• Title/Summary/Keyword: 인터페이스 품질

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The Effects of Social Media on Traveler's Autobiographical Memory and Intention to Revisit Travel Destination (소셜 미디어가 관광객의 자서전적 기억과 관광지 재방문 의도에 미치는 영향)

  • Hyunae Lee;Namho Chung;Chulmo Koo
    • Information Systems Review
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    • v.18 no.3
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    • pp.51-71
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    • 2016
  • Tourism products are intangible goods. Given this nature, tourist experience should be recorded and visualized through media, such as pictures, videos, and souvenir. Online platforms played the role of media given the growth of information and communication technology. Tourists post their travels for real-time documentation of their experiences, but they also tend to reminisce about past experiences that they posted on social media. Social media is not only a channel of self-presentation or a means of communication with other people, but it also serves as an archive of electronic records to bring back memories. Given this finding, we investigated the impact of social media on the autobiographical memory (recollection and vividness) of tourists and their intention to revisit a certain destination. The results showed social media interface and the impact of display quality on the recollection and vivid memory. The predictor of memory recollection of tourists is intention to revisit a destination. Social media is considered an archive of travel memory that indulges people to reminisce. Theoretical and practical implications were provided based on these results.

Identifying the Key Success Factors of Massively Multiplayer Online Role Playing Game Design using Artificial Neural Networks (인공신경망을 이용한 MMORPG 설계의 핵심성공요인 식별)

  • Jung, Hoi-Il;Park, Il-Soon;Ahn, Hyun-Chul
    • The Journal of Society for e-Business Studies
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    • v.17 no.1
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    • pp.23-38
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    • 2012
  • Massive Multiplayer Online Role Playing Games(MMORPGs) headed by some Korean game companies such as NC Soft, NHN, and Nexon have exploded in recent years. However, it becomes one of the major challenges for the MMORPG developers to design their games to appeal to gamers since only a few MMORPGs succeed whereas they require a huge amount of initial investment. Under this background, our study derives the major elements for designing MMORPG from the literature, and identifies the ones critical to the users' satisfaction and their willingness to pay among the derived elements. Though most previous studies on the design elements of MMORPG have used analytic hierarchy process(AHP), our study adopts artificial neural network(ANN) as the tool for identifying key success factors in designing MMORPG. The results of our study show that the elements of the game contents quality have a bigger effect on the user's satisfaction, whereas the ones of the value-added systems have a bigger effect on the user's willingness to pay. They also show that user interface affects both the user's satisfaction and willingness to pay most. These results imply that the strategies for the development of MMORPG should be aligned with its goal and market penetration strategy. They also imply that the satisfaction and revenue generation from MMORPG cannot be achieved without convenient and easy control environment. It is expected that the new findings of our study would be useful forthe developers or publishers of MMORPGs to build their own business strategies.

A Study on the Field Data Applicability of Seismic Data Processing using Open-source Software (Madagascar) (오픈-소스 자료처리 기술개발 소프트웨어(Madagascar)를 이용한 탄성파 현장자료 전산처리 적용성 연구)

  • Son, Woohyun;Kim, Byoung-yeop
    • Geophysics and Geophysical Exploration
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    • v.21 no.3
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    • pp.171-182
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    • 2018
  • We performed the seismic field data processing using an open-source software (Madagascar) to verify if it is applicable to processing of field data, which has low signal-to-noise ratio and high uncertainties in velocities. The Madagascar, based on Python, is usually supposed to be better in the development of processing technologies due to its capabilities of multidimensional data analysis and reproducibility. However, this open-source software has not been widely used so far for field data processing because of complicated interfaces and data structure system. To verify the effectiveness of the Madagascar software on field data, we applied it to a typical seismic data processing flow including data loading, geometry build-up, F-K filter, predictive deconvolution, velocity analysis, normal moveout correction, stack, and migration. The field data for the test were acquired in Gunsan Basin, Yellow Sea using a streamer consisting of 480 channels and 4 arrays of air-guns. The results at all processing step are compared with those processed with Landmark's ProMAX (SeisSpace R5000) which is a commercial processing software. Madagascar shows relatively high efficiencies in data IO and management as well as reproducibility. Additionally, it shows quick and exact calculations in some automated procedures such as stacking velocity analysis. There were no remarkable differences in the results after applying the signal enhancement flows of both software. For the deeper part of the substructure image, however, the commercial software shows better results than the open-source software. This is simply because the commercial software has various flows for de-multiple and provides interactive processing environments for delicate processing works compared to Madagascar. Considering that many researchers around the world are developing various data processing algorithms for Madagascar, we can expect that the open-source software such as Madagascar can be widely used for commercial-level processing with the strength of expandability, cost effectiveness and reproducibility.