• Title/Summary/Keyword: Analysis of User Characteristic

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A Comparative Study of Information Delivery Method in Networks According to Off-line Communication (오프라인 커뮤니케이션 유무에 따른 네트워크 별 정보전달 방법 비교 분석)

  • Park, Won-Kuk;Choi, Chan;Moon, Hyun-Sil;Choi, Il-Young;Kim, Jae-Kyeong
    • Journal of Intelligence and Information Systems
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    • v.17 no.4
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    • pp.131-142
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    • 2011
  • In recent years, Social Network Service, which is defined as a web-based service that allows an individual to construct a public or a semi-public profile within a bounded system, articulates a list of other users with whom they share connections, and traverses their list of connections. For example, Facebook and Twitter are the representative sites of Social Network Service, and these sites are the big issue in the world. A lot of people use Social Network Services to connect and maintain social relationship. Recently the users of Social Network Services have increased dramatically. Accordingly, many organizations become interested in Social Network Services as means of marketing, media, communication with their customers, and so on, because social network services can offer a variety of benefits to organizations such as companies and associations. In other words, organizations can use Social Network Services to respond rapidly to various user's behaviors because Social Network Services can make it possible to communicate between the users more easily and faster. And marketing cost of the Social Network Service is lower than that of existing tools such as broadcasts, news papers, and direct mails. In addition, Social network Services are growing in market place. So, the organizations such as companies and associations can acquire potential customers for the future. However, organizations uniformly communicate with users through Social Network Service without consideration of the characteristics of the networks although networks have different effects on information deliveries. For example, members' cohesion in an offline communication is higher than that in an online communication because the members of the offline communication are very close. that is, the network of the offline communication has a strong tie. Accordingly, information delivery is fast in the network of the offline communication. In this study, we compose two networks which have different characteristic of communication in Twitter. First network is constructed with data based on an offline communication such as friend, family, senior and junior in school. Second network is constructed with randomly selected data from users who want to associate with friends in online. Each network size is 250 people who divide with three groups. The first group is an ego which means a person in the center of the network. The second group is the ego's followers. The last group is composed of the ego's follower's followers. We compare the networks through social network analysis and follower's reaction analysis. We investigate density and centrality to analyze the characteristic of each network. And we analyze the follower's reactions such as replies and retweets to find differences of information delivery in each network. Our experiment results indicate that density and centrality of the offline communicationbased network are higher than those of the online-based network. Also the number of replies are larger than that of retweets in the offline communication-based network. On the other hand, the number of retweets are larger than that of replies in the online based network. We identified that the effect of information delivery in the offline communication-based network was different from those in the online communication-based network through experiments. So, you configure the appropriate network types considering the characteristics of the network if you want to use social network as an effective marketing tool.

Big Five Personality in Discriminating the Groups by the Level of Social Sims (심리학적 도구 '5요인 성격 특성'에 의한 소셜 게임 연구: <심즈 소셜> 게임의 분석사례를 중심으로)

