• Title/Summary/Keyword: 사용자 행동 인식

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A Study on Factors Affecting Chinese Users' Willing to Pay for Online Paid Knowledge Contents: Focusing on Theory of Planned Behavior (중국 온라인 유료 지식 콘텐츠 구매의도에 영향을 미치는 요인: 계획된 행동이론(TPB)중심으로)

  • Jing, Jia;Lu, Chen
    • Journal of Digital Convergence
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    • v.18 no.2
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    • pp.151-162
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    • 2020
  • In this paper, a research model was designed to investigate the factors affecting the purpose intentions to the online paid knowledge contents in China. The research model includes the contents characteristics, recognition of copyright, recognition of paid, the theory of planned behavior factors. In this research, the data was collected by online survey, and in final analysis, 457 users' questionnaires were used. The empirical paper proves research hypothesis by using SPSS 25.0 and AMOS 23.0. The results of the study are as follows: the contents characteristics partially give positive effects to attitude. In addition, recognition of paid and planning behavior theory factors have positive effects to purpose intentions. This paper provides a useful scheme to promotion the purpose of purchase for paid online knowledge contents.

Customer-perceived distributive peer justice climate, community identification, C2C interaction quality, and helping intention in MMORPG contexts (고객의 분배공정성분위기 지각과 커뮤니티동일시, 고객간상호작용인식, 도움행동의도의 관계에 대한 연구)

  • Hyun Sik Kim
    • Journal of Service Research and Studies
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    • v.14 no.2
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    • pp.158-177
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    • 2024
  • This paper proposes and tests a theoretical model of the relational link between a novel form of customer-perceived fairness for a reward design (distributive peer justice climate) and C2C helping intention via community identification and online C2C interaction (friend-, neighboring customer-, audience-interaction) qualities in a collective consumption context (MMORPG). To test hypotheses, we amassed survey data within a collective consumption context (massively multiplayer online role-playing games, MMORPGs). We used structural equation modeling in analyzing the survey data. The results reveal that user-perceived distributive peer justice climate for a reward design enhances their C2C helping intention via community identification and C2C interactions in MMORPG contexts. Collective consumption-type service managers should focus on promoting the user-perceived distributive peer justice climate for their reward system to enhance users' present C2C co-creation experience (community identification, C2C interaction) and future C2C co-creation behavior (helping intention). By adopting an intra-unit level distributive justice concept (customer-perceived distributive peer justice climate) to a reward design in a collective consumption context (MMORPGs), this study informed collective consumption-type service managers of the importance of its management.

The User Identification System using the ubiFloor (유비플로어를 이용한 사용자 인증 시스템)

  • Lee Seunghun;Yun Jaeseok;Ryu Jeha;Woo Woontack
    • Journal of KIISE:Software and Applications
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    • v.32 no.4
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    • pp.258-267
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    • 2005
  • We propose the ubiFloor system to track and recognize users in ubiquitous computing environments such as ubiHome. Conventional user identification systems require users to carry tag sensors or use camera-based sensors to be very susceptible to environmental noise. Though floor-type systems may relieve these problems, high cost of load cell and DAQ boards makes the systems expensive. We propose the transparent user identification system, ubiFloor, exploiting user's walking pattern to recognize the user with a set of simple ON/OFF switch sensors. The experimental results show that the proposed system can recognize the 10 enrolled users at the correct recognition rate of $90\%$ without users' awareness of the system.

Backlight Control on The PDA by A User's Activity and Posture (사용자의 활동과 자세에 의한 PDA의 백라이트 제어 기법)

  • Baek, Jong-Hun;Yun, Byoung-Ju
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.46 no.6
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    • pp.36-42
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    • 2009
  • In the mobile device environment, the context-aware computing has been emerging as a core technology of ubiquitous computing. Compared with a desktop computer, a user interface and resource of mobile device is very limited. Traditional desktop-based user interface has been developed on the basis that a user's activity is static state. In contrast, mobile devices are not able to utilize representative desktop-based interaction mechanisms such as a keyboard and mouse, not only because the activity of a user is dynamic state, but mobile devices have limited resources and small LCD display. In this paper, we introduce an intelligent control system for the mobile device that can utility effectively the limited resource and complement the poor user interface by using an accelerometer being able to sense the physical activity and posture. The proposed system can estimate the user activity, static and dynamic states, and posture watching the PDA at the same time, and the proposed intelligent control system as its application, the backlight ON/OFF on the PDA, is run by the result of the user's behavior.

Development of user activity type and recognition technology using LSTM (LSTM을 이용한 사용자 활동유형 및 인식기술 개발)

  • Kim, Young-kyun;Kim, Won-jong;Lee, Seok-won
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.10a
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    • pp.360-363
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    • 2018
  • Human activity is influenced by various factors, from individual physical features such as vertebral flexion and pelvic distortion to feelings such as joy, anger, and sadness. However, the nature of these behaviors changes over time, and behavioral characteristics do not change much in the short term. The activity data of a person has a time series characteristic that changes with time and a certain regularity for each action. In this study, we applied LSTM, a kind of cyclic neural network to deal with time - series characteristics, to the technique of recognizing activity type and improved recognition rate of activity type by measuring time and parameter optimization of components of LSTM model.

