• Title/Summary/Keyword: User's Participation

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A Study on the Information Service and User Activation Plan of Sejong City Library (세종시립도서관의 정보서비스 및 이용자 활성화 방안에 관한 연구)

  • Kwak, Seung-Jin;Noh, Younghee;Oh, Sanghee;Kim, Jeong-Taek;Ro, Ji-Yoon
    • Journal of the Korean Society for information Management
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    • v.37 no.4
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    • pp.27-60
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    • 2020
  • Sejong City Library information services and programs proposed in this study are proposed by combining cases of local representative libraries and overseas libraries. As a feature of the proposal, first, various information services that can be provided by the Sejong City Library are proposed by area, by user, by data type, by media, by partner institution, etc. Second, by reinforcing user programs for each life cycle, various reading programs by age and interest, such as reading discussion, reading experience, and reading events, are provided. Reinforce user-based programs that reflect the characteristics of Sejong City's population, such as adult, child, and family programs. Third, secure and utilize maker space space. Fourth, the reading program developed by the Sejong City Library is promoted and shared in cooperation with local libraries. Fifth, induce participation of local residents in Sejong City, volunteer activities and talent donation. Sixth, propose library information services using library websites and social media, and develop channels for mutual cooperation with users.

Development of User Decision Support System for Leisure Kayak Model Design (레저용 카약 디자인 설계를 위한 사용자 의사결정 지원 시스템 개발)

  • Seong, Hyeon-Kyeong;Choi, Yong-Seok;Park, Byeong-Ho;Park, Chan-Hong;Lim, Lee-Young
    • Journal of Digital Contents Society
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    • v.15 no.2
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    • pp.227-235
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    • 2014
  • The change from people's work-centered values to their leisure-centered values leads into the change in their life styles. In the circumstance, people's participation into sports activities seems to be an important means to improve their quality of life. Along with the change of the times, more people take part in water leisure sports including kayak. As a result, people's needs for various designs of water leisure goods are on the rise. In this sense, it is necessary to come up with strategies to actively respond to such a change. In this paper, we proposed a user decision-making support system for designing kayaks for leisure. Based on the previous studies and literatures and a questionnaire survey with consumers, it chose the sensitivity related to design. By conducting factor analysis and evaluation, it drew sensitivity and proposed kayak design layouts in the aspect of customer sensitivity preference. It is expected that the result of this study will be used not only for kayak design, but as a design guide for the equipment of water leisure sports, and will be applied for user-friendly design.

A Proposal on Hybrid-Rank Metrics for Retrieval of Reliable Expert Knowledge in Web (신뢰성 있는 웹 전문지식 검색을 위한 하이브리드 랭크 매트릭스 제안)

  • Lee, Eun-Jung;Lee, Min-Joo;Lee, Seung-Hee;Park, Young-Ho;Kim, Mok-Ryun;Ahn, Hoo-Young
    • Journal of Digital Contents Society
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    • v.9 no.4
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    • pp.625-633
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    • 2008
  • Recently, the participation, opening and joint ownership of the users are important issue. The users want professional and accurate information from web. But users often suffer from retrieving accurate information. Even though the users find information they want, it is not guaranteed that the information is reliable since there are too much information placed on the web. Thus, we propose the novel rank metric to promote reliability and efficiency in information retrieval. In order to verify our approach, we implement a web site based on the proposed rank metric for nonofficial medical science information. The proposed rank metric based on user's level. This is to give score of text through differential rate depending on the user's level. The proposed rank metric enhances the reliability of text which is reflecting the user's mental factor. Thus, this method can be used for enhancing the reliability of text.

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User Needs Analysis and Intelligence Plans for Customized Information Disclosure Service: Focus on Public Institutions of Culture and Arts (맞춤형 정보공개 서비스를 위한 이용자 요구 분석 및 지능화 방안: 문화예술 공공기관을 중심으로)

  • Choi, Jungwon;Na, Jeong Ho;Oh, Hyo-Jung
    • Journal of Korean Society of Archives and Records Management
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    • v.21 no.3
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    • pp.79-97
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    • 2021
  • The public's interest in the information disclosure system is increasing daily in line with the democratic cause of a transparent government and demands of the people to build on their right to know. Meanwhile, as society develops, the importance of culture and art in the quality of life is also increasing. Under these circumstances, culture and arts institutions are seeking to contribute to the expansion of the people's participation by providing timely and useful information and programs with high interest. Accordingly, this study intends to propose customized information services by analyzing the user's needs for information on public institutions in culture and arts and reflecting on the information disclosure service. For this purpose, three public institutions of in the culture and arts will be selected as representative examples to collect and cross-analyze the list of disclosed information received by users over a year. Furthermore, the requirements for the automation and intelligence of information disclosure tasks were summarized, and specific improvement plans were proposed for customized information services.

