• Title/Summary/Keyword: 이용자 반응기반

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A Study on Neuroactive Response Measurement Platform using Mechano Sensor (Mechano sensor를 이용한 신경자극반응 측정 플랫폼에 관한 연구)

  • Kim, Woo-Ram;Kim, Young-Kil
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.05a
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    • pp.198-201
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    • 2012
  • This is a study about a platform realization measuring the extent of reaction in nerve, as giving a electrical impulse on a nerve pulp regulating a function of muscle, about a measurement of nerve reaction in the amount of current, the lasting time of current, and the position of electrode from a electrical impuls. The position of an electrode in a electrical nerve impuls have nothing to do with all nerves from exercise to all things. There is the Single Twitch Stimulation, Train-of-four, and Double Burst Stimulation in the form of nerve stimulation. This report is needed for selecting MCU of low electric power for a base in embedded system and measuring the extent of reaction after making a sensor interface to know sensitivity of measuring sensor in basic reaction of nerve impuls. The platform is realized to select a high efficiency AD Convertor for raising accuracy in measured data. As the platform in this report was developed for a medical appliances, it was designed to consider user safety in electric power Isolation when making electric power circuit.

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A Study on Neuroactive Response Sensing Platform after Injection of Muscular Relaxants (근 이완제 투여에 따른 신경 자극 반응 감지 플랫폼에 관한 연구)

  • Kim, Woo-Ram;Kim, Young-Kil
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2011.10a
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    • pp.331-334
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    • 2011
  • This is a study about a platform realization measuring the extent of reaction in nerve, as giving a electrical impulse on a nerve pulp regulating a function of muscle, about a measurement of nerve reaction in the amount of current, the lasting time of current, and the position of electrode from a electrical impuls.The position of an electrode in a electrical nerve impuls have nothing to do with all nerves from exercise to all things. There is the Single Twitch Stimulation(STS), Train-of-four(TOF), and Double Burst Stimulation(DBS) in the form of nerve stimulation. This report is needed for selecting MCU of low electric power for a base in embedded system and measuring the extent of reaction after making a sensor interface to know sensitivity of measuring sensor in basic reaction of nerve impuls. The platform is realized to select a high efficiency AD Convertor for raising accuracy in measured data. As the platform in this report was developed for a medical appliances, it was designed to consider user safety in electric power Isolation when making electric power circuit.

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Residual Neuromuscular Sensing Platform Development using Sensor of Nerve Stimulation Response Measurement during Anesthesia (신경자극반응 측정 센서를 이용한 마취 시 잔여근이완 감지 플랫폼 구현)

  • Shin, Hyo-Seob;Kim, Young-Kil
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2010.05a
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    • pp.459-462
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    • 2010
  • Response to nerve stimulation platform for implementing measures to detect finger movement has been functioning as an important factor. This stimulated finger on the nerve and muscle responses would vary. In other words, the finger movement of the muscle response to nerve stimulation and sensing Actuator for the H/W development is needed. In addition, a low power embedded CPU based on the top was used. H/W configuration portion of the isolation power, constant current control, High impedance INA, amplifier parts, and the stimulus mode and the Micro-control the status of current, AD converter Low Data obtained through the processing system is implemented.

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Understanding Privacy Infringement Experiences in Courier Services and its Influence on User Psychology and Protective Action From Attitude Theory Perspective (택배 서비스 이용자의 프라이버시 침해 경험이 심리와 행동에 미치는 영향에 대한 이해: 태도이론 측면)

