• Title/Summary/Keyword: User's Context

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A Tour Information System on Smart Phone using Location Based Service (위치 기반 서비스를 이용한 스마트폰 관광 정보 시스템)

  • Kim, Seok-Hyun;Kim, Ji-Uk;Kim, Hyun-Jeong;Park, Dong-Gyu
    • Journal of Korea Multimedia Society
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    • v.15 no.5
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    • pp.677-691
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    • 2012
  • Location Based Services using GPS receiver with network enabled smart phone provides various services and many business models. Currently, many context awareness models on smart phone applications are under developing. But most of the services are based on current user position and Point of Interest(POI)s, which are very static. In this paper, we proposed and implemented multimedia tourist guide system using smart phone, which are very dynamic and provides tour guide's voice and audio service on the spot. Also we provides tour experience sharing method which can easily share the videos and pictures for each users.

The Study for Context Aware Information Retrieval in Ubiquitous Computing Environment Using UCC Resources (UCC자원을 이용한 유비쿼터스 컴퓨팅 환경에서의 상황인식 정보검색기법에 대한 연구)

  • Lee, Haesung;Kwon, Joonhee
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.12-16
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    • 2009
  • Exponentially increasing UCC, experiences which some people get at the specific time and in the specific location are shared on the Web more easily. Also, UCC have been more reliable and more efficient resources, because of many people's natural valuation on each UCC. UCC have potential possibility to be primary factor in all ubiquitous computing environment. However, like ubiquitous computing techniques themselves the current availability and utilization of online UCC is far from realizing their full potential. In this paper, we propose a technique that integrates existing methods from information retrieval and tagging technologies to correspond with user's underlying need for some information in ubiquitous computing environment.

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A Study on the Development of Decision Support System for Tanker Scheduling (유조선 운항일정계획 의사결정지원 시스템의 개발에 관한 연구)

  • 김시화;이희용
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • 1996.04a
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    • pp.59-76
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    • 1996
  • Vessels in the world merchant fleet generally operate in either liner or bulk trade. The supply and the demand trend of general cargo ship are both on the ebb however those trend of tankers and containers are ins light ascension. Oil tankers are so far the largest single vessel type in the world fleet and the tanker market is often cited as a texbook example of perfect competition. Some shipping statistics in recent years show that there has been a radical fluctuation in spot charter rate under easy charter's market. This implies that the proper scheduling of tankers under spot market fluctuation has the great potential of improving the owner's profit and economic performance of shipping. This paper aims at developing the TS-DSS(Decision Support System for Tanker Scheduling) in the context of the importance of scheduling decisions. TS-DSS is defined as a DSS based on the optimization models for tanker scheduling. The system has been developed through the life cycle of systems analysis design and implementation to be user-friendly system. The performance of the system has been tested and examined by using the data edited under several tanker scheduling has been tested and examined by using the data edited under several tanker scheduling scenarios and thereby the effectiveness of TS-DSS is validated satisfactorily. The authors conclude the paper with the comments of the need of appropriate support environment such as data-based DSS and network system for successful implementatio of the TS-DSS.

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Fashion Bag design study with wearable technology (착용가능한 기술을 적용한 패션 가방디자인)

  • Hong, Sungdae
    • Journal of the Korea Computer Graphics Society
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    • v.18 no.4
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    • pp.17-23
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    • 2012
  • The convergence of IT technology and fashion is a marked trend in recent years induding sportswear, m-dress (mobile phone dress), and wearable computing. Despite continued research and record high development in the field, however, there still are unsettled issues like power supply, fit, washability and mobility when it comes to commercializing technological fashion product. In this context, this thesis is to propose feasible technology effectively applied to a portable bag. The first case is a bag designed to maximize sensitivity for a family who enjoys leisure activities often. The second one is a limited editionHaute Couture style bag targeting single women in their 20s and 30s. These two case studies are an attempt to demonstrate the possibility of applying wearable technology to a product design.

