• Title/Summary/Keyword: 선호도 평가

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User Experience(UX) Qualitative Evaluation of Dialogue e-learning contents (대화형 이러닝 콘텐츠에 관한 사용자 경험(UX) 질적 평가)

  • Lee, Youngju
    • Journal of The Korean Association of Information Education
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    • v.24 no.6
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    • pp.623-631
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    • 2020
  • In the era of COVID-19 global pandemic, e-learning has become new standards and daily life in the name of 'new normal'. This study developed dialogue e-learning contents as opposed to monologue e-learning which is unidirectional and instructor centered and conducted qualitative user experience evaluation of dialogue e-learning contents. A total number of 20 adult students participated and were individually interviewed. Qualitative data analysis was performed. The findings include students' positive perceptions of dialogue e-learning contents such as empathy for various ideas and new format. With regard to personal preference, 55% of participants preferred dialogue e-learning contents because it enables them to focus and share real experiences. Meanwhile, in terms of learning effects, 60% participants selected monologue e-learning contents and mentioned adequate explanations of concepts and explicit information delivery. Based on the results, suggestions on the design and development of dialogue e-learning contents were presented.

A Study on the Development and Evaluation of Personalized Book Recommendation Systems in University Libraries Based on Individual Loan Records (대출 기록에 기초한 대학 도서관 도서 개인화 추천시스템 개발 및 평가에 관한 연구)

  • Hong, Yeonkyoung;Jeon, Seoyoung;Choi, Jaeyoung;Yang, Heeyoon;Han, Chaeeun;Zhu, Yongjun
    • Journal of the Korean Society for information Management
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    • v.38 no.2
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    • pp.113-127
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    • 2021
  • The purpose of this study is to propose a personalized book recommendation system to promote the use of university libraries. In particular, unlike many recommended services that are based on existing users' preferences, this study proposes a method that derive evaluation metrics using individual users' book rental history and tendencies, which can be an effective alternative when users' preferences are not available. This study suggests models using two matrix decomposition methods: Singular Value Decomposition(SVD) and Stochastic Gradient Descent(SGD) that recommend books to users in a way that yields an expected preference score for books that have not yet been read by them. In addition, the model was implemented using a user-based collaborative filtering algorithm by referring to book rental history of other users that have high similarities with the target user. Finally, user evaluation was conducted for the three models using the derived evaluation metrics. Each of the three models recommended five books to users who can either accept or reject the recommendations as the way to evaluate the models.

An Exploratory Study of the Critical Factors for MMO Game Design based on Usability Evaluation (MMO게임 디자인을 위한 사용성 평가 핵심 요인에 대한 탐색적 연구)

  • Song, Seung-Keun;Lee, Joo-Hyeon
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.131-139
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    • 2006
  • 컴퓨터 게임 산업의 급속한 성장에도 불구하고 소수의 게임 타이틀만이 과도한 생산비를 감당하면서 수익을 내고 있는 실정이다. 기존 마케팅 이론 에 의하면 제품의 성공과 실패는 고객의 선호도, 필요, 기대에 대한 만족도 에 의존한다고 한다. 이와 마찬가지로 게임에서도 사용자의 만족을 극대화 하기 위해서는 사용자들이 무엇을 원하고, 좋아할지를 파악하여 이를 게임에 반영할 필요가 있다. 본 연구의 목표는 MMO 게임 디자인을 위한 사용성 평가 핵심 요인을 고찰하는데 있다. 본 연구는 기존의 게임 관련 HCI / 사용성에 대한 문헌 고찰을 통하여 사용성 평가 핵심 요소를 도출하고 게임 플레이 과 제와 사후 설문결과를 통하여 MMO게임 사용성 평가를 실시하여 18가지 사용 성 문제 점과 그 권장사항을 제시하였다. 그 결과 게임 인터페이스, 게임 플 레이, 게임 서사, 게임 메커니즘으로 구성된 54 개의 사용성 평가 핵심 요 소를 도출 하고 MMO 게임을 위한 새로운 사용성 평가 체계를 개발하였다. 본 연구 결과는 MMO게임 디자인 프로세스의 초기 단계에서 효과적인 디자인 의 사결정을 지원하고 게이머의 행동을 이해하는데 중요한 시사점을 제공 할 것 을 기대 된다.

