• Title/Summary/Keyword: 이용자 반응기반

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Use of School Libraries and Effects of Library Programs for Visually Impaired Children (도서관 이용 활성화를 위한 시각장애인학교 도서관 프로그램 연구)

  • Lee, Jee Yeon;Chun, Jung Hyun
    • Journal of the Korean Society for information Management
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    • v.34 no.3
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    • pp.23-48
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    • 2017
  • The study goals are establishing a library management plan for the school for the blind in Korea and also developing a structured library program, which reflected the patron's perception. We surveyed the students in three schools for the blind to identify their perception and usage statistics of the libraries. The analysis of the survey led to a school library program framework consisting of four types. To verify the applicability and effectiveness of the framework, we designed ten programs to meet the needs of the schools by consulting respective school's teachers. We administered the second survey after the classes, and we found that there were positive increases in the frequency of library use, a number of books read, perception about the libraries, amount of information used, and self-directed learning willingness.

The Impact of Perceived Quality Factors of Mobile Accommodation Apps on Reuse Intention through the PAD Theory (모바일 숙박 앱(App)의 지각된 품질 요인이 PAD 이론을 통해 재이용 의도에 미치는 영향)

  • Do-Eui Kim;Sin-Bok Lee
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.3
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    • pp.1-11
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    • 2023
  • With the development of information and communication technology, the size of the online market is increasing, and with it, the mobile shopping market utilizing smartphones is also growing day by day. This indicates that the effective use of mobile apps can be a strategic choice for businesses, and this is also true in the tourism and travel industry. In particular, the continuous growth of the OTA (Online Travel Agency) industry based on platforms has accelerated with With Corona, and due to its importance, this study aims to investigate the impact of perceived quality factors of mobile accommodation apps on reuse intention through emotional responses. To test the hypotheses, 260 users of mobile accommodation apps were analyzed, and the results showed that information quality has a positive impact on pleasure and dominance, and service quality has a positive impact on arousal and dominance, and pleasure and dominance have a positive impact on reuse intention. Through these findings, this study clarifies the relationship between mobile accommodation app quality factors and reuse intention, and effective marketing strategies were suggested by providing basic data for improving app quality.

A Study on Measuring the Publicness of Public Libraries: Based on the Perception of Local Residents (공공도서관 공공성 측정 연구 - 지역 주민의 인식을 기반으로 -)

  • Hyeyoung Kim;Giyeong Kim
    • Journal of the Korean Society for Library and Information Science
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    • v.57 no.2
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    • pp.241-269
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    • 2023
  • This study developed a scale for measuring publicness and examined the differences in perception of publicness according to library usage experience, personal characteristics of local residents, and types of library services. The survey was conducted on 15 local public libraries in 5 districts of Seoul, targeting library users and local residents. As a result, it was found that the publicness of libraries is composed of three factors: participatory responsiveness, procedural fairness, and situational equality, which demonstrate different aspects formed through the interaction between library users and local residents in the local community. The study derived ways to enhance publicness and presented in detail which aspect of publicness needs to be enhanced according to library usage experience and service period, local residents' occupational environment and experience of local activities, and types of library services. The study suggests that when service experiences that enhance publicness are effectively provided, more local residents can benefit from them, and the value of the library's existence can be demonstrated.

A Study on Children Edutainment Contents Development with Hand Gesture Recognition and Electronic Dice (전자주사위 및 손동작 인식을 활용한 아동용 에듀테인먼트 게임 콘텐츠 개발에 관한 연구)

  • Ok, Soo-Yol
    • Journal of Korea Multimedia Society
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    • v.14 no.10
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    • pp.1348-1364
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    • 2011
  • As the existing edutainment contents for children are mostly comprised of educational tools which unilaterally induce educatees to passively respond to them, the content-creating methodologies in terms of which active and voluntary learning is made possible is urgently needed. In this paper, we present the implementation of the tangible 'electronic dice' interface as an interactive tool for behavior-based edutainment contents, and propose a methodology for developing edutainment contents for children by utilizing the recognition technique of hand movement based on depth-image information. Also proposed in the paper are an authoring and management tool of learning quizzes that allows educators to set up and manage their learning courseware, and a log analysis system of learning achievement for real-time monitoring of educational progress. The behavior-based tangible interface and edutainment contents that we propose provide the easy-to-operate interaction with a real object, which augments educatees' interest in learning, thus leading to their active and voluntary attitude toward learning. Furthermore, The authoring and management tool and log analysis system allow us to construct learning programs by children's achievement level and to monitor in real-time the learning development of children educatees by understanding the situation and behavior of their learning development from the analytic results obtained by observing the processes of educatees' solving problems for themselves, and utilizing them for evaluation materials for lesson plans.