  • Lee, Dong-Yeop
    • Cartoon and Animation Studies
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    • s.29
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    • pp.129-149
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    • 2012
  • The purpose of this study was to investigate the clustering and Big Five Personality domains in discriminating groups by level of school-related adjustment, as experienced by Social Sims game users. Social Games are based on web that has simple rules to play in fictional time and space background. This paper is to analyze the relationships between social networks and user behaviors through the social games . In general, characteristics of social games are simple, fun and easy to play, popular to the public, and based on personal connections in reality. These features of social games make themselves different from video games with one player or MMORPG with many unspecific players. Especially Social Game show a noticeable characteristic related to social learning. The object of this research is to provide a possibility that game that its social perspective can be strengthened in social game environment and analyze whether it actually influences on problem solving of real life problems, therefore suggesting its direction of alternative play means and positive simulation game. Data was collected by administering 4 questionnaires (the short version of BFI, Satisfaction with life, Career Decision-.Making Self-.Efficacy, Depression) to the participants who were 20 people in Seoul and Daejeon. For the purposes of the data analysis, both Stepwise Discriminant analysis and Cluster analysis was employed. Neuroticism, Openness, Conscientiousness within the Big Five Personality domains were seen to be significant variables when it came to discriminating the groups. These findings indicated that the short version of the BFI may be useful in understanding for game user behaviors When it comes to cultural research, digital game takes up a significant role. We can see that from the fact that game, which has only been considered as a leisure activity or commercial means, is being actively research for its methodological, social role and function. Among digital game's several meanings, one of the most noticeable ones is the research on its critical, social participating function. According to Jame Paul gee, the most important merit of game is 'projected identity'. This means that experiences from various perspectives is possible.[1] In his recent autobiography , he described gamer as an active problem solver. In addition, Gonzalo Francesca also suggested an alternative game developing method through 'game that conveys critical messages by strengthening critical reasons'. [2] They all provided evidences showing game can be a strong academic tool. Not only does a genre called social game exist in the field of media and Social Network Game, but there are also some efforts to positively evaluate its value Through these kinds of researches, we can study how game can give positive influence along with the change in its general perception, which would eventually lead to spreading healthy game culture and enabling fresh life experience. This would better bring out the educative side of the game and become a social communicative tool. The object of this game is to provide a possibility that the social aspect can be strengthened within the game environment and analyze whether it actually influences the problem solving of real life problems. Therefore suggesting it's direction of alternative play means positive game simulation.

Time Series Analysis of Park Use Behavior Utilizing Big Data - Targeting Olympic Park - (빅데이터를 활용한 공원 이용행태의 시계열분석 - 올림픽공원을 대상으로 -)

  • Woo, Kyung-Sook;Suh, Joo-Hwan
    • Journal of the Korean Institute of Landscape Architecture
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    • v.46 no.2
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    • pp.27-36
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    • 2018
  • This study suggests the necessity of behavior analysis as changes to a park environment to reflect user desires can be implemented only by grasping the needs of park users. Online data (blog) were defined as the basic data of the study. After collecting data by 5 - year units, data mining was used to derive the characteristics of the time series behavior while the significance of the online data was verified through social network analysis. The results of the text mining analysis are as follows. First, primary results included 'walking', 'photography', 'riding bicycles'(inline, kickboard, etc.), and 'eating'. Second, in the early days of the collected data, active physical activity such as exercise was the main factor, but recent passive behavior such as eating, using a mobile phone, games, food and drinking coffee also appeared as a new behavior characteristic in parks. Third, the factors affecting the behavior of park users are the changes of various conditions of society such as internet development and a culture of expressing unique personalities and styles. Fourth, the special behaviors appearing at Olympic Park were derived from educational activities such as cultural activities including watching performances and history lessons. In conclusion, it has been shown that people's lifestyle changes and the behavior of a park are influenced by the changes of the various times rather than the original purpose that was intended during park planning and design. Therefore, it is necessary to create an environment tailored to users by considering the main behaviors and influencing factors of Olympic Park. Text mining used as an analytical method has the merit that past data can be collected. Therefore, it is possible to form analysis from a long-term viewpoint of behavior analysis as well as to measure new behavior and value with derived keywords. In addition, the validity of online data was verified through social network analysis to increase the legitimacy of research results. Research on more comprehensive behavior analysis should be carried out by diversifying the types of data collected later, and various methods for verifying the accuracy and reliability of large-volume data will be needed.

Application of CSP Filter to Differentiate EEG Output with Variation of Muscle Activity in the Left and Right Arms (좌우 양팔의 근육 활성도 변화에 따른 EEG 출력 구분을 위한 CSP 필터의 적용)

