• Title/Summary/Keyword: 사용자 니즈

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A Study on the Usability of Mobile Real Estate Service Search Filter and Information Quality -Focused on domestic, US and UK cases- (모바일 부동산 서비스 검색 필터와 정보품질에 관한 연구 -국내, 미국, 영국 사례를 중심으로-)

  • Choi, Yoo Jin;Kim, Seung-In
    • Journal of the Korea Convergence Society
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    • v.8 no.9
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    • pp.249-254
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    • 2017
  • The purpose of this study is to provide a way to develop the information quality of mobile real estate service and improve the false property through search filter service. I compared the cases of typical mobile real estate apps that are currently in use and analyzed the usage and service status by adopting 13 search filters that are the first priority when searching for real estate information. As a result, it has been shown that the provision of high quality search filter service is required to improve the information quality in order to provide users with quick and reliable information organically at any time and anywhere according to the definition of mobile real estate service. As a result, it is more prejudiced than the countermeasures against false fraudulent products, and it is satisfied with the needs of the users and provides the improved search filter service, so that it can be trusted with the definition of mobile real estate brokerage service, Providing quality services can be said to prevent the victims of fraudulent products.

A Study on the Semantic Modeling of Manufacturing Facilities based on Status Definition and Diagnostic Algorithms (상태 정의 및 진단 알고리즘 기반 제조설비 시멘틱 모델링에 대한 연구)

  • Kwang-Jin, Kwak;Jeong-Min, Park
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.1
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    • pp.163-170
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    • 2023
  • This paper introduces the semantic modeling technology for autonomous control of manufacturing facilities and status definition algorithm. With the development of digital twin technology and various ICT technologies of the smart factory, a new production management model is being built in the manufacturing industry. Based on the advanced smart manufacturing technology, the status determination algorithm was presented as a methodology to quickly identify and respond to problems with autonomous control and facilities in the factory. But the existing status determination algorithm informs the user or administrator of error information through the grid map and is presented as a model for coping with it. However, the advancement and direction of smart manufacturing technology is diversifying into flexible production and production tailored to consumer needs. Accordingly, in this paper, a technology that can design and build a factory using a semantic-based Linked List data structure and provide only necessary information to users or managers through graph-based information is introduced to improve management efficiency. This methodology can be used as a structure suitable for flexible production and small-volume production of various types.

Healthcare Service Design Using Gamification Techniques - Focused on Office Environment - (게이미피케이션을 활용한 헬스케어서비스 디자인 - 오피스 환경을 중심으로 -)

  • Kim, Su Jin;Ryoo, Han Young
    • Design Convergence Study
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    • v.15 no.5
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    • pp.185-197
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    • 2016
  • The purpose of this paper is to propose office healthcare UX scenarios using gamification techniques. Today, there is increased recognition of office workers' health, and gamification can be a great method to enhance their health. To design effective healthcare service for office workers, first, two levels of gamification design were identified―interface design level and gameplay experience design level. Second, office workers' health problems resulting from office work were collected from their blogs and 13 insights were derived by analyzing the collected data. Finally, 2 UX scenario implementing gamification in the workplace was proposed to promote healthy lifestyle behaviors for office workers.