A Study on the User's Response to the Flight Action in 3D Game -Focused on 3D MMORPG Aion- (3D 게임에서 '비행' 행위에 대한 사용자의 반응 연구 -3D MMORPG Aion을 중심으로-)

  • Bae, Kyoung-Mi;Kim, Kyu-Jung;Kim, Inseop
    • Journal of Korea Game Society
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    • v.12 no.6
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    • pp.33-46
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    • 2012
  • This research aimed to analyze the way of how flying movement system and background graphic in MMORPG, which provides movement system, influences on users' psychological behavior in order to enhance user's participation and the completion level of 3D game. This research also analyzed the difference between the user's response to the flying movement and other movement structure in game such as things to board, summons, portal, chase, and etc. With this comparative analysis, this study could clarify the characteristics of the user's desire to fly according to the virtual world' topography in game, the necessity of flying movement for fast movement, the dependence of user on flying system, the immersion according to behavior in process of flying, and expression level of virtual world, and etc. The survey through the case research of MMORPG Aion selected for this research showed flying movement system can have suitable quality by applying users' playing time and absorption in flight process, users' impulse following game level, and users' need to fly as a convenience of flying properly.

A Study of the Relationship between Willingness to Participate, Expected Behavior, and Participation Constraints in Urban Farming Utilizing Hydroponics - Focusing on the Rooftop Hydroponic Farmming Project at the GSES, SNU - (수경재배를 활용한 도시농업의 참여의지, 기대행동, 참여제약요인 관계 - 서울대학교 환경대학원 옥상 수경재배 체험활동을 중심으로 -)

  • Kim, Do-Eun;Son, Gwang-Ryul;Yu, Ga-Hyoun;Son, Yong-Hoon
    • Journal of the Korean Institute of Landscape Architecture
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    • v.51 no.4
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    • pp.76-89
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    • 2023
  • One of the technologies in urban agriculture, hydroponics cultivation, has primarily focused on technological development, resulting in a lack of research on urban agriculture's cultural utilization aspects, encompassing cultural values associated with urban residents' leisure activities. Therefore, this study aimed to identify the participation constraints perceived by school community members when implementing urban farming activities using hydroponics and understand the structural relationships between the variables that influence decision-making from the perspective of leisure activities in urban farming. As a result, participation constraints in urban farming activities utilizing hydroponics were first categorized into intrinsic, interpersonal, and structural factors. Second, the results of hypothesis model verification showed that interpersonal constraints significantly influenced the participants' willingness to participate and their expected behavior. This study found the multidimensional perceptions of school community members regarding hydroponic urban farming conducted in urban spaces, particularly rooftops, and revealed the influence of decision-making factors on participation when conducting urban farming activities using hydroponic cultivation.

An Exploratory Study on 'Smart Citizens Party' Model ('스마트시민정당' 모델에 관한 탐색적 연구)

  • Noh, Kyoo-Sung;Kim, Hyeong-Soo
    • Journal of Digital Convergence
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    • v.9 no.1
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    • pp.125-136
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    • 2011
  • This article is exploring the possibility of establishment of a 'Smart Citizens Party'. In the society based the social computing, the individual leads the technical progress and the society which is adapted for this circumstance is changing in the direction of user-centric. Also, in the political process, we can see this social phenomenon. In other words, there's a quite possibility that decision-making structure may shift from the top-down approach to the bottom-up approach by the networked individuals or flexible voluntary group. In this context, this paper will propose the 'Smart Citizens Party' model that accept the change of political and social environment due to the advent of the social computing and cope with this change. The 'Smart Citizens Party' means the 'Party for Smartizen' of this social computing era. The 'Smart Citizens Party' is the intermediate party that link the political party to the civil society and is smart citizen's party that is operated democratically by active participation of citizens. This paper will review on structure and operational issues of political parties in Korea and study future-oriented solution and/or way to discovered problems of political parties in Korea.