  • Kang, Byung-Jun;Jeon, Bu-Il;Cho, Hyun-Chan
    • Journal of IKEEE
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    • v.24 no.2
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    • pp.654-660
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    • 2020
  • Through the output of brain waves during muscle operation, this paper checks whether it is possible to find characteristic vectors of brain waves that are capable of dividing left and right movements by extracting brain waves in specific areas of muscle signal output that include the motion of the left and right muscles or the will of the user within EEG signals, where uncertainties exist considerably. A typical surface EMG and noninvasive brain wave extraction method does not exist to distinguish whether the signal is a motion through the degree of ionization by internal neurotransmitter and the magnitude of electrical conductivity. In the case of joint and motor control through normal robot control systems or electrical signals, signals that can be controlled by the transmission and feedback control of specific signals can be identified. However, the human body lacks evidence to find the exact protocols between the brain and the muscles. Therefore, in this paper, efficiency is verified by utilizing the results of application of CSP (Common Spatial Pattern) filter to verify that the left-hand and right-hand signals can be extracted through brainwave analysis when the subject's behavior is performed. In addition, we propose ways to obtain data through experimental design for verification, to verify the change in results with or without filter application, and to increase the accuracy of the classification.

A study of the elderly housing type development plan considering the Preconsumer Housing Characteristic -focused on Seoul metropolitan area- (예비 수요자 주택선호특성을 고려한 유형별 고령자주택 개발방안에 관한 연구 -수도권을 중심으로-)

  • Kim, Min-Chang;Won, You-Ho;Lee, Joo-Hyung
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.5
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    • pp.2844-2858
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    • 2014
  • The society experiencing the industrialization and urbanization has got over the socio-demographic change. these changes make the number of the population around the world, and this phenomenon is flowing into the whole country. Korea has became a Aging Society since 2000 and will be turned into the aged society by the 2018. therefore, the importance of preparing elderly living life such as silver town is getting emphasized. the purpose of this study is aimed at analyzing the decision elements of the preliminary demanders' intention who selecting Elderly Housing. Based on this study, it was broken down by the type much more. Binary Logistic Regression Analysis of Factors affecting the Elderly housing choices were subdivided. Through this process, improvement and the implications of this study was derived. this study deducts 3 kinds of implications. First, the preference for the development of elderly housing are different with each type of characteristics. Second, the indicators along with the individual characteristics account for the most part of the surface. so the specific investigation for the demand must be required to check the indicators. Third, when it comes to development of urban elderly housing, it requires to have a part of a local government plans securing the land. Fourth, when it comes to development of suburb elderly housing, it is required to arrange the living environment around the suburbs to let user classes living in Gyeonggi-do flow into elderly housing and live their new-life in the suburbs. Finally, when it comes to development of rural elderly housing, a variety of production, leisure and other programs should be made and put into there.

Development of the Ship Manoeuvring PC Simulator Based on the Network (네트워크 기반의 간이 선박조종 시뮬레이터 개발)

  • Choi, Won-jin;Kim, Hyo-Il;Jun, Seung-Hwan
    • Journal of Navigation and Port Research
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    • v.43 no.6
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    • pp.403-412
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    • 2019
  • The characteristics of the manoeuvring motion of a ship are dependent on the ship type, as well as draft or speed in the same ship. In recent years, the number of extra-large vessels has increased significantly, which can cause enormous material and environmental damage in the event of a marine accident. Thus, the importance of ship maneuvering is increasing. The IMO has forced the officers to be trained in simulators through the STCW 95 amendment. However, FMSS is costly and difficult to access and the PC-based simulator has the disadvantage that only one person can engage in simulation. The purpose of this study was to solve the shortcomings of the FMSS and PC-based simulators by enabling multiple people to use their PCs to simulate based on a network. The simulator is implemented through the analysis and numerical calculation of the Nomoto model, Radar function mounting, data transfer protocol design, and GUI building. To verify the simulator, the simulation results were compared and analyzed with the test results of T.S. HANBADA according to the criteria of the Korean Register of Shipping(KR) and IMO standards for ship maneuverability. As a result, It showed a relative error of 0%~ 32.1% with an average of 13.7%, and it satisfied the IMO criteria for ship maneuverability.