사용성 평가 비디오 정보 분석방법에 관한 연구

  • 김병욱;이건표
    • Proceedings of the ESK Conference
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    • 1998.04a
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    • pp.81-86
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    • 1998
  • 제품의 사용성 평가에 주로 이용되고 있는 방법의 하나인 비디오 프로토콜 분석(Video Protocol)은 정 보의 질과 양적 측면에서 다른 방법에 비하여 우위에 있다고볼 수 있다. 그러나 비디오 프로토콜 분석 은 많은 물적, 시간적 비용의 투자가 필요한 방법이다. 이러한 문제점들은 컴퓨터의 정보 관리 기능을 활용한다면 충분히 해결될 수 있는 것들이다. 이에 '사용자 중심 디자인을 위한 컴퓨터 지원 시스템 개발' 의 일환으로 사용자중심 디자인 프로세스의 마지막 단계인 개발된 제품의 사용성 평가에 활용될 수 있는 컴퓨터 지원시스템으로써 컴퓨터를 활용한 비디오 정보 분석방법에 관하여 연구하고자 한다. 본 연구는 사용성 평가 비디오 정보를 분석할 수 있는 컴퓨터 지원 시스템을 개발하는데 그 목적을 두고 있다. 사용자 의 기초정보를 파악하는 단계, 사용성평가에 이용되는 제품의 정보를 설정하는 단계, 사용성의 다양한 측면 정보를 비디오정보로부터 추출하는 단계, 추출된 정보와 제품정보, 사용자 기초정보를 연관지어 분석하는 단계, 그리고 마지막으로 분석된 정보로부터 디자인개선의 컨셉을 도출하는 단계 등에 컴퓨터를 활용할 수 있는 통합적인 사용성 평가 컴퓨터에서 제어가 쉽게 이루어 지도록 하고, 이를 화면에 재생시키면서 관찰자가 필요한 정보를 실시간에 분석하고 기록할 수 있는 모든 지원 도구들을 포함하여, 이러한 기록이 자동적으로 분석정보로 활용되어 다양한 측면에서 제품의 사용성평가를 이룰 수 있도록 한다. 또한 분석정보를 도표화하고 분석과 정보검출, 정보생성 단계들 간의 피드백이 원활히 이루어 질 수 있도록 하여분석의 정밀도를 높일 수 있도록 한다. 니즈 데이터베이스가 확충되면 각 사용상황하의 사용성 문제 해결안뿐만 아니라 서로 관련이 있는 사용상황간의 연계 연구를 통해 좀 더 광범위한 개념의 제품 개발도 가능해 질 수 있을 것이다.와 만족도와의 관계 및 이상형에 대해 구체적으로 파악할 필요가 있다. 또한, 신체에 대한 이상형은 시대의 여러 여건에 따라서 변화할 수 있으므로 의복 착용자가 의복을 통해서 표현하고자 하는 이상형의 시대적 변화를 살펴볼 필요가 있다. 따라서 본 연구에서는 신체에 대한 인식도 및 만족도, 이상형에 대한 설문지 조사와 신체측정을 통하여 신체 크기에대한 만족도를 객관적인 척도로 고찰하고, 이상형과 실제 체형에 관하여 고찰하고자 한다. 도한, 1992년도 자료와의 비교를 통하여 시대에 따른 신체만족도와 이상형의 변화를 파악하고자 한다. 이를 기초로 한 의복원형 제작 및 의복 디자인에 대한 연구를 통해 의복의 맞음새가 좋을뿐만 아니라 의복착용자들 에게 심리적 만족을 줄 수 있는 의복 제작에 도움이 될 수 있을 것이다.적입지로 분석되었다.등 다양한 모형들을 고려해 본 뒤, 적절한 모형을 적용할 것이다. 가로망 설계 모형에서 신호제어를 고려하기 위해서는 주어진 가로망에 대한 통행 배정과정에서 고려되는 통행시간을 링크통행시간과 교차로 지체시간을 동시에 고려해야 하는데, 이러한 문제의 해결을 위해서 최근 활발히 논의되고 있는 교차로에서의 신호제어에 대응하는 통행배정 모형을 도입하여 고려하고자 한다. 이를 위해서 지금까지 연구되어온 Global Solution Approach와 Iterative Approach를 비교, 검토한 뒤 모형에 보다 알맞은 방법을 선택한다. 차량의

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Exploring the Factors of Serendipity in Online Video Environment (온라인 동영상 환경에서의 세렌디피티 요인에 관한 탐색)