Transcoding Web Documents Using CC/PP and Annotation (CC/PP와 어노테이션을 이용한 웹 문서의 트랜스코딩)

  • Kim Hwe-Mo;Song Teuk-Seob;Choy Yoon-Chul;Lee Kyong-Ho
    • Journal of Korea Multimedia Society
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    • v.8 no.2
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    • pp.137-153
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    • 2005
  • This paper presents a transcoding method that dynamically adapts Web pages to various devices. The proposed method is based on a CC/PP profile that is a standard description of a device's context information. Additionally, to support a sophisticated transcoding, we define an annotation schema for representing additional information about original contents. Since a mobile device has a screen of limited size, A Web page is splitted into many small ones. Our method constructs a navigation-map that represents the hierarchical relations among the splitted pages. Experimental results with various Web contents show that the proposed method is superior in terms of user's convenience of navigation and the transcoding Quality.

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Determinants of the user's Intention to use of Mobile banking (Mobile Banking 사용 의도 결정 요인)

  • Han, Sang-Il
    • The Journal of Society for e-Business Studies
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    • v.10 no.3
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    • pp.135-157
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    • 2005
  • Based on literature relating to the theory of planned behavior(TPB) and the TAM, this study extends the applicability of the TAM in a mobile banking context, by adding one trust-based construct('perceived credibility') and two resource-based constructs('perceived efficacy' and 'perceived cost') and technical suitability constructs to the model, while paying careful attention to the placing of these constructs in the TAM's existing nomological structure. Data collected from 182 users in Korea were tested against the extended TAM, using the structural equation modeling approach. The results strongly support the extended TAM in predicting users intentions to adopt mobile banking. Several implications for IT/IS acceptance research and mobile banking management practices are discussed.

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Development of Deep Learning Models for Multi-class Sentiment Analysis (딥러닝 기반의 다범주 감성분석 모델 개발)

  • Syaekhoni, M. Alex;Seo, Sang Hyun;Kwon, Young S.
    • Journal of Information Technology Services
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    • v.16 no.4
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    • pp.149-160
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    • 2017
  • Sentiment analysis is the process of determining whether a piece of document, text or conversation is positive, negative, neural or other emotion. Sentiment analysis has been applied for several real-world applications, such as chatbot. In the last five years, the practical use of the chatbot has been prevailing in many field of industry. In the chatbot applications, to recognize the user emotion, sentiment analysis must be performed in advance in order to understand the intent of speakers. The specific emotion is more than describing positive or negative sentences. In light of this context, we propose deep learning models for conducting multi-class sentiment analysis for identifying speaker's emotion which is categorized to be joy, fear, guilt, sad, shame, disgust, and anger. Thus, we develop convolutional neural network (CNN), long short term memory (LSTM), and multi-layer neural network models, as deep neural networks models, for detecting emotion in a sentence. In addition, word embedding process was also applied in our research. In our experiments, we have found that long short term memory (LSTM) model performs best compared to convolutional neural networks and multi-layer neural networks. Moreover, we also show the practical applicability of the deep learning models to the sentiment analysis for chatbot.

A Study on the Development of a Decision Support System for Tanker Scheduling (유조선 운항 일정계획 의사결정 지원시스템의 개발에 관한 연구)

  • 김시화;이희용
    • Journal of the Korean Institute of Navigation
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    • v.20 no.1
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    • pp.27-46
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    • 1996
  • Vessles in the world merchant fleet generally operate in either liner or bulk trade. The supply and the demand trend of general cargo ship are both on the ebb, however, those trend of tankers and containers are in slight ascension. Oil tankers are so far the largest single vessel type in the world fleet and the tanker market is often cited as a textbook example of perfect competition. Some shipping statistics in recent years show that there has been a radical fluctuation in spot charter rate under easy charterer's market. This implys that the proper scheduling of tankers under spot market fluctuation has the great potential of improving the owner's profit and economic performance of shipping. This paper aims at developing the TS-DSS(Decision Support System for Tanker Scheduling) in the context of the importance of scheduling decisions. The TS-DSS is defined as the DSS based on the optimization models for tanker scheduling. The system has been developed through the life cycle of systems analysis, design, and implementation to be user-friendly system. The performance of the system has been tested and examined by using the data edited under several tanker scheduling scenarios and thereby the effectiveness of TS-DSS is validated satifactorily. The authors conclude the paper with the comments on the need of appropriate support environment such as data-based DSS and network system for succesful implementation of the TS-DSS.