Characteristic Analysis of the Changes of Landscape Architecture Construction Costs in Time-series - Focused on the Cases of Works of Public Institution's at Capital Area - (아파트단지 조경 공사비의 공종별 경년변화 특성 분석 - 공공기관 시행의 수도권 아파트단지를 중심으로 -)

  • Park, Sang-Jin;Cho, Se-Hwan
    • Journal of the Korean Institute of Landscape Architecture
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    • v.43 no.6
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    • pp.150-159
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    • 2015
  • This study was conducted for the purpose of presenting basic data for calculating a more reasonable landscaping project cost in the future through the construction cost calculation ratio of scenic planting and facilities and their time series trend analysis targeting 'J' corporation, a representative Korean public institution that creates apartment complexes. This study targeted scenic planting and the facility construction costs of 37 apartment complexes in the capital area from 2004 to 2012, using statistical analysis methods such as technical analysis, correlation analysis, and regression analysis to analyze the characteristics of the time series change. The conclusion was drawn as follows. First, breaking down the cost of overall landscaping projects to scenic planting and facility construction, the ratio of the average cost of scenic planting to that of facility construction showed 56.1% to 43.9% from 2004 to 2012. Second, the costs of planting construction and facility construction both showed a fluctuation range of about ${\pm}3%$, implying relatively steady costs considering the inflation rate. Third, the landscape construction cost for each type of construction resulted in a fluctuation range from minimum ${\pm}3%$(exercise facility) to maximum ${\pm}5%$(packing facility), reflecting that among the landscaping projects, the facility construction costs tended to show relatively large fluctuations in accordance with the change of time series. Fourth, the comprehensive indication of the ratio of landscaping project costs by time series and landscaping construction type implies that the regional characteristics and positional condition of the apartment complexes were not reflected sufficiently. Fifth, the high level of correlation of landscaping construction types and landscaping construction elements imply that the entire construction costs were controlled through partial adjustment of cost components within the overall frame of construction cost. These results reveal the problems of standardized landscaping cost irrespective of user satisfaction or environmental traits such as the conditions of the apartment complexes.

A Study on Consumer Characteristics According to Social Media Use Clusters When Purchasing Agri-food Online (온라인 농식품 구매시 소셜미디어 이용 군집에 따른 소비자특성에 대한 연구)

  • Lee, Myoung-Kwan;Park, Sang-Hyeok;Kim, Yeon-Jong
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.16 no.4
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    • pp.195-209
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    • 2021
  • According to the 2019-2020 social media usage survey conducted by the Seoul e-commerce center, 5 out of 10 consumers have experienced shopping through social media. The cost of traditional advertising media has been reduced and advertising spending on social media has risen by 74%, indicating that social media is becoming a more important marketing element. While the number of users of social media has increased and corporate marketing activities have increased accordingly, research has been conducted in various aspects of marketing such as user motivation for social media, satisfaction, and purchase intention. There was no subdivided study on the differences in the social media usage frequency of consumers in actual purchasing behavior. This study attempted to identify differences in consumer characteristics by cluster in the agrifood purchase situation by grouping them by type according to the frequency of use of social media for consumers who purchase agri-food online. Product involvement, product need, and online purchase channel Consumer characteristics such as demographic distribution, perceived risk, and eating and lifestyle in each cluster were checked for the three agrifood purchase situations including choice, and types for each cluster were presented. To this end, questionnaire data on the frequency of social media use and online agrifood purchase behavior were collected from 245 consumers, and the validity of the measurement variables was secured through factor analysis and reliability analysis. As a result of cluster analysis according to the frequency of social media use, it was divided into three clusters. The first cluster was a group that mainly used open social media, and the second cluster was a group that used both open and closed social media and online shopping malls; The third cluster was a group with low online media usage overall, and the characteristics of each cluster appeared. Through regression analysis, the effect on product involvement, product need, and purchase channel selection when purchasing agri-food online through each of the three clusters was confirmed through regression analysis. As a result of the regression analysis, the characteristic of cluster 1 in the situation of purchasing agri-food online is a male in his 30s living in a rural area who has no reluctance to purchase agri-food on social media or online shopping malls. The characteristics of cluster 2 are mainly consumers who are interested in purchasing health food, and the consumer characteristics are represented. In the case of cluster 3, when purchasing products online, they purchase after considering quality and price a lot, and the consumer characteristics are represented as people who are more confident in purchasing offline than online. Through this study, it is judged that by identifying the differences in consumer characteristics that appear in the agri-food purchase situation according to the frequency of social media use, it can be helpful in strategic judgments in marketing practice on social media customer targeting and customer segmentation.