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Targeting Data Service for Web-Based Media Contents (웹 기반 미디어 콘텐츠를 위한 맞춤형 데이터 서비스)

  • Park, Sung-Joo;Chung, Kwang-Sue
    • Journal of KIISE:Computing Practices and Letters
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    • v.16 no.12
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    • pp.1154-1164
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    • 2010
  • As an useful application in broadcasting services, the targeting service has been mainly studied to improve the service satisfaction and user usage in various media service environments based on user profile, preferences, and usage history. Targeting service is expanding its domain from broadcasting contents to interstitial contents and from fixed TV devices to mobile devices. Service data also include advertisement data, coupon, and information about media contents as well as simple broadcasting data. In this paper, the targeting data service is designed and implemented on articles, advertisement and broadcasting information on the basis of the user information. To adapt this to web-based media contents, information on user profile, preferences, and usage history is newly defined on the basis of the user metadata developed in TV-Anytime Forum and the user information defined in OpenSocial. The targeting data service is implemented to generate user preferences information and usage history pattern based on the similarity among user preference, contents information, and usage history. Based on performance evaluation, we prove that the proposed targeting data service is effectively applicable to web-based media contents as well as broadcasting service.

Incorporating Social Relationship discovered from User's Behavior into Collaborative Filtering (사용자 행동 기반의 사회적 관계를 결합한 사용자 협업적 여과 방법)

  • Thay, Setha;Ha, Inay;Jo, Geun-Sik
    • Journal of Intelligence and Information Systems
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    • v.19 no.2
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    • pp.1-20
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    • 2013
  • Nowadays, social network is a huge communication platform for providing people to connect with one another and to bring users together to share common interests, experiences, and their daily activities. Users spend hours per day in maintaining personal information and interacting with other people via posting, commenting, messaging, games, social events, and applications. Due to the growth of user's distributed information in social network, there is a great potential to utilize the social data to enhance the quality of recommender system. There are some researches focusing on social network analysis that investigate how social network can be used in recommendation domain. Among these researches, we are interested in taking advantages of the interaction between a user and others in social network that can be determined and known as social relationship. Furthermore, mostly user's decisions before purchasing some products depend on suggestion of people who have either the same preferences or closer relationship. For this reason, we believe that user's relationship in social network can provide an effective way to increase the quality in prediction user's interests of recommender system. Therefore, social relationship between users encountered from social network is a common factor to improve the way of predicting user's preferences in the conventional approach. Recommender system is dramatically increasing in popularity and currently being used by many e-commerce sites such as Amazon.com, Last.fm, eBay.com, etc. Collaborative filtering (CF) method is one of the essential and powerful techniques in recommender system for suggesting the appropriate items to user by learning user's preferences. CF method focuses on user data and generates automatic prediction about user's interests by gathering information from users who share similar background and preferences. Specifically, the intension of CF method is to find users who have similar preferences and to suggest target user items that were mostly preferred by those nearest neighbor users. There are two basic units that need to be considered by CF method, the user and the item. Each user needs to provide his rating value on items i.e. movies, products, books, etc to indicate their interests on those items. In addition, CF uses the user-rating matrix to find a group of users who have similar rating with target user. Then, it predicts unknown rating value for items that target user has not rated. Currently, CF has been successfully implemented in both information filtering and e-commerce applications. However, it remains some important challenges such as cold start, data sparsity, and scalability reflected on quality and accuracy of prediction. In order to overcome these challenges, many researchers have proposed various kinds of CF method such as hybrid CF, trust-based CF, social network-based CF, etc. In the purpose of improving the recommendation performance and prediction accuracy of standard CF, in this paper we propose a method which integrates traditional CF technique with social relationship between users discovered from user's behavior in social network i.e. Facebook. We identify user's relationship from behavior of user such as posts and comments interacted with friends in Facebook. We believe that social relationship implicitly inferred from user's behavior can be likely applied to compensate the limitation of conventional approach. Therefore, we extract posts and comments of each user by using Facebook Graph API and calculate feature score among each term to obtain feature vector for computing similarity of user. Then, we combine the result with similarity value computed using traditional CF technique. Finally, our system provides a list of recommended items according to neighbor users who have the biggest total similarity value to the target user. In order to verify and evaluate our proposed method we have performed an experiment on data collected from our Movies Rating System. Prediction accuracy evaluation is conducted to demonstrate how much our algorithm gives the correctness of recommendation to user in terms of MAE. Then, the evaluation of performance is made to show the effectiveness of our method in terms of precision, recall, and F1-measure. Evaluation on coverage is also included in our experiment to see the ability of generating recommendation. The experimental results show that our proposed method outperform and more accurate in suggesting items to users with better performance. The effectiveness of user's behavior in social network particularly shows the significant improvement by up to 6% on recommendation accuracy. Moreover, experiment of recommendation performance shows that incorporating social relationship observed from user's behavior into CF is beneficial and useful to generate recommendation with 7% improvement of performance compared with benchmark methods. Finally, we confirm that interaction between users in social network is able to enhance the accuracy and give better recommendation in conventional approach.