How User-Generated Content Characteristics Influence the Impulsive Consumption: Moderating Effect of Tie Strength (사용자 제작 콘텐츠 특성이 충동구매에 미치는 영향: 유대강도의 조절효과를 중심으로)

  • Weiyi Luo;Young-Chan Lee
    • Knowledge Management Research
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    • v.23 no.4
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    • pp.275-294
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    • 2022
  • In recent years, with the continuous integrative development of e-commerce and social media, social commerce, as a trust-centered social transaction mode, has become an important performance form of e-commerce. The good experience of online community and abundant user-generated content (UGC) attract more and more users and businesses to participate in the community contribution. In this context, the cost of accessing information is continuously decreasing, which not only makes the purchase process more concise and efficient, but also greatly increases the possibility of consumers' impulsive consumption. However, there are very few empirical studies on the internal influencing mechanism of consumers' impulsive consumption based on the characteristics of UGC for social commerce. In view of this, based on S-O-R model, this study constructs a model of consumers' impulsive consumption in the context of social commerce from the characteristics of UGC, with perceived risk as the mediating variable and tie strength as the moderating variable. The results show that content authenticity, content usefulness, and content valence of UGC have significant negative impacts on consumers' risk perception in the process of purchase decision-making, and consumers' perceived risk has a significant negative impact on consumers' impulsive consumption. Meanwhile, the tie strength between UGC producer and UGC receiver plays a moderating role between content usefulness and perceived risk, as well as between perceived risk and impulsive consumption. Finally, combined with the above findings, this study provides effective suggestions for relevant participants in social commerce in terms of business management.

A Study on the Development of the School Library Book Recommendation System Using the Association Rule (연관규칙을 활용한 학교도서관 도서추천시스템 개발에 관한 연구)

  • Lim, Jeong-Hoon;Cho, Changje;Kim, Jongheon
    • Journal of the Korean Society for information Management
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    • v.39 no.3
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    • pp.1-22
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    • 2022
  • The purpose of this study is to propose a book recommendation system that can be used in school libraries. The book recommendation system applies an algorithm based on association rules using DLS lending data and is designed to provide personalized book recommendation services to school library users. For this purpose, association rules based on the Apriori algorithm and betweenness centrality analysis were applied and detailed functions such as descriptive statistics, generation of association rules, student-centered recommendation, and book-centered recommendation were materialized. Subsequently, opinions on the use of the book recommendation system were investigated through in-depth interviews with teacher librarians. As a result of the investigation, opinions on the necessity and difficulty of book recommendation, student responses, differences from existing recommendation methods, utilization methods, and improvements were confirmed and based on this, the following discussions were proposed. First, it is necessary to provide long-term lending data to understand the characteristics of each school. Second, it is necessary to discuss the data integration plan by region or school characteristics. Third, It is necessary to establish a book recommendation system provided by the Comprehensive Support System for Reading Education. Based on the contents proposed in this study, it is expected that various discussions will be made on the application of a personalization recommendation system that can be used in the school library in the future.

Experimental Analysis of the Healing Effect of Visual Forest Stimulation in Digital Environment (디지털 환경에서 시각적 산림자극의 치유효과에 대한 실험적 분석)

