 2D 기반의 아바타가 활용되고 있으며, 신기술이 지속적으로 개발되고 있다. 현재 개발되어지고 있는 3D 핸드폰 아바타의 수용도에 대한 관심도도 높아질 것으로 예상된다. 현재 아바타 개발과 활용에 대한 연구는 활발히 진행되고 있지만, 이러한 신세대들의 특성에 따른 아바타의 수용에 대한 연구는 아직 정립되지 못하고 있다. 아바타의 수용에 관한 이론은 심리적 특성 이론으로 자아 존중감, 유행 선도력, 소비가치 등이 있으며, 사용자 수용 이론으로 혁신 성향, 유흥 성향 등이 있다. 이를 기반으로, 본 연구에서는 신세대 대학생들의 특성에 따라서 아바타의 수용도에 미치는 영향을 모색하고자 한다. 이를 위해서 대학생들의 특성을 심리적 특성이론과 사용자 수용이론으로 구분하여 이 특성에 따라서 향후 개발될 3D 핸드폰 아바타의 수용도의 관계를 파악하고자 한다. 본 연구에 대한 자료 수집방법은 D대학교의 교양과목인 “사이버문화의 이해와 활용”을 수강하는 학생들을 대상으로 총 170부를 설문 조사하였으며, 수집된 설문지 중에서 불성실하게 응답한 설문지 6부를 제외한 총 164부를 유효한 설문으로 확보하였다. SPSSWIN 10.0 패키지를 이용하였으며, Cronbach's Alpha값을 통한 신뢰도 분석과 요인분석을 통한 타당성 분석을 하고, 연구변수로 선정한 각 요소들의 아바타 수용도에 미치는 영향력 정도를 파악하기 위해 회귀분석을 실시하였다. 그 결과 심리적 특성과 사용자 수용 특성은 아바타 수용도에 부분적으로 영향을 미친다는 것 결과가 나타났다.

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Accessibility Analysis and Improvement on the UCC for Multimedia Contents (UCC 환경에서의 멀티미디어 콘텐츠에 대한 접근성 문제점 분석 및 개선 방안)

  • Park, Seong-Je;Kang, Young Moo
    • Journal of Korea Society of Industrial Information Systems
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    • v.12 no.5
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    • pp.98-109
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    • 2007
  • The era of Web 2.0, which is the web environment that offers end user oriented web platform, has arrived. Moreover, as the interest in UCC (User Created Contents) environment increases, it is a fact that the involvement of the users in multimedia contents is increasing rapidly. When the aim of Web 2.0, i.e. active involvement of the user, is considered, the necessity and the understanding about accessibility problem of the people who have difficulties about accessing web information, such as elderly and visually handicapped people, is increasing as well. This research analyzes the problems of virtually handicapped users to access web-based UCC services, and proposes an efficient implementation plan for a web-based UCC service that enables smooth access for them. Especially, the validity of the proposed method was verified by comparing the reaction time of the visually handicapped users with that when using the existing UCC services, through the implementation of the test page according to the plan proposed in this research.

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A Study on the Design of Personalized Virtual Reality Tour Guide System (사용자 맞춤형 가상현실 여행가이드 시스템 디자인에 관한 연구)

  • Kim, Su-Hwa;Kim, Min-Young;Kwak, Eun-Joo;Park, Kyoung-Shin;Cho, Yong-Joo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.12 no.1
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    • pp.46-52
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    • 2008
  • In this paper, we present the Mont-Saint-Michel virtual reality system designed to create the virtual heritage environment, which is enriched with personalized tour guide service. The tour guide system allows users to travel in the virtual heritage site and get more information about the sites or items of user's interests. It also allows users to make their own tour guidebook with the pictures they have taken during the virtual tour and more detail descriptions from the tour guide database. It then generates the web-based tour guidebook for users to utilize it for the actual site visit or share it with others over the Internet. The components of this system are designed with the consideration of reusability to be used for other interactive tour guide systems. This paper describes the motivation the development and a preliminary user study of Mont-Saint-Michel virtual reality personalized tour guide system.

A Basic Study on the Development of Autonomous Behavioral Agent based on Ontology Used in Virtual Space (가상공간에서 활용되는 온톨로지 기반 지능형 자율주행 에이전트 개발에 관한 기초 연구)

  • Lee, Yun-Gil
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.6
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    • pp.777-784
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    • 2017
  • In the architectural space, the user's behavior is the most important factor in evaluating the quality of architecture. Normally, the evaluation of user behavioral performance was carried out after a building was completed. Recently, interest in and efforts at pre-simulation based on information technology are accelerating. However, since existing user simulation technology is concerned mainly with simply escaping from a large space, it is impossible to simulate the behavior of multiple users in an architectural space. The present study strives to develop a human-figured intelligent agent for advanced user simulation based on ontology. The main purpose of the study is to employ the intelligent behaviors of a NPC(Non-player Character) to infer the ontology of both spatial and user information. In this paper, we intend to integrate ontology inference technology into the virtual space. And also, this study suggest the ontology visualization technology which illustrate the ontology-based information and their change in the spatial information.