• Title/Summary/Keyword: 이용 행태

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A Time Series Analysis of Urban Park Behavior Using Big Data (빅데이터를 활용한 도시공원 이용행태 특성의 시계열 분석)

  • Woo, Kyung-Sook;Suh, Joo-Hwan
    • Journal of the Korean Institute of Landscape Architecture
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    • v.48 no.1
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    • pp.35-45
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    • 2020
  • This study focused on the park as a space to support the behavior of urban citizens in modern society. Modern city parks are not spaces that play a specific role but are used by many people, so their function and meaning may change depending on the user's behavior. In addition, current online data may determine the selection of parks to visit or the usage of parks. Therefore, this study analyzed the change of behavior in Yeouido Park, Yeouido Hangang Park, and Yangjae Citizen's Forest from 2000 to 2018 by utilizing a time series analysis. The analysis method used Big Data techniques such as text mining and social network analysis. The summary of the study is as follows. The usage behavior of Yeouido Park has changed over time to "Ride" (Dynamic Behavior) for the first period (I), "Take" (Information Communication Service Behavior) for the second period (II), "See" (Communicative Behavior) for the third period (III), and "Eat" (Energy Source Behavior) for the fourth period (IV). In the case of Yangjae Citizens' Forest, the usage behavior has changed over time to "Walk" (Dynamic Behavior) for the first, second, and third periods (I), (II), (III) and "Play" (Dynamic Behavior) for the fourth period (IV). Looking at the factors affecting behavior, Yeouido Park was had various factors related to sports, leisure, culture, art, and spare time compared to Yangjae Citizens' Forest. The differences in Yangjae Citizens' Forest that affected its main usage behavior were various elements of natural resources. Second, the behavior of the target areas was found to be focused on certain main behaviors over time and played a role in selecting or limiting future behaviors. These results indicate that the space and facilities of the target areas had not been utilized evenly, as various behaviors have not occurred, however, a certain main behavior has appeared in the target areas. This study has great significance in that it analyzes the usage of urban parks using Big Data techniques, and determined that urban parks are transformed into play spaces where consumption progressed beyond the role of rest and walking. The behavior occurring in modern urban parks is changing in quantity and content. Therefore, through various types of discussions based on the results of the behavior collected through Big Data, we can better understand how citizens are using city parks. This study found that the behavior associated with static behavior in both parks had a great impact on other behaviors.

A study on the influence of the information technologies and their using skills on the user′s information behavior at the academic libraries (대학도서관의 정보기술환경과 이용자의 정보기술 이용능력이 이용행태에 미치는 영향에 관한 연구)

  • 김지영
    • Proceedings of the Korean Society for Information Management Conference
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    • 2001.08a
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    • pp.85-88
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    • 2001
  • 대학도서관의 정보기술 환경과 이용자의 정보기술 이용능력이 도서관 이용행태에 어떠한 영향을 미치는가를 규명하고자 한다. 본 연구는 독립변인으로 선정된 도서관 집단간의 비교와 이용자 집단간의 비교를 통한 비교실험을 실시하였다. 연구결과, 대학도서관의 정보기술 환경에 따른 도서관 정보기술 이용행태는 대체적으로 차이가 없으며 개인의 정보기술 이용능력에 따른 도서관 정보기술 이용행태는 차이가 있는 것으로 나타났다.

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Analysis of Use Behavior of Urban Park Users Expressing Depression on Social Media Using Text Mining Technique (텍스트 마이닝 기법을 활용한 SNS 상에서 우울감을 언급한 도시공원 이용자의 이용행태 분석)

