• Title/Summary/Keyword: Influential users

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The Congruent Effects of Gesture and Facial Expression of Virtual Character on Emotional Perception: What Facial Expression is Significant? (가상 캐릭터의 몸짓과 얼굴표정의 일치가 감성지각에 미치는 영향: 어떤 얼굴표정이 중요한가?)

  • Ryu, Jeeheon;Yu, Seungbeom
    • The Journal of the Korea Contents Association
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    • v.16 no.5
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    • pp.21-34
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    • 2016
  • In the design and develop a virtual character, it is important to correctly deliver target emotions generated by the combination of facial expression and gesture. The purpose of this study is to examine the effect of congruent/incongruent between gesture and facial expression on target emotion. In this study four emotions, joy, sadness, fear, and anger, are applied. The results of study showed that sadness emotion were incorrectly perceived. Moreover, it was perceived as anger instead of sadness. Sadness can be easily confused when facial expression and gestures were simultaneously presented. However, in the other emotional status, the intended emotional expressions were correctly perceived. The overall evaluation of virtual character's emotional expression was significantly low when joy gesture was combined with sad facial expression. The results of this study suggested that emotional gesture is more influential correctly to deliver target emotions to users. This study suggested that social cues like gender or age of virtual character should be further studied.

The Effects of the Social Risk on the Resistance of Purchase in Mobile Shopping (모바일 쇼핑의 사회적 위험이 구매저항에 미치는 영향)

  • Moon, Hye-Mi;Lee, Kyeong-Rak;Lee, Sang-Joon
    • Journal of Digital Convergence
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    • v.12 no.12
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    • pp.93-106
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    • 2014
  • All of smart phone users not always make a good use of mobile shopping. The main cause is that in case of non-user of mobile shopping, potential apprehension to psychological and security weakness affects building up resistance on mobile shopping. In this paper, we designed models of innovation resistance heavily based on literature reviews and previous studies, and tried to find how perceived risk affects consumer's purchase intention in mobile shopping process. In conclusion, it shows that security, one of psychological factors, affects perceived risk in all aspects, while negative influence of society and cognitive dissonance just affect social risk and delivery risk, and uncertainty also just affects performance risk. Besides, it shows that all of variables made up perceived risk affects resistance of purchase. Especially social risk turns out to be a most influential factor to purchase behavior through smart phone.

Research for Web Application Performance Analysis Method Based on Modern Web Browser (모던 웹 브라우저 기반 애플리케이션 성능 분석 방법 연구)

  • Park, Jin-tae;Kim, Hyun-gook;Moon, Il-young
    • Journal of Advanced Navigation Technology
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    • v.22 no.5
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    • pp.467-471
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    • 2018
  • During the fourth industrial revolution, the amount of data available to users has surged. And it became a stepping stone for various convergence technologies such as ECMA script, WebAssembly, and web of things using web technology. Also, as the amount of data shared on the web increases, the web has emerged as the most influential media in modern life. As a result, web developers have tried to deliver data quickly over the Web. So, various web application analysis tools appeared, and developers tried to find a solution to solve the speed problem by analyzing the web application. However, the performance of web application analysis tools has not improved significantly. Most existing analytical tools require direct installation, require expertise on the Web to perform analysis, and do not have function to analysis new technologies such as WebAssembly. Therefore, in this paper, we propose the design of a new reporting solution that can solve problems of existing web application analysis tool.

An Empirical Study on the Influential Factors to User's Continuos Usage and Recommendation of SmartPhone-Games (구조방정식을 이용한 스마트폰 게임의 지속적 사용의도와 추천에 미치는 영향에 관한 실증적 연구)

  • Kwon, Hyeog-In;Kim, Ho-Il;Choi, Yong-Seok
    • Journal of Korea Game Society
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    • v.11 no.6
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    • pp.115-125
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    • 2011
  • Recently, a sharp increases of users of smartphone is not only cause an rapid growth smartphone-games market, but also secured it's position as a high value market. thus have to begets a multilateral study to the smartphone of newly-rising. however the earlier studies were researched previous smartphone, despite extended research is needed for smartphone-games. therefore the study's purpose is to draw a main factors it has a decisive effect for recommendation and sustainable-usage through recognizing the cause-and-effect relationship with purchase intention, purchase action, satisfaction, recommendation, and sustainable usage that based purchase-effect-factors of smartphone-games. for this study the questionnaire of 293 was taken. and structural equation model was adopted to analyze this study.

A study on association analysis among nodes in information diffusion and mobility pattern for mobile social networks (모바일 소셜 네트워크 환경에서 이동 패턴과 정보 유포 연관성 분석 연구)

  • Ryu, Jegwang;Yong, Sung-Bong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.05a
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    • pp.90-92
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    • 2017
  • Due to the popularity of social networks and the development of technology in mobile networking, the mobile social networks (MSNs) provide opportunities for the spread of information between mobile devices. As a result, understanding the information diffusion in the emerging MSNs is a critical issue. Many research studies have addressed diffusion minimization, which is a problem of how to find the proper initial k users who can effectively propagate as widely as possible in the minimum amount of time, similar to influence maximization. We address a study on association analysis among nodes in information diffusion and mobility pattern for mobile social networks. Experiments in our study were conducted in the Opportunistic Network Environment (ONE) simulator using GPS trace of mobile node, to show that the study results in MSNs. We also demonstrate that our experiments outperform other existing algorithms with various communication range and ratio of k influential nodes.