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Attitude Confidence and User Resistance for Purchasing Wearable Devices on Virtual Reality: Based on Virtual Reality Headgears (가상현실 웨어러블 기기의 구매 촉진을 위한 태도 자신감과 사용자 저항 태도: 가상현실 헤드기어를 중심으로)

  • Sohn, Bong-Jin;Park, Da-Sul;Choi, Jaewon
    • Journal of Intelligence and Information Systems
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    • v.22 no.3
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    • pp.165-183
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    • 2016
  • Over the past decade, there has been a rapid diffusion of technological devices and a rising number of various devices, resulting in an escalation of virtual reality technology. Technological market has rapidly been changed from smartphone to wearable devices based on virtual reality. Virtual reality can make users feel real situation through sensing interaction, voice, motion capture and so on. Facebook.com, Google, Samsung, LG, Sony and so on have investigated developing platform of virtual reality. the pricing of virtual reality devices also had decreased into 30% from their launched period. Thus market infrastructure in virtual reality have rapidly been developed to crease marketplace. However, most consumers recognize that virtual reality is not ease to purchase or use. That could not lead consumers to positive attitude for devices and purchase the related devices in the early market. Through previous studies related to virtual reality, there are few studies focusing on why the devices for virtual reality stayed in early stage in adoption & diffusion context in the market. Almost previous studies considered the reasons of hard adoption for innovative products in the viewpoints of Typology of Innovation Resistance, MIR(Management of Innovation Resistant), UTAUT & UTAUT2. However, product-based antecedents also important to increase user intention to purchase and use products in the technological market. In this study, we focus on user acceptance and resistance for increasing purchase and usage promotions of wearable devices related to virtual reality based on headgear products like Galaxy Gear. Especially, we added a variables like attitude confidence as a dimension for user resistance. The research questions of this study are follows. First, how attitude confidence and innovativeness resistance affect user intention to use? Second, What factors related to content and brand contexts can affect user intention to use? This research collected data from the participants who have experiences using virtual rality headgears aged between 20s to 50s located in South Korea. In order to collect data, this study used a pilot test and through making face-to-face interviews on three specialists, face validity and content validity were evaluated for the questionnaire validity. Cleansing the data, we dropped some outliers and data of irrelevant papers. Totally, 156 responses were used for testing the suggested hypotheses. Through collecting data, demographics and the relationships among variables were analyzed through conducting structural equation modeling by PLS. The data showed that the sex of respondents who have experience using social commerce sites (male=86(55.1%), female=70(44.9%). The ages of respondents are mostly from 20s (74.4%) to 30s (16.7%). 126 respondents (80.8%) have used virtual reality devices. The results of our model estimation are as follows. With the exception of Hypothesis 1 and 7, which deals with the two relationships between brand awareness to attitude confidence, and quality of content to perceived enjoyment, all of our hypotheses were supported. In compliance with our hypotheses, perceived ease of use (H2) and use innovativeness (H3) were supported with its positively influence for the attitude confidence. This finding indicates that the more ease of use and innovativeness for devices increased, the more users' attitude confidence increased. Perceived price (H4), enjoyment (H5), Quantity of contents (H6) significantly increase user resistance. However, perceived price positively affect user innovativeness resistance meanwhile perceived enjoyment and quantity of contents negatively affect user innovativeness resistance. In addition, aesthetic exterior (H6) was also positively associated with perceived price (p<0.01). Also projection quality (H8) can increase perceived enjoyment (p<0.05). Finally, attitude confidence (H10) increased user intention to use virtual reality devices. however user resistance (H11) negatively affect user intention to use virtual reality devices. The findings of this study show that attitude confidence and user innovativeness resistance differently influence customer intention for using virtual reality devices. There are two distinct characteristic of attitude confidence: perceived ease of use and user innovativeness. This study identified the antecedents of different roles of perceived price (aesthetic exterior) and perceived enjoyment (quality of contents & projection quality). The findings indicated that brand awareness and quality of contents for virtual reality is not formed within virtual reality market yet. Therefore, firms should developed brand awareness for their product in the virtual market to increase market share.