  • Oh, Jiyeon;Nam, Seongwoo;Lee, Peter Sang-Hoon
    • The Journal of the Korea Contents Association
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    • v.22 no.6
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    • pp.319-328
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    • 2022
  • The purpose of this study was to investigate the relationship between depression due to the COVID-19 pandemic and park use behaviors using on line posts. During the period of the pandemic prevention activities, text data containing both 'park' and 'depression' were collected from blogs and cafes in the search engine of Naver and Daum, then analyzed using Text Mining and Social Network techniques. As a result, the main usage behaviors of park users who mentioned depression were 'look', 'stroll(walk)' and 'eat'. Other types of behaviors were connected centering around 'look', one of the communication behaviors. Also, from CONCOR analysis, as the cluster referred from communication behavior and dynamic behavior was formed as a single behavior type, it was considered park users with depression perceived the park as the space for communication and physical activities. As the spread of COVID-19 caused the restriction of communication activities, the users might consider parks as one of the solutions. In addition, it was considered that passive usage behaviors have prevailed rather than active ones due to the depression. Resulting outcomes would be useful to plan helpful urban park for citizens. It is necessary to further analyze the park use behavior of users in relation to the period of before/after the COVID-19 pandemic and the existence/nonexistence of depression.

Library Service Users' Information Seeking Behavior Model Based on the Grounded Theory Methodology (근거이론방법론을 바탕으로 한 도서관서비스 이용자의 정보추구행태모델 제안)

  • Lee, Seong-Sin
    • Journal of the Korean Society for Library and Information Science
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    • v.44 no.1
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    • pp.5-28
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    • 2010
  • This study analyzed the characteristics of library service users' information seeking behavior based on the grounded theory methodology. After interviewing twelve undergraduate students, the researcher coded the data based on the grounded theory methodology. As a result of the entire coding processes, this study constructed the library service users' information seeking behavior model. According to the model, the following ten factors are important when explaining library service users' information seeking behavior: the information users' environment, other people, users' experiences, recognition of information sources, information provided, memory, a need-creating environment, information gathering, information use, and satisfaction and/or dissatisfaction.

The Standard Technical Trends of ITU-T Audience Measurement (ITU-T 이용행태 측정 표준기술 동향)

  • Oh, C.I.;Lee, H.K.;Jeong, Y.H.
    • Electronics and Telecommunications Trends
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    • v.27 no.6
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    • pp.11-20
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    • 2012
  • 본 동향은 ITU-T의 IPTV-GSI(Global Standardization Initiatives)에서 표준 문서로 개발되고 있는 이용행태 측정 표준기술 동향에 대하여 소개한다. 이용행태 측정 시 단말 제조사 및 IPTV 사업자들마다 개별적인 방식을 사용하는 이유로 측정 데이터 또한 개인의 선호도나 취향을 파악하기에는 부족한 부분이 있고 상호 규격 또한 맞지 않아서 사용자의 이용행태 정보를 기반으로 한 서비스들이 제한적으로 밖에 제공되지 못하고 있는 상황이다. 이러한 문제점을 해결하기 위해 개인의 이용행태 정보 수집을 위한 표준기술이 요구되었으며 유럽 표준기구인 ETSI(European Telecommunications Standards Institute) 등에서 일부 진행되고 있기는 하지만 아직 초보적인 단계이고, 현재 ITU-T IPTV-GSI에서 AM(Audience Measurement)이라는 이슈로 활발하게 표준을 개발 중에 있다. 또한, 스마트TV와 스마트폰과 같은 미디어 환경의 발전에 따라 AM의 서비스 대상은 확장되어야 할 시점에 놓여있다. 본고에서는 ITU-T IPTV-GSI의 AM 표준과 이에 관련된 표준들이 다루고 있는 내용들, 그리고 현재까지의 표준화 동향을 분석하여 향후 표준화 방향 및 흐름을 파악하고자 한다.