  • Baek, Sodam;Lee, Wonyoung;Chae, Anbyeong;Hwang, Eunyoung;Kim, Sungwoo
    • Journal of the HCI Society of Korea
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    • v.12 no.3
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    • pp.25-33
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    • 2017
  • Current video service market doesn't satisfy the users' needs who want to find new and interesting contents despite the vast amount of contents. Now it is continuously necessary to Study on technology and using experience is continuously required in online video service area to stimulate the watching motivation efficiently with such as recommendation or promotion. One of efficient ways of increasing the using motivation is to give the users pleasure when they use the services. This study focused on 'unexpected funny finding' as a strategy of providing pleasure of using. It was believed that it could increase the pleasure of using the service, if serendipity, which means unexpected pleasure, accidental finding such as finding a beautiful $caf{\acute{e}}$ or meeting a friend at a certain place unexpectedly, is applied. This study defines the serendipity as 'contents that give unexpected pleasure' at the online video environment. First it theoretically extracted the various characteristics of serendipity through reading many books. Next it verified the other concept of serendipity through the diary of users' survey to additionally extract the characteristics of serendipity at video environment that are hard to find in books. It formed estimation items for the characteristics of the extracted serendipity and tested them in youtube to confirm the characteristics of serendipity being found in video service and observe potential factors that make it. As a result if verified and confirmed four factors that cause serendipity at video environment. This study could be used as basic data to understand the concept of serendipity. It has an academic meaning in the point that it could be a useful reference for the future study that analyzes the role or effect of serendipity at IT area including online video service.

A Study on Classification of Mobile Application Reviews Using Deep Learning (딥러닝을 활용한 모바일 어플리케이션 리뷰 분류에 관한 연구)

  • Son, Jae Ik;Noh, Mi Jin;Rahman, Tazizur;Pyo, Gyujin;Han, Mumoungcho;Kim, Yang Sok
    • Smart Media Journal
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    • v.10 no.2
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    • pp.76-83
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    • 2021
  • With the development and use of smart devices such as smartphones and tablets increases, the mobile application market based on mobile devices is growing rapidly. Mobile application users write reviews to share their experience in using the application, which can identify consumers' various needs and application developers can receive useful feedback on improving the application through reviews written by consumers. However, there is a need to come up with measures to minimize the amount of time and expense that consumers have to pay to manually analyze the large amount of reviews they leave. In this work, we propose to collect delivery application user reviews from Google PlayStore and then use machine learning and deep learning techniques to classify them into four categories like application feature advantages, disadvantages, feature improvement requests and bug report. In the case of the performance of the Hugging Face's pretrained BERT-based Transformer model, the f1 score values for the above four categories were 0.93, 0.51, 0.76, and 0.83, respectively, showing superior performance than LSTM and GRU.

Analysis of the Promotion of Social Networking Services (SNS) in School Media with Focus on the Operation of the Facebook Page of a Graduate School Newspaper (학내 언론의 소셜네트워크서비스(SNS) 홍보에 관한 분석-A대 대학원 신문의 페이스북 페이지 운영실태에 대한 비판적 고찰을 중심으로-)

  • An, Hye-Jin;Lee, Seung-Ha
    • The Journal of the Korea Contents Association
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    • v.22 no.4
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    • pp.145-158
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    • 2022
  • Although the rapid development of technology has led to a swift increase in the number of companies using social networking services (SNS), it will not be accurate to say that they have fully "utilized" the functionality of SNS simply by "using" these services. Therefore, this study aims to increase the convenience of using digital technology and help SNS users in extending the functionality of these services beyond their regular use and thus, revitalize the field by increasing the service providers' efficiency. In this study, the Facebook usage status of a graduate school newspaper from an undisclosed university in Seoul was analyzed from February to December, 2021 using the participant observation method. The results of the study revealed the following: First, it is necessary to diversify the subject and type of content to ensure a continuous supply of quality content; Second, there is a need to examine the user categories and characteristics by utilizing SNS functionalities such as, the target reports and insights, and based on this, supply content that meets the needs of the users; Third, to resolve the problem of low levels of user participation and an inactive Facebook account, it is necessary to mobilize new marketing tools like online events. The significance of this study is that it confronts the real problems faced by some companies that cannot keep pace with market changes in a digital environment, identifies failure factors, and proposes solutions to them.