An Empirical Study on the Determinants of Supply Chain Management Systems Success from Vendor's Perspective (참여자관점에서 공급사슬관리 시스템의 성공에 영향을 미치는 요인에 관한 실증연구)

  • Kang, Sung-Bae;Moon, Tae-Soo;Chung, Yoon
    • Asia pacific journal of information systems
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    • v.20 no.3
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    • pp.139-166
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    • 2010
  • The supply chain management (SCM) systems have emerged as strong managerial tools for manufacturing firms in enhancing competitive strength. Despite of large investments in the SCM systems, many companies are not fully realizing the promised benefits from the systems. A review of literature on adoption, implementation and success factor of IOS (inter-organization systems), EDI (electronic data interchange) systems, shows that this issue has been examined from multiple theoretic perspectives. And many researchers have attempted to identify the factors which influence the success of system implementation. However, the existing studies have two drawbacks in revealing the determinants of systems implementation success. First, previous researches raise questions as to the appropriateness of research subjects selected. Most SCM systems are operating in the form of private industrial networks, where the participants of the systems consist of two distinct groups: focus companies and vendors. The focus companies are the primary actors in developing and operating the systems, while vendors are passive participants which are connected to the system in order to supply raw materials and parts to the focus companies. Under the circumstance, there are three ways in selecting the research subjects; focus companies only, vendors only, or two parties grouped together. It is hard to find researches that use the focus companies exclusively as the subjects probably due to the insufficient sample size for statistic analysis. Most researches have been conducted using the data collected from both groups. We argue that the SCM success factors cannot be correctly indentified in this case. The focus companies and the vendors are in different positions in many areas regarding the system implementation: firm size, managerial resources, bargaining power, organizational maturity, and etc. There are no obvious reasons to believe that the success factors of the two groups are identical. Grouping the two groups also raises questions on measuring the system success. The benefits from utilizing the systems may not be commonly distributed to the two groups. One group's benefits might be realized at the expenses of the other group considering the situation where vendors participating in SCM systems are under continuous pressures from the focus companies with respect to prices, quality, and delivery time. Therefore, by combining the system outcomes of both groups we cannot measure the system benefits obtained by each group correctly. Second, the measures of system success adopted in the previous researches have shortcoming in measuring the SCM success. User satisfaction, system utilization, and user attitudes toward the systems are most commonly used success measures in the existing studies. These measures have been developed as proxy variables in the studies of decision support systems (DSS) where the contribution of the systems to the organization performance is very difficult to measure. Unlike the DSS, the SCM systems have more specific goals, such as cost saving, inventory reduction, quality improvement, rapid time, and higher customer service. We maintain that more specific measures can be developed instead of proxy variables in order to measure the system benefits correctly. The purpose of this study is to find the determinants of SCM systems success in the perspective of vendor companies. In developing the research model, we have focused on selecting the success factors appropriate for the vendors through reviewing past researches and on developing more accurate success measures. The variables can be classified into following: technological, organizational, and environmental factors on the basis of TOE (Technology-Organization-Environment) framework. The model consists of three independent variables (competition intensity, top management support, and information system maturity), one mediating variable (collaboration), one moderating variable (government support), and a dependent variable (system success). The systems success measures have been developed to reflect the operational benefits of the SCM systems; improvement in planning and analysis capabilities, faster throughput, cost reduction, task integration, and improved product and customer service. The model has been validated using the survey data collected from 122 vendors participating in the SCM systems in Korea. To test for mediation, one should estimate the hierarchical regression analysis on the collaboration. And moderating effect analysis should estimate the moderated multiple regression, examines the effect of the government support. The result shows that information system maturity and top management support are the most important determinants of SCM system success. Supply chain technologies that standardize data formats and enhance information sharing may be adopted by supply chain leader organization because of the influence of focal company in the private industrial networks in order to streamline transactions and improve inter-organization communication. Specially, the need to develop and sustain an information system maturity will provide the focus and purpose to successfully overcome information system obstacles and resistance to innovation diffusion within the supply chain network organization. The support of top management will help focus efforts toward the realization of inter-organizational benefits and lend credibility to functional managers responsible for its implementation. The active involvement, vision, and direction of high level executives provide the impetus needed to sustain the implementation of SCM. The quality of collaboration relationships also is positively related to outcome variable. Collaboration variable is found to have a mediation effect between on influencing factors and implementation success. Higher levels of inter-organizational collaboration behaviors such as shared planning and flexibility in coordinating activities were found to be strongly linked to the vendors trust in the supply chain network. Government support moderates the effect of the IS maturity, competitive intensity, top management support on collaboration and implementation success of SCM. In general, the vendor companies face substantially greater risks in SCM implementation than the larger companies do because of severe constraints on financial and human resources and limited education on SCM systems. Besides resources, Vendors generally lack computer experience and do not have sufficient internal SCM expertise. For these reasons, government supports may establish requirements for firms doing business with the government or provide incentives to adopt, implementation SCM or practices. Government support provides significant improvements in implementation success of SCM when IS maturity, competitive intensity, top management support and collaboration are low. The environmental characteristic of competition intensity has no direct effect on vendor perspective of SCM system success. But, vendors facing above average competition intensity will have a greater need for changing technology. This suggests that companies trying to implement SCM systems should set up compatible supply chain networks and a high-quality collaboration relationship for implementation and performance.