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Meanings of Library Catalog in Learning Activities of Korean College Students (대학생의 학습활동에 있어 도서관목록의 의미)

  • Lee, Eun-Ju;Lee, Jae-Whoan
    • Journal of Korean Library and Information Science Society
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    • v.43 no.3
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    • pp.49-77
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    • 2012
  • The purpose of this study is to investigate the values and meanings of university libraries and library catalog in the learning activities of Korean college students. Discussed in details are unique features in their library use behavior and catalog search behavior, and critical factors influencing their behavioral characteristics. A qualitative approach was employed for data collection and analysis. Intensive interviews were conducted with 30 students, also utilized was tight and close observation of their library search behavior. The result of this study is on identifying the underlying reasons why Korean students use their libraries and catalogs in a passive and limited manner.

A study of influence factor on Mobile Game Heavy User - focused on Game User Properties (모바일 게임 중이용자 영향요인에 관한 연구 - 게임 이용자 속성을 중심으로)

  • Kim, Hye Bin;Park, Young Il
    • Journal of Digital Contents Society
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    • v.16 no.3
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    • pp.493-501
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    • 2015
  • This study is to observe the correlation between user properties and user behavior on the mobile game, one of the most prominent digital contents with the most mutual interaction. Among various factors affecting on behaviors of game users, the user properties itself was accentuated, and the effect of individual and psychological quality on the use of game was evaluated. The user properties were mainly categorized into five factors of "interpersonal relationship", "level of game skill", "inclination of innovation", "self-esteem", and "competitive spirit", and the use behavior of game was categorized mainly into two types - quantitative behavior of "amount of use (time of use, consumption cost)" and qualitative behavior of "perceived satisfaction level (perceived enjoyment, perceived service quality, and perceived price)". As a result of study, in general, as the user quality subjected in this study is stronger, the amount of use and satisfaction level are higher. This study is to observe what type of user qualities leads to the more use, consumption, and satisfaction level of game contents to contribute to the study about the use of conventional digital contents and heavy use.

The Effect of Education and Income Levels of Some Elderly on Oral Health Status and Management Behavior and Dental Use Behavior (일부 노인의 교육 및 소득정도가 구강건강상태 및 관리행태와 치과이용행태에 미치는 영향)

  • Jung, Su-Jin
    • Journal of Convergence for Information Technology
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    • v.10 no.12
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    • pp.191-200
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    • 2020
  • This study was conducted to identify the oral health status and management behavior and dental use behavior according to the level of education and income of the elderly, and to present the supporting data to prepare policies and systems for the promotion of elderly oral health. The data survey was conducted on 224 elderly people living in the Daejeon area from August 19, 2019 to October 25, 2019, and the collected data were analyzed by chi-square test and logistic regression analysis. As a result, oral health status and management behavior showed significant differences according to education and income level in denture use, implant use, oral hygiene product use, oral health education experience, and oral health management method. There was a significant difference in dental use behavior according to education and income level, and age, education level, implant use, and the main reasons for dental use were found to be factors affecting dental use. Therefore, it is expected that the quality of life of the elderly's oral health can be improved by preparing an institutional plan at the national that considers education and income level based on this study.

Analysis of Behavior of Seoullo 7017 Visitors - With a Focus on Text Mining and Social Network Analysis - (서울로 7017 방문자들의 이용행태 분석 -텍스트 마이닝과 소셜 네트워크 분석을 중심으로-)