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Children's Perception of Generative AI : Focusing on Type and Attribute Classification (생성형 AI에 대한 아동들의 인식 연구 : 유형과 속성 분류를 중심으로)

  • Suyong Jang;Jisu Han;Hyorim Shin;Changhoon Oh
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.1
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    • pp.591-601
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    • 2024
  • As generative AI-based educational content and services targeting child users rapidly increase, the need for research related to children's perception of generative AI is increasing. Accordingly, this study sought to determine the type of generative AI recognized by children and whether cognitive, behavioral, and emotional properties were assigned to it. To understand this, we collected responses through workshop activities to create storybooks with children, semi-structured interviews, and drawing. As a result, children viewed generative AI as an artifact with a high cognitive level, but it was not a type of existing artifact.

Problem Inference System of Interactive Digital Contents Based on Visitor Facial Expression and Gesture Recognition (관람객 얼굴 표정 및 제스쳐 인식 기반 인터렉티브 디지털콘텐츠의 문제점 추론 시스템)

  • Kwon, Do-Hyung;Yu, Jeong-Min
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2019.07a
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    • pp.375-377
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    • 2019
  • 본 논문에서는 관람객 얼굴 표정 및 제스쳐 인식을 기반으로 인터렉티브 디지털콘텐츠의 문제점 추론 시스템을 제안한다. 관람객이 콘텐츠를 체험하고 다른 장소로 이동하기 전까지의 행동 패턴을 기준으로 삼아 4가지 문제점으로 분류한다. 문제점 분류을 위해 관람객이 콘텐츠 체험과정에서 나타낼 수 있는 얼굴 표정 3가지 종류와 제스쳐 5가지를 구분하였다. 실험에서는 입력된 비디오로부터 얼굴 및 손을 검출하기 위해 Adaboost algorithm을 사용하였고, mobilenet v1을 retraining하여 탐지모델을 생성 후 얼굴 표정 및 제스쳐를 검출했다. 이 연구를 통해 인터렉티브 디지털콘텐츠가 지니고 있는 문제점을 추론하여 향후 콘텐츠 개선과 제작에 사용자 중심 설계가 가능하도록 하고 양질의 콘텐츠 생산을 촉진 시킬 수 있을 것이다.

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Realization of user-centered smart factory system using motion recognition (모션인식을 이용한 사용자 편의 중심의 스마트팩토리 시스템 구현)

  • Park, Jun-Hyung;Lee, Kyu-Jin
    • Journal of Convergence for Information Technology
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    • v.7 no.6
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    • pp.153-158
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    • 2017
  • Due to the rapid development of information and communication, we live in the smart age of information society. Smart Factory, which integrates Information and communication technology, is being hailed as the technology of the $4^{th}$ industrial revolution. As a result of entering the information society, the factory has made a lot of progress in automation. In this thesis, we used kinetization to research and implement the leisure system of the factory through motion. Kinect provides users with various convenience because they can take advantage of the user's actions and control the system through information. This study is expected to produce a smart factory with video processing, and it is expected to affect the efficiency of the production by providing various conveniences for people working in factories.

Explicating Personal Health Informatics Experience (퍼스널 헬스케어 디바이스 사용자 경험 연구)

  • Shin, Dong-Hee;Cho, Hoyoun
    • The Journal of the Korea Contents Association
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    • v.17 no.1
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    • pp.550-566
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    • 2017
  • Recent advances in wearable devices and quantified-self movement increase the number of personal informatics application that may cause an concern to health industry and user. In this light, the goal of this study is to identify more effective ways of design and evaluation of personal informatics application for self-tracking and delivering health information to users. For this goal, this study conducted areal-world study that processes such that user can assess, be aware of, and self-reflect on their data and behavior activity. In doing so, this study aims to determine the psychological effects of forms of health feedback (comparative vs. non-comparative) and presentation modes (text vs. image) on users' tendencies toward health conservation. Results from a between-subjects experiment revealed that health information in a comparative and textual format was more effective in encouraging health conservation in participants than identical information presented in a non-comparative and image format. In addition, participants' level of health consciousness emerged as a significant predictor. Through this analysis of quantitative data and inferences, this study make a number of contributions to the user affordance research and its methodology of health informatics study and designing personal informatics application that support user's behavior change in various contexts.

Travel mode classification method based on travel track information

  • Kim, Hye-jin
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.12
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    • pp.133-142
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    • 2021
  • Travel pattern recognition is widely used in many aspects such as user trajectory query, user behavior prediction, interest recommendation based on user location, user privacy protection and municipal transportation planning. Because the current recognition accuracy cannot meet the application requirements, the study of travel pattern recognition is the focus of trajectory data research. With the popularization of GPS navigation technology and intelligent mobile devices, a large amount of user mobile data information can be obtained from it, and many meaningful researches can be carried out based on this information. In the current travel pattern research method, the feature extraction of trajectory is limited to the basic attributes of trajectory (speed, angle, acceleration, etc.). In this paper, permutation entropy was used as an eigenvalue of trajectory to participate in the research of trajectory classification, and also used as an attribute to measure the complexity of time series. Velocity permutation entropy and angle permutation entropy were used as characteristics of trajectory to participate in the classification of travel patterns, and the accuracy of attribute classification based on permutation entropy used in this paper reached 81.47%.