An Analysis of the Cognition of Professionals Regarding the Validity of Planting Design Change that Occurred in the Landscape Construction of a Major Private Company (민간기업 조경공사에서 나타나는 식재설계 변경 타당성에 대한 전문가 인식 분석)

  • Park, Jae-Young;Cho, Se-Hwan
    • Journal of the Korean Institute of Landscape Architecture
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    • v.42 no.6
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    • pp.101-110
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    • 2014
  • This study analyzes the validity of the type classification of the type and design changes of apartment landscaping planting construction design changes that were completed in the private sector, efficiently manages the design changes that are displayed over landscaping planting work in general in the future, and performs research by placing the object underlying the presentation. The results are as follows. First, the percentage that occurred in the planting construction of design changes that have occurred in the apartment landscaping construction was carried out in the private sector and accounted for 61.8%. This indicates that part of the planting is a major design change. Second, as the cause of such a design change to be those associated with the field conditions such as lack of main construction period. In particular, due to a change in oral, appeared 7-48 times design changes of one review design change approval is complex, design changes of planting construction had shown a feature that occurs in multiple simultaneous. Third, the 7 types of Design Changes in planting design were delineated as 'design changes for consideration of the user', 'design changes for image improvement', 'design changes for ease of maintenance', 'design changes due to the mismatch of design statement', 'design changes due to the relationship with the engineering species of other', 'design changes due to lack of field study', and 'design changes due to the consideration of feasibility.' Fourth, 'design changes for consideration of the user' and 'design changes for image improvement' were found in more than half of the frequency of the overall changes. This differed from the results shown in public corporations. Fifth, if planting construction design change process, private companies, it was found that is showing the approval of the practice after the previous construction of the construction cost savings due to construction time. However, in the case of a public corporation, these exhibited a different aspect from the private sector and show a design change procedure that reflects the changes after the design change events in the field have occurred. The above results, the type of landscaping works in planting design change of public enterprises, regardless of the private sector, is the same in the seven types, the main reason of and procedures for design changes, indicating that there are other respects. In design change, it may be desirable to apply becomes liquidity rationality and efficiency of the dimension, depending on the nature of the landscape construction.