User's Emotional Experience in the Contemporary Emotional Designs : Focused on the Analysis for Basic Aspects and Related Components of Emotional Experience for Design Programming (현대 감성디자인에서의 사용자 감성체험 : 감성디자인의 프로그래밍을 위한 감성체험의 기본범주 및 관련요소)

  • Lee, Jeongmin
    • The Journal of the Korea Contents Association
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    • v.13 no.12
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    • pp.184-200
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    • 2013
  • In post-industrial society, the ability to feel and express emotion is becoming ever more important. In diverse areas of our lives such as economic, social, political and cultural activities, we are witnessing an increased application of the emotional dimension. This paper deals with the human experiences in emotional designs. Literature reviews and case analyses have been used as the main research methods. I first examine the aspects of emotional experience in designs, and then go on to analyze the components of each aspect. Emotional experience in designs has three basic aspects : (a) initially there exist user's emotional needs (b) then these emotions are delivered through design, (c) finally, emotions expressed in designs are experienced by the user. Followings are the related components for each aspect : (a) Physiological, psychological, social and cultural factors cause one to feel emotional needs. (b) Emotion is delivered either through visual symbols, experience, interaction and participation. (c) Emotion is experienced by sensing, feeling, thinking, acting and relating.

Understanding a User's Service Usage and Knowledge Sharing Behavior in the Context of Knowledge Search Service (지식검색 서비스 사용자의 서비스 사용과 지식 공유 행위에 관한 이해)

  • Kim, Byoungsoo;Jeon, Jin Ho;Kang, Young Sik
    • Knowledge Management Research
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    • v.10 no.2
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    • pp.85-103
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    • 2009
  • Web 2.0, characterized as openness, sharing, and participation, has enabled Internet users to easily generate a variety of contents, and to share them through Web 2.0 services. Knowledge search service (KSS) is positioning itself as one of typical Web 2.0 services. Yet, few studies have sharpened our understanding of users' knowledge sharing behavior in the KSS environment. In order to address this knowledge void, this paper attempts to explore antecedents of their usage behavior in the KSS environment. Typically, they utilize stored knowledge and share their knowledge simultaneously. Considering this characteristic, our study regards service usage intention and knowledge sharing intention as final dependent variables. This study advances a research model based on Bhattacherjee's expectation-confirmation model, which is expanded by incorporating trust belief. Because of the openness of KSS, trust belief is believed to play a critical role in forming users' service usage intention and knowledge sharing intention. Furthermore, this study examines the difference of the antecedents' effects in terms of users' gender. We collected data from 275 respondents who have experience in using KSS. PLS (partial least squares) was employed for the analysis of the data. Analysis results confirm the important role of user satisfaction and trust belief in the formation of users' service usage intention and knowledge sharing intention. More importantly, trust belief has a more salient effect on knowledge service usage intention than user satisfaction. This study also shows the moderating role of users' gender. Finally, this paper provides managerial guidance on strategic planning aimed at improving users' service usage intention and knowledge sharing intention in the KSS environment.

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A Study on the integration of UGC in broadcast journalism: An evidence from Bangladesh (방송 저널리즘의 UGC 이용에 관한 연구: 방글라데시의 사례를 중심으로)

  • Saiful, Hoque;Park, Jaeyung
    • Journal of Digital Convergence
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    • v.17 no.1
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    • pp.301-311
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    • 2019
  • Digital convergence put a huge challenges for broadcast media in terms of integrating user generated content (UGC). Keeping this in mind, objective of the study is to explore the factors that affecting UGC's integration in Broadcast channel from developing countries' perspective. We explored how and why UGC are appearing in Bangladeshi Television news. In-depth interview was used and news editorial level staffs were selected from leading Bangladeshi television channels. Findings suggest that, state interventions in crisis events and lack of experiences to handle crisis reporting played a crucial role to incorporate UGC in television news bulletins. One of the significant findings is that, mere traditional guidelines and work policy of the media houses will not be enough to handle user generated content as well as citizen's participation in news media. Thus, we recommend to formulate a comprehensive user generated content integration policy in the context of Bangladesh.