  • Il-Doo Kim;Won-Soep Shin
    • Korean Journal of Environment and Ecology
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    • v.37 no.6
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    • pp.473-483
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    • 2023
  • This study was conducted to find out the psychological or physiological healing effects of real natural forests and virtual forest experiences using virtual reality (VR) in an artificially-controlled digital environment. To find out this, 81 healthy undergraduate students from C University were experimented on visual forest stimulation effects in the digital environment from September 5 to December 9 in 2022. The experiment evaluated the psychological and physiological healing effects of visual forest stimulation in the digital forest environment (2D, 3D). The SRI (stress response inventory) experiment for analyzing psychological effect showed statistically significant differences among groups. As for the SRI experiment for measuring psychological stress, except Control group, 2D group in the digital environment showed little difference before and after the experiment. But 3D group showed less stress than before. As a result, it was proved that visual forest stimulation in a forest-based digital environment (2D, 3D) reduces psychological stress significantly. And when analyzing how visual forest stimulation changes EEG (electroencephalogram) in the digital environment, alpha waves (RA), which are activated during relaxation or stabilization, were more active than beta waves (RB), which are activated during tension or awakening. This study is expected to be used to create a psychological and physiological healing environment for those who cannot go to a natural forest due to mobility difficulties by providing them visual forest stimulation experiences in a digital environment. It is also expected that the results will be the basis for forest healing in the digital environment and virtual reality programs will help forest healing activities.

Probability-based Pre-fetching Method for Multi-level Abstracted Data in Web GIS (웹 지리정보시스템에서 다단계 추상화 데이터의 확률기반 프리페칭 기법)

  • 황병연;박연원;김유성
    • Spatial Information Research
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    • v.11 no.3
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    • pp.261-274
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    • 2003
  • The effective probability-based tile pre-fetching algorithm and the collaborative cache replacement algorithm are able to reduce the response time for user's requests by transferring tiles which will be used in advance and determining tiles which should be removed from the restrictive cache space of a client based on the future access probabilities in Web GISs(Geographical Information Systems). The Web GISs have multi-level abstracted data for the quick response time when zoom-in and zoom-out queries are requested. But, the previous pre-fetching algorithm is applied on only two-dimensional pre-fetching space, and doesn't consider expanded pre-fetching space for multi-level abstracted data in Web GISs. In this thesis, a probability-based pre-fetching algorithm for multi-level abstracted in Web GISs was proposed. This algorithm expanded the previous two-dimensional pre-fetching space into three-dimensional one for pre-fetching tiles of the upper levels or lower levels. Moreover, we evaluated the effect of the proposed pre-fetching algorithm by using a simulation method. Through the experimental results, the response time for user requests was improved 1.8%∼21.6% on the average. Consequently, in Web GISs with multi-level abstracted data, the proposed pre-fetching algorithm and the collaborative cache replacement algorithm can reduce the response time for user requests substantially.

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Patterns of Cash Payments for Care : Cross-National Comparative Study (장기요양 현금급여 정책의 국가간 비교 연구)

  • Seok, Jae-Eun
    • Korean Journal of Social Welfare
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    • v.58 no.2
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    • pp.273-302
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    • 2006
  • The introduction of cash payments for care is a distinct trend that characterizes changes in care policies since the 1990s. Recently, many developed countries have newly introduced or extended cash payments for care that allow care users to be able to plan themselves for their cares instead of receiving direct care services from the state. Cash payments for care can be said to be one of the alternative policies by which user choices are extended, and it becomes possible to establish demand-cantered care delivery systems more economically and effectively, hence addressing the issue of the financial limitations and rigid systems that are common in modern welfare states, which make it difficult to response to various needs. However, the design and administration of cash for care vary across different countries. Such variations of cash for care policies influence on the combination of consumerism (based on liberal market values intrinsic in the care market) and citizenship based on social solidarity. Those variations eventually produce impacts on the balance of responsibilities and the roles of families, the state and market regarding care in other words, balancing of welfare pluralism. This paper has attempted to find general meanings and particularity of cash for care polices in modem welfare states by means of looking at the characteristics of cash for care policies of four different countries (Netherlands, France, Germany and Italy) and their impacts on their care market. If the four countries are ranked by the degree that they emphasize citizenship in light with social rights, the Netherlands, France, Germany and Italy could be placed in due order. From an economic point of view and in terms of cost containment, those countries will be placed in an inverse order, It is apparent that in the course of planting cash for care policies in the existing social systems involving different socio-cultural conditions and labour markets, sometimes more emphasis is placed on the citizenship of care users, family carers and care providers than on cost containment issue, and sometimes vice versa. Behind this lies the process of different social valuation on what care is about; who can better deliver care; who should be responsible for care; how responsibilities should be shared and so on.