Effects of general and preferred exercise programs on balance ability and fall efficacy in elderly people (일반적인 운동 프로그램과 선호하는 운동 프로그램이 노인의 균형능력, 낙상효능감에 미치는 영향)

  • Jung-Ho Lee
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.3
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    • pp.533-539
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    • 2024
  • This study investigated the effects of two exercise programs, which include exercise methods to increase muscle strength, balance, and endurance, on the balance ability and fall efficacy of elderly people, and the differences in effects according to preference. Twenty-one elderly people were divided into a group using assistive devices using elastic bands (Experimental Group 1) and a group using the body (Experimental Group 2) and an exercise program was conducted for 4 weeks. The single leg stand (SLS) and functional reach test (FRT) were used to evaluate the elderly's balance ability, and the fall efficacy scale (FES) was used to evaluate the degree of fear of falling. A pre-evaluation was conducted after a 2-week integrated exercise program, and a post-evaluation was conducted after applying the exercise program for 4 weeks. In the study results, within-group SLS, FRT, and FES analyzes all showed statistically significant improvement in the post-assessment compared to the pre-assessment. However, there were no significant differences in the comparison between groups regarding exercise program and between groups according to preference. In conclusion, in order to increase the balance ability and fall efficacy of the elderly, an exercise program must be applied, and it is necessary to use a program that is easy to apply and includes exercise methods that the elderly can easily perform.

An Analysis of High School Students' Preference for Science and Its Causal Factors in terms of Gender Difference (일반계 고등학생의 성별 과학 선호도와 인과 요인 분석)

  • Kim, Heui-Baik;Kim, Mi-Young;Im, Sung-Min
    • Journal of The Korean Association For Science Education
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    • v.24 no.2
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    • pp.387-398
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    • 2004
  • The purpose of this study was to investigate high school students' preference for science(PS) and its causal factors in terms of gender difference, and to suggest the way to improve students' preference for science. A questionnaire to evaluate the PS of high school students and its causal factors was specially designed by researchers. It was administered to 429 boys and 449 girls in eight high schools. The average score of the PS was 3.16 of 5.00 which was not high, but the PS scores of students who had wanted to be engaged in jobs related to science or medical field, were higher than the students who would be in other fields. There was no statistically significant difference between the boys' PS scores and girls', but the average scores of causal factors were higher in boys than in girls. Path analysis using a structural equation model was indicated that the pathways showing how causal factors made effects on each category of the boys' PS were simpler than those of girls. Particularly, while educational factors made indirect effects on three categories of the boys' PS, they did direct effects as well as indirect effect on the girls' PS. This means that the girls' PS is possible to be improved by applying the educational programs specially developed for girls.

