• Title/Summary/Keyword: 사용자 의도인식

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Design of the Autogenous Context Service and Middleware for Ubiquitous Environments (유비쿼터스 환경을 위한 자생적 컨텍스트 서비스와 미들웨어의 설계)

  • Oh Hae-Seok;Oh Dong-Yeol
    • Journal of Korea Multimedia Society
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    • v.8 no.8
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    • pp.1088-1098
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    • 2005
  • Context-Aware is a one of the important researches in ubiquitous computing for providing optimal service to users by acquiring user's intentions and environmental information. Diverse researches are focused on the users and its environment facts for Context-Aware base and introduce a sensing based middleware which engages sever/sensor that operates identifier information to provide services. Context-Aware service which is limited by users and environment facts has the problem of overlapping sensing, unnecessary searching and anonymity of users. Also Server-Centric Context-Aware system requires very high cost to manage and operate the services. On this paper, We introduce Autogenous Context service model to simplify the Context-Aware process and design the middleware which performs decentralize management for Context-Aware information of user's portable devices to minimize problems which is occurred during the management and operation of existing Context-Aware system.

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Effects Characteristics of Mobile Information Service on Satisfaction and Reuse Intention (모바일관광정보서비스의 특성이 만족도와 재사용의도에 미치는 영향)

  • Choi, Hyun-Sik;Park, Jin-Woo
    • The Journal of the Korea Contents Association
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    • v.9 no.9
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    • pp.411-422
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    • 2009
  • The study seeks to explore essential factors that influence tourists' continual usage intentions to mobile tour information services. The variables such as characteristics of tour information service, accuracy, interactivity, context, ubiquitous connectivity, perceived usefulness, perceived ease of use were adopted from previous research and the hypotheses were developed on the basis of Davis's Technology Acceptance Mode(TAM). The survey was conducted by users who have previously experienced mobile tourism information service. Structural equation modeling was used to Investigate the relationships between the factors. The results showed that interactivity, context, perceived usefulness and perceived ease of use were found to have a positive impact on satisfaction. In particular, interactivity and context were found to be the most significant factors that influence reuse intentions. It suggests that increasing context and interactivity to make tourist trust about accuracy, ubiquitous connectivity is better than increasing perceived usefulness and perceived easiness. The identified factors that influence continual usage intentions on mobile services can be useful for analyzing the market trends and suggesting industrial guidelines of mobile services.

The effects of UI(user interface) experience on product attitude and purchase intention for smartphones (스마트폰의 UI(User Interface) 경험이 제품태도와 구매의도에 미치는 영향)

  • Youm, Dong-Sup;Yu, Seung-Yeob
    • Journal of Digital Convergence
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    • v.11 no.4
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    • pp.129-137
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    • 2013
  • Increasingly important UI(user interface) on the digital media era, and increasing awareness about the user experience. In this study, by considering these realities, what impact smartphone UI experience, this product attitudes and purchase intentions you want to check. First, the findings of the smartphone UI experience influence on product attitudes of the smartphone was confirmed. Second, the smartphone's UI experience was confirmed also in the purchase of smartphones that partially affects. Finally, attitudes were identified as affecting the purchase of products for smartphones. The results of this study, the strategies suggest the need for consideration of future marketing strategy for smart phones smartphone's UI experience. Especially valuable experience for the smartphone-focused marketing strategy, such as the administration of post-A/S system, ie, around experience than are necessary. Finally, in order to improve the consumer's purchase decision more than anything that can enhance the positive attitude of consumers for its products marketing strategies are necessary.

Effects of Feedback Types on Users' Subjective Responses in a Voice User Interface (음성 사용자 인터페이스 내 피드백 유형이 사용자의 주관적 반응에 미치는)

  • Lee, Dasom;Lee, Sangwon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.10a
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    • pp.219-222
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    • 2017
  • This study aimed to demonstrate the effect of feedback type on users' subjective responses in a voice user interface. Feedback type is classified depend on information characteristic it involves; verification feedback and elaboration feedback. Error type is categorized as recognition error and performance error. Users' subjective assessment about system, feedback acceptance, and intention to use were measured as dependent variables. The results of experiment showed that feedback type has impacts on the subjective assessment(likeability, habitability, system response accuracy) of VUI, feedback acceptance, and intention to use. the results also demonstrated an interaction effect of feedback type and error type on the feedback acceptance. It leads to the conclusion that VUI should be designed with the elaboration feedback about error situation.

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바이오 정보를 이용한 U-Healthcare 인증방안 연구

  • Kim, Jason;Kim, Young-Jun
    • Review of KIISC
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    • v.17 no.1
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    • pp.57-62
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    • 2007
  • 본 논문에서는 바이오인식 정보 기술(얼굴, 정맥, 지문, 홍채)을 이용하여 신뢰성 있는 Ubiquitous-Healthcare(U-HC) 서비스를 지원하는 사용자 인종 메커니즘과 암호화 기법을 제안한다. U-HC 서비스에 태동 및 특징, 국내외 산업현황, 기대효과 등을 통해 U-HC서비스의 필요성을 강조하고 있다. 하지만 지능화 및 고도화된 기술을 통하여 개인 정보를 악의적인 의도로 유출하여 개인에게 육체적 정신적 경제적 피해를 주고 있다. 바이오인식은 이러한 피해를 막고 보안 및 프라이버시 측면의 취약점 및 공격들을 분석하여 효율적으로 방어함으로서 개인의 의료정보 및 바이오 정보를 보호하기 위한 대응책인 새로운 사용자 인증과 암호화 기법이다. 사용자 인증 기법은 다수의 바이오 정보들을 인증 시에 무작위로 선택하여 2개 이상 입력하는 방안이며 암호화 기법은 사용자 스토리(Story)식 암호화(Encryption) 기법을 제안한다. 이러한 방법론을 통하여 효율적이며 신뢰 성 있는 U-HC 서비스를 보장하고자 한다.