What happens after IT adoption?: Role of habits, confirmation, and computer self-efficacy formed by the experiences of use (정보기술 수용 후 주관적 지각 형성: 사용 경험에서 형성된 습관, 기대일치, 자기효능감의 역할)

  • Kim, Yong-Young;Oh, Sang-Jo;Ahn, Joong-Ho;Jahng, Jung-Joo
    • Asia pacific journal of information systems
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    • v.18 no.1
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    • pp.25-51
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    • 2008
  • Researchers have been continuously interested in the adoption of information technology (IT) since it is of great importance to the information systems success and it is also an important stage to the success. Adoption alone, however, does not ensure information systems success because it does not necessarily lead to achieving organizational or individual objectives. When an organization or an individual decide to adopt certain information technologies, they have objectives to accomplish by using those technologies. Adoption itself is not the ultimate goal. The period after adoption is when users continue to use IT and intended objectives can be accomplished. Therefore, continued IT use in the post-adoption period accounts more for the accomplishment of the objectives and thus information systems success. Previous studies also suggest that continued IT use in the post-adoption period is one of the important factors to improve long-term productivity. Despite the importance there are few empirical studies focusing on the user behavior of continued IT use in the post-adoption period. User behavior in the post-adoption period is different from that in the pre-adoption period. According to the technology acceptance model, which explains well about the IT adoption, users decide to adopt IT assessing the usefulness and the ease of use. After adoption, users are exposed to new experiences and they shape new beliefs different from the thoughts they had before. Users come to make decisions based on their experiences of IT use whether they will continue to use it or not. Most theories about the user behaviors in the pre-adoption period are limited in describing them after adoption since they do not consider user's experiences of using the adopted IT and the beliefs formed by those experiences. Therefore, in this study, we explore user's experiences and beliefs in the post-adoption period and examine how they affect user's intention to continue to use IT. Through deep literature reviews on the construction of subjective beliefs by experiences, we draw three meaningful constructs which theoretically have great impacts on the continued use of IT: perceived habit, confirmation, and computer self-efficacy. Then, we examine the role of the subjective beliefs on the cognitive/affective attitudes and intention to continue to use that IT. We set up a research model and conducted survey research. Since IT use implies interactions among a user, IT, and a task, we carefully selected the sample of users using same/similar IT to perform same/similar tasks, to exclude unwanted influences of other factors than subjective beliefs on the IT use. We also considered that the sample of users were able to make decisions to continue to use IT volitionally or at least quasi-volitionally. For each construct, we used measurement items recognized for reliability and widely used in the previous research. We slightly modified some items proper to the research context and a pilot test was carried out for forty users of a portal service in a university. We performed a full-scale survey after verifying the reliability of the measurement. The results show that the intention to continue to use IT is strongly influenced by cognitive/affective attitudes, perceived habits, and computer self-efficacy. Confirmation affects the intention to continue indirectly through cognitive/affective attitudes. All the constructs representing the subjective beliefs built by the experiences of IT use have direct and/or indirect impacts on the intention of users. The results also show that the attitudes in the post-adoption period are formed, at least partly, by the experiences of IT use and newly shaped beliefs after adoption. The findings suggest that subjective beliefs built by the experiences have deep impacts on the continued use. The results of the study signify that while experiencing IT in the post-adoption period users form new beliefs, attitudes, and intentions which may be different from those of the pre-adoption period. The results of this study partly demonstrate that the beliefs shaped by the behaviors, those are the experiences of IT use, influence users' attitudes and intention. The results also suggest that behaviors (experiences) also change attitudes while attitudes shape behaviors. If we combine the findings of this study with the results of the previous research on IT adoption, we can propose a cycle of IT adoption and use where behavior shapes attitude, the attitude forms new behavior, and that behavior shapes new attitude. Different from the previous research, the study focused on the user experience after IT adoption and empirically demonstrated the strong influence of the subjective beliefs formed in the post-adoption period on the continued use. This partly confirms the differences between attitudes in the pre-adoption and in the post-adoption period. Users continuously change their attitudes and intentions while experiencing (using) IT. Therefore, to make users adopt IT and to make them use IT after adoption is a different problem. To encourage users to use IT after adoption, experiential variables such as perceived habit, confirmation, and computer self-efficacy should be managed properly.