Visual Evaluation Factors of Pork Loin and Korean Consumer's Preference Choice (돈육 등심의 육안적 평가조건과 한국소비자들의 기호도 성향 분석)

  • Cho, S.H.;Park, B.Y.;Byun, J.S.;Kim, J.H.;Ahn, J.N.;Yun, S.G.
    • Journal of Animal Science and Technology
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    • v.46 no.3
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    • pp.415-426
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    • 2004
  • Digital photographs of 16 pork chops were taken and modified images to give 16 treatments: two levels of each of fat cover, color, marbling and drip. Consumers(n = 1,014) were randomly selected and a questionnaire asking for socio-demographic information was completed. Each consumer was asked to select preferred type from 16 treatments and this selection was repeated eight times. There were significant differences in pork selection among age, sex and occupation groups only except income levels. Pork preference choices were different in meat color, fat cover and drip depending on age group. Student consumers aging from 18 to 24 years preferred pork chop having darker color, thinner fat cover and more drip when compared to the other groups(p < 0.05). Male preferred pork having darker and more drip than female(p < 0.05). Marital status had a effect on the preference in meat color and drip. The consumers had different choice in color, fat cover and drip depending on occupation(p < 0.05). This results can provide a fundamental information for industries or processors to develop or produce pork that satisfy each target consumer group in the future.

A Study on Speech Recognition Estimation of Cochlea Dead Region and Amplification Gains According to Frequency Bands (주파수 영역별 Cochlea Dead Region과 증폭 이득에 따른 어음인지능력 평가 연구)

  • Park, G.S.;Bang, D.H.;Lee, S.M.
    • Journal of rehabilitation welfare engineering & assistive technology
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    • v.5 no.1
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    • pp.41-46
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    • 2011
  • A sensorineural hearing loss(SNHL) occurs when the cochlea in the inner has functional problem. The region in the cochlea with no(or very few) functioning inner hair cells or neurons called 'dead regions'. Amplification using hearing aid over a frequency range corresponding to a dead region may not a beneficial. In this paper, we compared speech recognition with different location of dead region and gain and searched effective gain for hearing aid with dead region. In order to experiment, eight people who has normal hearing ware tested, and we used white noise and babble noise(SNR=0 dB). we divided by three conditions, low, mid and high frequency dead region. In addition, the gains in dead region ware 14.5 dB, 11.5dB and 6 dB gain. There ware different results by location of dead region. The result of WRS and preference in mid-frequency dead region and high-frequency dead region ware higher than them in low-frequency dead region. When we compared as gains, the score of WRS with lower gain was higher than 14.5 dB gain, and the preference was lower as higher gain.

The Effect of Human NaCl Intake History on Preference for 0.9% NaCl Solution (과거의 염분 섭취력이 0.9% 농도의 염분액 선호도에 미치는 영향)

  • 박귀선;신실자
    • Journal of the Korean Society of Food Science and Nutrition
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    • v.25 no.2
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    • pp.346-351
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    • 1996
  • 본 연구는 고등학교 1학년 여학생 25명을 대상으로 한달간 평소 염분에 대한 염미도(염분 섭취력)를 측정하여 동일한 농도의 염분용액일지라도 염분용액의 내용물에 따라 염미도에 차이를 나타내는 지의 여부를 확인하고자 1개월간 염분 섭취력을 측정하여 저염 선호 섭취력군, 정상 선호 섭취력군, 고염 선호 섭취력군으로 나누어 과거의 염분 섭취력이 짠맛 기호에 변화를 초래할 수 있는지를 조사한 것이다. 동일한 농도의 염분용액일지라도 염분용액의 내용물을 달리하는 방법으로 0.9% 동일한 농도의 순수 염분액, 1%초산과 3% 백설탕을 혼합한 혼합 염분액, 간장으로 간을 맞춘미역국, 된장으로 간을 맞춘 시금치국, 소금으로 간을 맞춘 콩나물국 등의 5종을 만들고 실험 대상자에게는 평상상태, 24시간 금식, 저단백 식사, 고단백 식사 등의 4종의 상태로 조건을 준 후 상기에서 준비된 실험용액을 맛보게 한 후 최적 염분 염미도를 짜다, 적당하다, 싱겁다로 평가하도록 하였다. 결과는 다음과 같다. (1)식염 섭취량은 고염 섭취력군에서 가장 높았으며, 한국인의 평균 섭취량 보다 높았으며, 한국인의 평균 섭취량 보다 높았다. (2)과거의 염분 섭취력이 신체조건의 변화와 용액의 종류에 따라 염분 기호에 영향을 미쳤으며 특히 간장미역국, 된장시금치국, 소금콩나물국 같은 조미된 음식을 선호하였다. (3)식염 배설량은 1일전의 섭취력과 무관하게 거의 일정하게 배설되었다.

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