• Title/Summary/Keyword: 이용자 반응기반

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An Expansion of Affective Image Access Points Based on Users' Response on Image (이용자 반응 기반 이미지 감정 접근점 확장에 관한 연구)

  • Chung, Eun Kyung
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.25 no.3
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    • pp.101-118
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    • 2014
  • Given the context of rapid developing ubiquitous computing environment, it is imperative for users to search and use images based on affective meanings. However, it has been difficult to index affective meanings of image since emotions of image are substantially subjective and highly abstract. In addition, utilizing low level features of image for indexing affective meanings of image has been limited for high level concepts of image. To facilitate the access points of affective meanings of image, this study aims to utilize user-provided responses of images. For a data set, emotional words are collected and cleaned from twenty participants with a set of fifteen images, three images for each of basic emotions, love, sad, fear, anger, and happy. A total of 399 unique emotion words are revealed and 1,093 times appeared in this data set. Through co-word analysis and network analysis of emotional words from users' responses, this study demonstrates expanded word sets for five basic emotions. The expanded word sets are characterized with adjective expression and action/behavior expression.

A study on Service Overlay Network functional model and scenario for community service in web-based N-screen environment (웹 기반 N-screen 환경에서 Community 서비스 제공을 위한 SONF 제어기능 모델 및 서비스 시나리오)

  • Yang, Jae-Shik;Chong, Il-Young
    • Proceedings of the Korea Information Processing Society Conference
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    • 2011.11a
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    • pp.1146-1149
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    • 2011
  • N-screen 은 여러 단말을 통한 콘텐츠 소비형 서비스로써 이용자 환경과 요구사항에 반응하여 연속성을 가지고 이용자가 원하는 단말을 통해 제공될 수 있다. 자신이 가지고 있는 다양한 단말만 아니라 인증을 거친 다른 사용자가 가진 단말에도 N-screen 을 제공할 수 있다. 서로 다른 서비스 이용자 간 N-screen 을 제공하기 위한 플랫폼으로써 웹 플랫폼을 이용할 수 있다. 웹은 N-screen 을 제공하기 위해 가장 우선시 되는 요구사항인 플랫폼의 통합을 이끌어 낼 수 있으며 서비스 플랫폼과 협업을 통해 서비스 이용자의 요구사항을 만족시키고 동시에 Community 융합을 통해 전혀 새로운 서비스로 제공될 수 있다. 이에 본 논문에서는 웹 기반 N-screen 환경에서 Community 서비스 제공을 위한 서비스 제어기능 모델을 제안하고 그에 따른 서비스 시나리오를 설명한다.

Do Innovation and Relative Advantage Affect the Actual Use of FinTech Services?: An Empirical Study using Classical Attitude Theory (핀테크 서비스의 혁신성과 상대적 장점은 실질이용에 영향을 미칠까?: 고전적 태도이론을 이용한 실증 연구)

  • Se Hun Lim
    • Information Systems Review
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    • v.21 no.3
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    • pp.87-110
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    • 2019
  • The Fintech services provide innovation to financial services users using various mobile devices and computers in wired and wireless communication environments. In this study, we develope a theoretical research framework to explain the psychology of Fintech services users based on a cognitive, affective, and conative framework. Using this framework, this study analyzes the relationships between the cognitive characteristics (i.e., innovation, relative advantage, ease of use, and usefulness), emotional characteristic (i.e., attitude), and behavioral characteristic (i.e., actual use) toward Fintech services users. This study conducted an online survey of people who have experienced using Fintech services. And the data of the collected Fintech services users was analyzed using structural equation model software (i.e., SMART PLS 2.0 M3). The results of the empirical analysis show the relationships between innovation, relative advantage, perceived usefulness, perceived ease of use, attitude, and actual use of Fintech service users. The results of this study provide useful information to improve the practical use of Fintech services users in the Internet of Things (IoT) environment.