A Study about the Users's Preferred Playing Speeds on Categorized Video Content using WSOLA method (WSOLA를 이용한 동영상 미세배속 재생 서비스에 대한 콘텐츠별 배속 선호도 분석 연구)

  • Kim, I-Gil
    • Journal of Digital Contents Society
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    • v.16 no.2
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    • pp.291-298
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    • 2015
  • In a fast-paced information technology environment, consumption of video content is changing from one-way television viewing to VOD (Video on Demand) playing anywhere, anytime, on any device. This video-watching trend gives additional importance to videos with fine-speed-control, in addition to the strength of the digital video signal. Currently, many video players provide a fine-speed-control function which can speed up the video to skip a boring part, or slow it down to focus on an exciting scene. The audio information is just as important as the visual information for understanding the content of the speed-controlled video. Thus, a number of algorithms for fine-speed-control video-playing technologies have been proposed to solve the pitch distortion in the audio-processing area. In this study, well-known techniques for prosodic modification of speech signals, WSOLA (Waveform-Similarity-Based Overlap-Add), have been applied to analyze users' needs for fine-speed-control video playing. By surveying the users' preferred speeds on categorized video content and analyzing the results, this paper proposes that various fine-speed adjustments are needed to accommodate users' preferred video consumption.

Appropriate App Services and Acceptance for Contact Tracing: Survey Focusing on High-Risk Areas of COVID-19 in South Korea (코로나 19 동선 관리를 위한 적정 앱 서비스와 도입: 고위험 지역 설문 연구)

  • Rho, Mi Jung
    • Korea Journal of Hospital Management
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    • v.27 no.2
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    • pp.16-33
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    • 2022
  • Purposes: Prompt evaluation of routes and contact tracing are very important for epidemiological investigations of coronavirus disease 2019 (COVID-19). To ensure better adoption of contact tracing apps, it is necessary to understand users' expectations, preferences, and concerns. This study aimed to identify main reasons why people use the apps, appropriate services, and basis for voluntary app services that can improve app participation rates and data sharing. Methodology/Approach: This study conducted an online survey from November 11 to December 6, 2020, and received a total of 1,048 survey responses. This study analyzed the questionnaire survey findings of 883 respondents in areas with many confirmed cases of COVID-19. This study used a multiple regression analysis. Findings: Respondents who had experience of using related apps showed a high intention to use contact-tracing apps. Participants wished for the contact tracking apps to be provided by the government or public health centers (74%) and preferred free apps (93.88%). The factors affecting the participants' intention to use these apps were their preventive value, performance expectancy, perceived risk, facilitative ability, and effort expectancy. The results highlighted the need to ensure voluntary participation to address participants' concerns regarding privacy protection and personal information exposure. Practical Implications: The results can be used to accurately identify user needs and appropriate services and thereby improve the development of contact tracking apps. The findings provide the basis for voluntary app that can enhance app participation rates and data sharing. The results will also serve as the basis for developing trusted apps that can facilitate epidemiological investigations.

A Knowledge Management System for Supporting Development of the Next Generation Information Appliances (차세대 정보가전 신제품 개발 지원을 위한 지식관리시스템 개발)

  • Park, Ji-Soo;Baek, Dong-Hyun
    • Information Systems Review
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    • v.6 no.2
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    • pp.137-159
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    • 2004
  • The next generation information appliances are those that can be connected with other appliances through a wired or wireless network in order to make it possible for them to transmit and receive data between them and to be remotely controlled from inside or outside of the home. Many electronic companies have aggressively invested in developing new information appliances to take the initiative in upcoming home networking era. They require systematic methods for developing new information appliances and sharing the knowledge acquired from the methods. This paper stored the knowledge acquired from developing the information appliances and developed a knowledge management system that supports the companies to use the knowledge and develop their own information appliances. In order to acquire the knowledge, this paper applied two methods for User-Centered Design in stead of using the general ones for knowledge acquisition. This paper suggested new product ideas by analyzing and observing user actions and stored the knowledge in knowledge bases, which included Knowledge from Analyzing User Actions and Knowledge from Observing User Actions. Seven new product ideas, suggested from the User-Centered Design, were made into design mockups and their videos were produced to show the real situations where they would be used in home of the future, which were stored in the knowledge base of Knowledge from Producing New Emotive Life Videos. Finally, data on present development states of future homes in Europe and Japan and newspapers articles from domestic newspapers were collected and stored in the knowledge base of Knowledge from Surveying Technology Developments. This paper developed a web-based knowledge management system that supports the companies to use the acquired knowledge. Knowledge users can get the knowledge required for developing new information appliances and suggest their own product ideas by using the knowledge management system. This will make the results from this research not confined to a case study of product development but extended to playing a role of facilitating the development of the next generation information appliances.