  • Se Hun Lim;Dan J. Kim;Hyeonmi Yoo
    • Information Systems Review
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    • v.25 no.3
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    • pp.99-120
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    • 2023
  • Courier services users' experience of violating privacy affects psychology and behavior of protecting personal privacy. Depending on what privacy infringement experience (PIE) of courier services users, learning about perceived privacy infringement incidents is made, recognition is formed, affection is formed, and behavior is appeared. This paradigm of changing in privacy psychologies of courier services users has an important impact on predicting responses of privacy protective action (PPA). In this study, a theoretical research framework are developed to explain the privacy protective action (PPA) of courier services users by applying attitude theory. Based on this framework, the relationships among past privacy infringement experience (PIE), perceived privacy risk (PPR), privacy concerns (i.e., concerns in unlicensed secondary use (CIUSU), concerns in information error (CIE), concerns in improper access (CIA), and concern in information collection (CIC), and privacy protective action (PPA) are analyzed. In this study, the proposed research model was surveyed by people with experience in using courier services and was analyzed for finding relationships among research variables using structured an equation modeling software, SMART-PLS. The empirical results show the causal relationships among PIE, PPR, privacy concerns (CIUSU, CIE, CIA, and CIC), and PPA. The results of this study provide useful theoretical implications for privacy management research in courier services, and practical implications for the development of courier services business model.

Toward a Key-frame Extraction Framework for Video Storyboard Surrogates Based on Users' EEG Signals (이용자 기반의 비디오 키프레임 자동 추출을 위한 뇌파측정기술(EEG) 적용)

  • Kim, Hyun-Hee;Kim, Yong-Ho
    • Journal of the Korean Society for Library and Information Science
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    • v.49 no.1
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    • pp.443-464
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    • 2015
  • This study examined the feasibility of using EEG signals and ERP P3b for extracting video key-frames based on users' cognitive responses. Twenty participants were used to collect EEG signals. This research found that the average amplitude of right parietal lobe is higher than that of left parietal lobe when relevant images were shown to participants; there is a significant difference between the average amplitudes of both parietal lobes. On the other hand, the average amplitude of left parietal lobe in the case of non-relevant images is lower than that in the case of relevant images. Moreover, there is no significant difference between the average amplitudes of both parietal lobes in the case of non-relevant images. Additionally, the latency of MGFP1 and channel coherence can be also used as criteria to extract key-frames.

An Empirical Study Applying the PAD Factors to Loyalty of Culture and Arts Website Service (감정반응(PAD) 요인이 문화예술 웹사이트 서비스에서의 만족과 구전을 통해 충성도에 미치는 영향)

  • Baek, Heon;Kwon, Doo-Soon;Lee, Jae-Beom;Kim, Jin-Hwa
    • Information Systems Review
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    • v.14 no.1
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    • pp.105-128
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    • 2012
  • The Culture and Arts Website, one of the parts of providing information related to culture and art utilizing internet, is the website that giving information of arts genre like theater, music, art, architecture, video, and literature. As growing interest in the field of culture and arts, market of this website has been increasing and providing customized content which each customer wants in the field of culture and arts. Developers of culture and arts website consider the website media for increasing and developing awareness about culture and arts. They are accelerating development of various business models and application of culture and arts website service which it meets trend of the times and customers needs. This study will seize about influencing factors to culture and arts website service of domestic website users and analyze how these factors affect loyalty through satisfaction and word of mouth. This study presented research model applied main parameters of PAD(Pleasure, Arousal, Dominance) theory emphasized human's emotions that they are expected to affect the loyalty of culture and arts website service users based on satisfaction and word of mouth. The researcher in this study surveyed students of Seoul S University who had experiences with such culture and arts website to validate the model empirically. The results, firstly, if you experienced feeling related to pleasure and dominance in culture and arts website, you would satisfy this website and it could lead to loyalty. Secondly, the feeling related to ventilation does not affect the loyalty through satisfaction and word of mouth. Thirdly, the results show that all of three factors of emotional responses do not influence the loyalty through word of mouth.