Emotional Expression Technique using Facial Recognition in User Review (사용자 리뷰에서 표정 인식을 이용한 감정 표현 기법)

  • Choi, Wongwan;Hwang, Mansoo;Kim, Neunghoe
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.22 no.5
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    • pp.23-28
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    • 2022
  • Today, the online market has grown rapidly due to the development of digital platforms and the pandemic situation. Therefore, unlike the existing offline market, the distinctiveness of the online market has prompted users to check online reviews. It has been established that reviews play a significant part in influencing the user's purchase intention through precedents of several studies. However, the current review writing method makes it difficult for other users to understand the writer's emotions by expressing them through elements like tone and words. If the writer also wanted to emphasize something, it was very cumbersome to thicken the parts or change the colors to reflect their emotions. Therefore, in this paper, we propose a technique to check the user's emotions through facial expression recognition using a camera, to automatically set colors for each emotion using research on existing emotions and colors, and give colors based on the user's intention.

The Sequential Effects of Site and Customer Characteristics of Internet Shopping Malls on Perceived Risks and Purchase Intention (인터넷 쇼핑몰의 사이트 특성과 사용자의 특성이 지각된 위험과 구매의도에 미치는 영향)

  • Jeong, Seung-Ryul;Kang, Young-Shin;Lee, Choon-Yeul
    • The KIPS Transactions:PartD
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    • v.14D no.4 s.114
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    • pp.407-420
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    • 2007
  • The purpose of this study is to examine the effects of the site characteristics and the customer characteristics of Internet shopping malls on perceived risk and purchase intention. In order to fulfill this objective, we employ the survey methodology to gain data and analyze them using a structural equation model. The results of this study show that both the site characteristics and the customer characteristics of Internet shopping malls did not have a direct effect on purchase intention. Instead, perceived risk has effects on purchase intention. This implies that perceived risk is playing an important role in e-commerce.

A Study on Visual Perception based Emotion Recognition using Body-Activity Posture (사용자 행동 자세를 이용한 시각계 기반의 감정 인식 연구)

  • Kim, Jin-Ok
    • The KIPS Transactions:PartB
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    • v.18B no.5
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    • pp.305-314
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    • 2011
  • Research into the visual perception of human emotion to recognize an intention has traditionally focused on emotions of facial expression. Recently researchers have turned to the more challenging field of emotional expressions through body posture or activity. Proposed work approaches recognition of basic emotional categories from body postures using neural model applied visual perception of neurophysiology. In keeping with information processing models of the visual cortex, this work constructs a biologically plausible hierarchy of neural detectors, which can discriminate 6 basic emotional states from static views of associated body postures of activity. The proposed model, which is tolerant to parameter variations, presents its possibility by evaluating against human test subjects on a set of body postures of activities.

Augmented Reality Game Interface Using Hand Gestures Tracking (사용자 손동작 추적에 기반한 증강현실 게임 인터페이스)

  • Yoon, Jong-Hyun;Park, Jong-Seung
    • Journal of Korea Game Society
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    • v.6 no.2
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    • pp.3-12
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    • 2006
  • Recently, Many 3D augmented reality games that provide strengthened immersive have appeared in the 3D game environment. In this article, we describe a barehanded interaction method based on human hand gestures for augmented reality games. First, feature points are extracted from input video streams. Point features are tracked and motion of moving objects are computed. The shape of the motion trajectories are used to determine whether the motion is intended gestures. A long smooth trajectory toward one of virtual objects or menus is classified as an intended gesture and the corresponding action is invoked. To prove the validity of the proposed method, we implemented two simple augmented reality applications: a gesture-based music player and a virtual basketball game. In the music player, several menu icons are displayed on the top of the screen and an user can activate a menu by hand gestures. In the virtual basketball game, a virtual ball is bouncing in a virtual cube space and the real video stream is shown in the background. An user can hit the virtual ball with his hand gestures. From the experiments for three untrained users, it is shown that the accuracy of menu activation according to the intended gestures is 94% for normal speed gestures and 84% for fast and abrupt gestures.

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A Study on the continuous Intention of MyData Service Users Based on the Innovation Resistance Model (혁신저항모형에 기반한 마이데이터 서비스 사용자의 지속사용의도에 관한 연구)

  • Haengnam Sung;Taeho Hong;Taewon Lee
    • Journal of Korea Society of Industrial Information Systems
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    • v.29 no.2
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    • pp.101-117
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    • 2024
  • The purpose of this study is to consider the characteristics perceived by users who utilize MyData services in the financial sector. It aims to examine how these factors influence users' understanding for sustained usage and their resistance to innovation. The research seeks to explore the relationship between users' awareness of characteristics and its impact on both enhancing comprehension for continued usage and addressing users' resistance to innovation. Utilizing a specialized survey agency, we examined the relative effects of innovation resistance factors, such as relative advantage, perceived risks, complexity, clarity and perceived ease of use on MyData service users. Furthermore, this research focuses on employing empirical analysis to validate the relationships between these factors through the survey. The findings of this study suggest that MyData service should dedicate ongoing efforts to minimize user resistance to service utilization. Specifically, it was revealed that among the innovation resistance factors, perceived ease of use, relative advantage, perceived risk, and complexity exert influence in that order.