Effects of Brand Self-Disclosure and User Social Connectedness on Response to Facebook Brand Fan Pages (페이스북 브랜드 팬 페이지에 대한 이용자의 반응 -브랜드의 자기노출정도와 이용자의 사회적 연결감을 중심으로-)

  • Lee, Eunsun;Kim, Yeo Jung;Ahn, Jungsun
    • The Journal of the Korea Contents Association
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    • v.13 no.8
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    • pp.60-71
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    • 2013
  • The current study examines the major variables -Facebook social connectedness and brand self-disclosure- that affect the relationship between users and brands. In this study, we assume that users communicate and build relationships with brands via Facebook brand fan pages, like they do with other users. Additionally, we test the effect of attitude toward Facebook fan page on intention to be a fan of the fan page. The results show that the brand's self-disclosure positively affects on attitude toward the fan page, but Facebook social connectedness has negative effects. Also, attitude toward the fan page has positive effects on the intention to be a fan. This study helps understand how brand messages are spreading across diverse Facebook users.

First-Person Shooter Player Analysis System Based on Biometrics (생체 정보 기반 1인칭 슈팅 게임 플레이어 분석 시스템)

  • Kim, Dong-Gyun;Bae, Byung-Chull;Kang, Shin-Jin
    • Journal of Korea Game Society
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    • v.17 no.6
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    • pp.29-38
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    • 2017
  • Predicting the user's reaction to the game at the stage of developing the game is important because it is related to the popularity of the game. In this paper, we propose a system that can collect and analyze game user's biometric information in a non-invasive way. To this end, we developed a mouse with skin conductance, pressure, gyroscope, and accelerometer sensor using Arduino. In order to verify the usefulness of this system, the subject was experimented with playing the first person shooter game with this mouse. We analyzed the gameplay videos recorded during Blizzard's 'OverWatch' and the bio-information collected from various sensors in the mouse.

A Study on the Multi-Dimensional Interactivity in IP-Based Interactive Media: e-Learning Service Case (IP기반 양방향 매체에서의 다차원적 상호작용에 관한 연구: e-러닝 서비스를 중심으로)

  • Lee, Ji-Eun;Shin, Min-Soo
    • Information Systems Review
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    • v.10 no.3
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    • pp.39-64
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    • 2008
  • As digital convergence evolves, it is expected that the market of IP-based services like VoIP and IPTV will be expanded. In particular, IPTV market is expected to attract consumers' attention through various interactive services offering a variety of experiences to consumers. Interactivity sets apart old media from new one in terms of how to mediate effects of user satisfaction. The object of this study is to investigate (1) multi-dimensional Interactivities in an interactive medium based on IP and relationship among them, and (2) significant factors affecting cognitive absorption of interactive media users. This study aims to provide implications on how to develop strategies for IP-based media including e-learning system.

Study on the Emotional Response of VR Contents Based on Photorealism: Focusing on 360 Product Image (실사 기반 VR 콘텐츠의 감성 반응 연구: 360 제품 이미지를 중심으로)

  • Sim, Hyun-Jun;Noh, Yeon-Sook
    • Science of Emotion and Sensibility
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    • v.23 no.2
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    • pp.75-88
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    • 2020
  • Given the development of information technology, various methods for efficient information delivery have been constructed as the method of delivering product information moves from offline and 2D to online and 3D. These attempts not only are about delivering product information in an online space where no real product exists but also play a crucial role in diversifying and revitalizing online shopping by providing virtual experiences to consumers. 360 product image is a photorealistic VR that allows a subject to be rotated and photographed to view objects in three dimensions. 360 product image has also attracted considerable attention considering that it can deliver richer information about an object compared with the existing still image photography. 360 product image is influenced by divergent production factors, and accordingly, a difference emerges in the responses of users. However, as the history of technology is short, related research is also insufficient. Therefore, this study aimed to grasp the responses of users, which vary depending on the type of products and the number of source images in the 360 product image process. To this end, a representative product among the product groups that can be frequently found in online shopping malls was selected to produce a 360 product image and experiment with 75 users. The emotional responses to the 360 product image were analyzed through an experimental questionnaire to which the semantic classification method was applied. The results of this study could be used as basic data to understand and grasp the sensitivity of consumers to 360 product image.