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A component based framework for service development of ubiquitous healthcare (유비쿼터스 서비스 개발을 위한 컴포넌트 기반의 서비스 개발 프레임워크)

  • Yang, Won-Seop;Lee, Geon-Myeong;Kim, Won-Jae;Yun, Seok-Jung
    • Proceedings of the Korean Institute of Intelligent Systems Conference
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    • 2007.04a
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    • pp.324-328
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    • 2007
  • 유비궈터스 헬스케어는 단일화된 서비스가 아니라 다양한 기술들이 복합적으로 결합되어 운용되는 서비스이다. 따라서 서비스의 형태가 고정적이지 않고 매우 다양하게 나타난다. 하지만 실제로 차이가 발생하는 부분은 서비스의 구현에 관한 세부적 내용에서 나타나고, 서비스 운용을 위한 기본 구성요소에 있어서는 큰 차이가 없이 유사한 형태를 가진다. 그 결과 유비쿼터스 헬스케어 서비스 개발 과정에서는 실제 서비스의 구현 외의 통신과 데이터베이스의 이용, 메시지 전달과 같은 중복되는 항목에 대한 고려가 매번 이루어져야 한다. 이것은 개발 과정에 있어 불필요한 비용의 증가를 불러온다. 본 논문에서는 이와 같은 불필요한 비용을 감소시키며 서비스의 개발과 운용이 가능한 유비쿼터스 헬스케어 서비스의 제공을 위한 아키텍처와 서비스 개발을 위한 프레임워크를 제안한다. 제안하는 서비스 제공 아키덱처는 크게 이용자 단말, 유비궈터스 헬스케어 서비스 센터, 외부 기관으로 구성된다. 서비스 개발 프레임워크는 서버와 클라이언트 프레임워크로 구분된다. 서비스 개발 프레임워크는 서비스를 제공하는 서버에서 필요한 유비쿼터스 헬스케어 서비스의 공통 구성요소를 가진다. 서비스의 개발을 위해 우선 프로세스에 대한 정의를 수행하고, 정의된 내용에 따라 필요한 코드 템플릿을 결합하여 서비스의 초기 형태를 만들어낸다. 여기에 각 서비스가 필요로 하는 세부 사항을 작성하는 것으로 서비스의 개발을 수행하게 된다. 제안된 서비스 제공 아키텍처와 서비스 개발 프레임워크를 실제 적용해보기 위해 전림선비대증 환자 진료를 위한 시스템을 설계하고 구현하였다.JSHOP2 계획수립기내에 구현하였다. 계획 실행 방법으로는 주어진 강건한 계획에 대하여 행위들이 직접 실행하수 있도록 한다.며 용량에 의존하는 양상을 보였다. $H_2O_2$에 의해 유발(誘發)된 DNA의 손상은 catalase와 deferoxamine에 의해 억제되었지만 DPPD는 억제시키지 못했다. 배기음(排氣飮)은 $H_2O_2$에 의해 유발(誘發)된 ATP의 소실을 회복시켰다. 이러한 실험결과 $H_2O_2$에 의해 유발(誘發)된 세포(細胞)의 손상(損傷)은 지질(脂質)의 과산화(過酸化)와는 다른 독립적인 기전에 의해 일어남을 나타낸다. 결론 : 이러한 결과들로 볼 때 Caco-2 세포(細胞)에서 배기음(排氣飮)이 항산화작용(亢酸化作用)보다는 다른 기전을 통하여 Caco-2 세포안에서 산화제(酸化劑)에 의해 유발(誘發)된 세포(細胞)의 사망(死亡)와 DNA의 손상(損傷)을 방지할 수 있다는 것을 가리킨다. 따라서 본 연구(硏究)는 배기음(排氣飮)이 반응성산소기(反應性酸素基)에 의해 매개된 인체(人體) 위장관질환(胃腸管疾患)의 치료(治療)에 사용할 수 있을 가능성(可能性)이 있음을 제시하고 있다.에 이를 이용하여 유가배양시 기질을 공급하는 공정변수로 사용하였다 [8]. 생물학적인 폐수처리장치인 활성 슬러지법에서 미생물의 활성을 측정하는 방법은 아직 그다지 개발되어있지 않다. 본 연구에서는 슬러지의 주 구성원이 미생물인 점에 착안하여 침전시 슬러지층과 상등액의 온도차를 측정하여 대사열량의 발생량을 측정하고 슬러지의 활성을 측정할 수 있는 방법을

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