  • Woo, Kyung-Sook;Suh, Joo-Hwan
    • Journal of the Korean Institute of Landscape Architecture
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    • v.48 no.6
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    • pp.16-24
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    • 2020
  • The purpose of this study is to analyze the usage behavior of Seoullo 7017, the first public garden in Korea, to understand the usage status by analyzing blogs, and to present usage behavior and improvement plans for Seoullo 7017. From June 2017 to May 2020, after Seoullo 7017 was open to citizens, character data containing 'Seoullo 7017' in the title and contents of NAVER and·DAUM blogs were converted to text mining and socialization, a Big Data technique. The analysis was conducted using social network analysis. The summary of the research results is as follows. First of all, the ratio of men and women searching for Seoullo 7017 online is similar, and the regions that searched most are in the order of Seoul and Gyeonggi, and those in their 40s and 50s were the most interested. In other words, it can be seen that there is a lack of interest in regions other than Seoul and Gyeonggi and among those in their 10s, 20s, and 30s. The main behaviors of Seoullo 7017 are' night view' and 'walking', and the factors that affect culture and art are elements related to culture and art. If various programs and festivals are opened and actively promoted, the main behavior will be more varied. On the other hand, the main behavior that the users of Seoullo 7017 want is 'sit', which is a static behavior, but the physical conditions are not sufficient for the behavior to occur. Therefore, facilities that can cause sitting behavior, such as shades and benches must be improved to meet the needs of visitors. The peculiarity of the change in the behavior of Seoullo 7017 is that it is recognized as a good place to travel alone and a good place to walk alone as a public multi-use facility and group activities are restricted due to COVID-19. Accordingly, in a situation like the COVD-19 pandemic, more diverse behaviors can be derived in facilities where people can take a walk, etc., and the increase of various attractions and the satisfaction of users can be increased. Seoullo 7017, as Korea's first public pedestrian area, was created for urban regeneration and the efficient use of urban resources in areas beyond the meaning of public spaces and is a place with various values such as history, nature, welfare, culture, and tourism. However, as a result of the use behavior analysis, various behaviors did not occur in Seoullo 7017 as expected, and elements that hinder those major behaviors were derived. Based on these research results, it is necessary to understand the usage behavior of Seoullo 7017 and to establish a plan for spatial system and facility improvement, so that Seoullo 7017 can be an important place for urban residents and a driving force to revitalize the city.

A Study on the Characteristics of Tourist to the Water Recreation Space on Sightseeing Agricultural Park in China (중국 농촌지역 수변놀이공원의 방문객 특성 분석)

  • Yoon, Jun-Sang;Lee, Kyung-Jin;Piao, Yong-Ji;Bae, Sung-Eui
    • Journal of Agricultural Extension & Community Development
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    • v.16 no.1
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    • pp.181-200
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    • 2009
  • 중국에서는 관광, 휴식, 체험교육의 목적으로 농촌지역의 놀이농원이 증가하고 있다. 특히 농촌지역 수변공간의 놀이공원에 대한 이용의 증가는 수변공간에 대한 경관 및 단지 설계가 중요한 요소로 작용하고 있다. 이 연구에서는 산동성 등주시의 수변놀이농원의 이용자 1194명을 대상으로 설문지와 관찰 등의 연구방법을 통하여 이용 행태와 요구를 분석하였다. 이용자들은 연령대에 따라 다른 이용행태 및 요구를 보이고 있다. 먼저 이용행태에서 20대 이하는 흥미와 동적인 놀이의 이용행태를 선호하며, 연령대가 증가함에 따라 덜 동적인 이용행태를 선호하였다. 또한 모든 이용자들은 새롭고, 흥미롭고, 편안한 이용시설에 대한 요구가 높았다. 경관요소에 대한 평가에서 20대와 41살 이상의 집단간에 유의미한 차이를 보이고 있으며, 20~40살 집단간에는 유의미한 차이가 없었다. 20대의 이용자들은 시설이용에서 안전성과 레크리에이션기능에 대한 요구가 높았고, 41살 이상의 이용자들은 휴식시설과 공간의 확대를 요구하였다. 또한 이용자들의 대부분이 휴식시설에 대한 요구에서 그늘, 편안함, 양적인 차원에서 시설확대 및 보완의 요구가 높았다. 따라서 농촌관광에서 여가공간의 이용하는데 있어서 방문객의 태도와 만족도에 관한 연구들은 인본주의에 바탕을 둔 편의시설의 확대와 질적 개선이 요구되고 있으며, 이러한 결과를 토대로 최근에 증가하고 있는 중국인의 한국관광 및 방문에 대비하여 중국인의 관광시설선호와 이용만족 증가를 위한 실증적인 자료수집과 대안모색이 필요하다.

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