Assessment of temperature-dependent water quality reaction coefficients and monthly variability of residual chlorine in water distribution networks (수온 변화에 따른 상수관망 내 수질반응계수 추정 및 월별 잔류염소농도 분포 변화 분석)

  • Jeong, Gimoon;Choi, Taeho;Kang, Doosun;Lee, Juwon;Hwang, Taemun
    • Journal of Korea Water Resources Association
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    • v.56 no.11
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    • pp.705-720
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    • 2023
  • In South Korea, ongoing incidents related to drinking water quality have eroded consumer trust. Specifically, beyond quality incidents, there have been complaints about taste, odor, and other issues stemming from the presence of chlorine. To address this, water service operators are employing various management strategies from both temporal (scheduling) and spatial (rechlorination) perspectives to ensure uniform and safe distribution of chlorine residuals. In this study, we focus on the optimal monthly management of chlorine residuals, based on water distribution network analysis. Water quality reaction coefficients, including bulk fluid and wall reaction coefficients, were estimated through lab-scale tests and EPANET water quality simulations, respectively, accounting for temperature variations in a large-scale water distribution network. Utilizing these estimated coefficients, we examined the monthly variations in chlorine residual distribution under different chlorine injection conditions. The results indicate that the efficient concentration for chlorine injection, which satisfies the residual chlorine limit range, varies with temperature changes. Consequently, it is imperative to establish a specific and quantitative chlorine injection plan that considers the accurate spatial distribution of monthly chlorine residuals.

The Influence of Mobile Service Delivery Characteristics on Perceived Interactivity and Attitude towards Mobile Service (모바일 서비스 전달 특성에 따른 상호작용성 지각이 고객 태도에 미치는 영향)

  • Lee, Yoonjae;Lee, Jeonghoon
    • The Journal of the Korea Contents Association
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    • v.13 no.12
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    • pp.402-411
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    • 2013
  • Mobile contents market is growing with the rapid adoption of smart-phones. Online access via mobile compared to PC-based online access, has distinctive service delivery characteristics which are ubiquitous connectivity and contextual offer. In addition, this study includes characteristics which are relatively disadvantageous for mobile services compared to PC-based services. These are response time and supporting non-verbal informations. This study investigates the influence of service delivery characteristics to perceived interactivity and mobile service attitude. The results show that mobile services' ubiquitous connectivity and contextual offer showed a positive relationship with the perceived interactivity of the mobile service. And the response time also showed a positive relationship with the perceived interactivity, but non-verbal information didn't. When the trade-off is met between response time and nonverbal information, mobile service developer should choose response time since it has positive effect on perceived interactivity and attitude.

Expectation and Expectation Gap towards intelligent properties of AI-based Conversational Agent (인공지능 대화형 에이전트의 지능적 속성에 대한 기대와 기대 격차)

  • Park, Hyunah;Tae, Moonyoung;Huh, Youngjin;Lee, Joonhwan
    • Journal of the HCI Society of Korea
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    • v.14 no.1
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    • pp.15-22
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    • 2019
  • The purpose of this study is to investigate the users' expectation and expectation gap about the attributes of smart speaker as an intelligent agent, ie autonomy, sociality, responsiveness, activeness, time continuity, goal orientation. To this end, semi-structured interviews were conducted for smart speaker users and analyzed based on ground theory. Result has shown that people have huge expectation gap about the sociality and human-likeness of smart speakers, due to limitations in technology. The responsiveness of smart speakers was found to have positive expectation gap. For the memory of time-sequential information, there was an ambivalent expectation gap depending on the degree of information sensitivity and presentation method. We also found that there was a low expectation level for autonomous aspects of smart speakers. In addition, proactive aspects were preferred only when appropriate for the context. This study presents implications for designing a way to interact with smart speakers and managing expectations.