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Analysis on Acceptance Intention of Augmented Reality System - Using Logit Model (증강현실시스템의 수용 의도 분석 - 로짓모형 이용)

  • Kim, Mincheol
    • Journal of Digital Convergence
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    • v.11 no.11
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    • pp.373-380
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    • 2013
  • Recently, AR(Augmented Reality) system as an information technology for the increased access of information has a potential possibility of next generation's system for tourism guide. In this regard, the objective of this study is to explore the technology acceptance factors of AR system on tourism destination. To achieve the objective of this study, logit regression model was used to analyze the influential level of the factors. This study was analyzed with the final 224 respondents and the results showed that if there will be assured with high trust and easy access via mobility device as smartphone, the AR system has the possibility of high acceptance level. The result of this study will be expected to be utilized as fundamental data from the viewpoint of the service providers and system developers that want to launch the appropriate service to users' needs of AR system.

Impact social networking service characteristics and audience' relationship experiences on the degree of acceptance (소셜네트워크서비스 특성과 수용자 관계성경험이 수용의도에 미치는 영향)

  • Joung, Jin-Tak
    • Journal of Digital Convergence
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    • v.15 no.4
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    • pp.107-115
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    • 2017
  • This study examined the SNS Factors and user awareness evaluate the relationship affect the degree of acceptance SNS. Additionally, the effect on the SNS uses the social media attributes and user relationship was confirmed what the critical factors applied. Through literature analysis, SNS characteristic factors were selected to interactivity and exchange views and usability, and relationship factors were selected the flow and attachment orientation. And these factors and verified the effect on the SNS also acceptable. It was accomplished by a regression analysis to achieve the purpose of research. results were as follows. First, the interactivity and exchange of ideas and useful characteristics had a significant impact on the SNS acceptance. Second, SNS relationship characteristic of flow and attached propensity has had a significant impact on the SNS acceptance. Third, SNS relationship factors are more influential than the SNS features a great degree of acceptance. These results will provide suggestions for necessary to have any experience as well as SNS should emphasize what characteristics you want the communicator to accommodate the height of SNS also allows the use of SNS users.

A Viewer's Modality-based Design Guideline of Digital TV Data Service and a Data Service Prototype adopting the Guideline (시청자의 TV 이용 행태를 고려한 디지털 TV 데이터 서비스의 기획 가이드라인과 이를 적용한 데이터 서비스 프로토타입)

  • Ko, Kwang-Il
    • Convergence Security Journal
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    • v.12 no.3
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    • pp.123-129
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    • 2012
  • Due to the high digital technology, various devices such as TV, PC, smartphone, and pad computer are connected to each other using internet and under the circumstance internet services of which the running platforms are mainly PC become "N-screenlized" by extending their service platform to non-PC devices. As a digital TV has outstanding features of being the most influential device in the living room and having the wide spectrum of users, several internet services has been ported on the digital TV platform (in the form of data services) in order to enhance their brand powers. Most of the services, however, failed to get a satisfactory results as the data services are defeated by the broadcasting contents in the competition for the viewer's interests. In the paper, the design guidelines that make data services not to compete with the broadcasting contents are proposed and a prototype of a data service that accommodates the guidelines is introduced. The prototype, called "TV ideal-type world-cup", does not disturb a viewer's watching broadcast contents and channel-changing behavior while it is running and its service flow is designed for a viewer to achieve the goal of service in a few minutes so that the viewer can enjoy the service in a commercial period.

An analysis of eye tracking experiment on the patients' viewing characteristics in dental clinic (치과 진료 시 공간 요소에 대한 환자의 주시특성파악 연구)

  • Lee, Jong-Ho;Jung, Yoona;Song, Eunsung;Ju, Kyungwon;Kim, Wonhyeon;Kim, Bongju
    • The Journal of the Korean dental association
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    • v.57 no.2
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    • pp.52-63
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    • 2019
  • Technological advances in contemporary medicine has discovered the causes of countless diseases and recorded a noticeable medical performance. As technology develops, the role of hospitals is expanding to include disease prevention of inpatients, on top of their fundamental role of treating diseases. Recently, hospitals are becoming more influential as they create environments to provide comfort and stability to patients. In this regard, contemporary hospitals are increasingly shifting their focus to create a patient-centric environment as well as develop into humanistic establishments. The same goes to dentists, as well. Since inpatients often have fear and frustration over treatment, hospitals should figure out the environmental factors that are more effective and relaxing for patients and design medical services to provide them. The patients' movement and spaces during their treatment were categorized by stages and collected for gazing information using eye tracking. It analyzed users' gaze information according to Heatmap analysis of distribution and frequency and was determined the presence or absence of stimuli on the components of space. This research is an advanced research to study and enhance treatment environment based on the analysis of patients' gazes. It attempted to create an opportunity to get closer to patient-centric environment by understanding the stimulants and obstacles and controlling the background settings.

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Diffusion of Disinformation on The You Tube Network about Chinese Covid-19: Based on Influential Spreaders and Types of Information (유튜브 채널에서 코로나19 중국관련 허위정보 확산에 관한 연구: 확산 주체와 정보유형 분석을 중심으로)

  • Hong, Ju-Hyun;Seol, Jin-ah;Lee, Jong-Im
    • The Journal of the Korea Contents Association
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    • v.21 no.2
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    • pp.652-666
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    • 2021
  • This study explores diffusion of information on Covid-19 relating to China on You Tube. For this, information on Covid-19 relating to China was divided into factual information and disinformation, with factual information being categorized into positive and negative information. According to network analysis, there are lots of negative information and disinformation. On the contrary positive information is rare. There are lots of videos about rumor on the leak of Wuhan institute among disinformation. Rumor on the manipulation of genes has the highest average value of view count and betweenness centrality. Main stream youtube channel has only role of messenger which delivers messages as it is instead of fact-checking on disinformation. The fact which there are much more negative information or disinformation among videos about Covid-19 relating with China shows that Youtube users skewed toward negative information and disinformation than positive ones. In summary, disinformation on youtube brings spreadable effect by making user watch similar contents.