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A Study on Interactions between Archives and Users by Using Social Media - Based on the Cases of National Archives of the U.S. and the U.K. - (소셜미디어를 활용한 아카이브와 이용자 간 상호작용 유형에 관한 연구 - 미국과 영국 국립기록관을 중심으로 -)

  • Kim, Ji-Hyun
    • Journal of Korean Library and Information Science Society
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    • v.46 no.3
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    • pp.225-253
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    • 2015
  • This study investigated the interactions between archives and users based on content analysis of posts of Facebook and Twitter operated by archival institutions. It focused on posts in official Facebooks and Twitters of the U.S. and the U.K. national archives. The posts included 66 in Facebook and 670 in Twitter of the U.S. national archives, as well as 73 in Facebook and 84 in Twitter of the U.K. national archive. The analysis showed that information sharing of in-house collections and online resources, as well as information dissemination of events were the most common interaction types of the posts. 1 and 1 communication or information gathering such as questionnaire or vote rarely happened. In addition, the extent of users' responses was great on posts regarding information sharing of in-house collections. Providing information about people or events with timely manners motivated interests and participations of users. It is necessary to consider various types of interactions that facilitate user engagement. It is also important to make efforts to provide timely records in connection with exiting web resources and a variety of social media provided by archival institutions.

Subjective Video Quality Evaluation and User Satisfaction according to Screen Size and Content Type : Comparison of UHD and UWV (화면크기와 콘텐츠유형에 따른 주관적 영상품질 평가와 이용자 만족도: UHD와 UWV 비교 분석)

  • Cho, EunSun;Lee, Jin-Myong;Rha, Jong-Youn;Park, Sunny;Koo, Hye-Gyoung;Cho, YongJu;Seo, Jung-Il
    • Journal of Digital Convergence
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    • v.16 no.12
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    • pp.283-292
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    • 2018
  • UHD (Ultra High Definition) broadcasting technology, and UWV (Ultra Wide Vision) which is the high quality panoramic video of wide view angle based on UHD, were commercialized in Korea for the first time in the world, and those are representative realistic video technologies that maximize the user's sense of presence. By comparing the user's subjective reaction of UHD and UWV, the purpose of this study is to systematically establish the user's subjective video quality evaluation. For this purpose, a large screen projection experiment is designed by setting the screen size (4k x 2k, 8k x 2k) and content types (sports, landscape, concert) as variables to measure the user's subjective video quality evaluation and satisfaction. As a result of the study, the users' evaluation of UWV was higher than UHD in all items of subjective video quality, and satisfaction. Moreover, the results showed the significant differences depending on the video contents. Based on the results of the research, the study proposed the points necessary for the development and commercialization of UWV panoramic technology, and suggestions for the future research.

A study of game player's satisfaction in mobile game base (모바일게임기반에서의 게임머 고객만족에 관한 연구)

  • Park, Young-Kyun;Suh, Jung-Seok
    • Journal of Korea Game Society
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    • v.1 no.1
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    • pp.102-111
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    • 2001
  • The purpose of this study is to empirically test developed on the basis of the literature review regarding customer satisfaction management and gamer's satisfaction factor To analyze the date collected from 1999 respondents. Frequency Corsstabs Oneway ANOVA analysis was performed with SPSS/PC+ Window 7.5. The results can be sumarized as follows. First, Dissatisfaction factor of game service is game possible area, game being cut off and game use charge. Second, Solution suvject is 'no service' in underground area/big size crowed area and game being cut of. Finally, The most impotant aspects when a customer visits Korea Movement Technology are the friendly attitude of the employee, problem-solving and papid pesponse to inquirce.

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A proposal for the roles of social robots introduced in educational environments (교육 환경 내 소셜 로봇의 도입과 역할 제안)

  • Shin, Ho-Sun;Lee, Kang-Hee
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.3
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    • pp.861-870
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    • 2017
  • In this paper, we propose the roles of social robots in educational environments. This proposal becomes an extension of R-learning. The purpose of social robots is the communication and interaction with human. Social robots have two roles. One is similar to the role of educational service robot and the other is communication role with people in education environments. We make an scenario to explain how to operate the roles of social robots using robot jibo SDK. The scenario was designed for mild interaction with the user in the educational environment. And it was made using jibo animation part to control the external reaction of jibo and behaviors part to control the internal reaction in jibo SDK. Social robots collect data effectively, based on grafting technologies and interaction with people in educational environments. Concludingly, various data collected by social robots contribute to solving problems, developing and establishing of educational environments.