• Title/Summary/Keyword: User Action

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Effect of Interactivity on Cognitive-affective-behavioral User Responses: Focusing on Korean and Chinese Mobile Users (상호작용성이 사용자의 인지-정의-행위적 반응에 미치는 영향: 한국과 중국 모바일 사용자를 중심으로)

  • Um, Myoung-Yong
    • The Journal of the Korea Contents Association
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    • v.16 no.6
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    • pp.135-150
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    • 2016
  • This study aims to investigate how perceived interactivity between the mobile messenger application and its user gives rise to user's enjoyment and continuous usage intention. Perceived interactivity was assumed to be formed by the combination of control, share, and responsiveness in light of the previous studies. The relations between perceived interactivity, enjoyment, and usage intention are hypothesized on the basis of the pleasure-arousal-dominance emotional state model, the theory of reasoned action, and the theory of planned behavior. Survey data were collected from 481 mobile messenger users in Korea and China. In order to test hypotheses, structural equation modeling analyses were conducted. As a result, perceived interactivity concerning connectedness and responsiveness not only positively affected enjoyment, but also had a significant effect on usage intention. However, while control positively influenced usage intention, it was not significantly related to enjoyment. In addition, there was a positive relation between enjoyment and usage intention. Incidentally, multi-group analysis was conducted to explore the differences between Korean and Chinese users. The findings would provide managerial implications for mobile messenger corporations on causal effects of perceived interactivity and the differences of the path coefficients between in Korea and China.

A Study On User Experience Based Storydoing Operating Principles (사용자 경험 기반 스토리두잉의 작동원리에 관한 연구)

  • Shin, Dong-Hee;Kim, Hee-Kyung
    • Journal of Digital Contents Society
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    • v.16 no.3
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    • pp.425-436
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    • 2015
  • Along with the spotlight of storytelling, storydoing has attracted public's attention as it has been utilized in various different areas. There are valued message by producer and story to back it up in the storydoing. Recipient will acknowledge the affordance encouraged by producer and confirm the message by practicing it. Finally producer will evaluate the practice process. Therefore, storydoing promotes the product of company, strengthens the brand image and delivers message and value through a previously mentioned cycle. Ultimately, storydoing is operated based on user's experience. In this study, based on the experience theory of John Dewey, in order to discover how the interactivity and continuity operate story doing, we conducted a study on the concept of storydoing, the national and international story doing status, the difference between storytelling and storydoing, the elements of story doing, the relationship with user experience, and the principle of operating story doing. As a result, we learned that story doing had the five elements of message, story, characters, action, and confirmation, and operated by the interaction and continuity between the producer and receptor. Thus, through this research to understand the nature of storydoing, we have identified new trends of the cultural industries and discovered the possibilities to expand the application scope of storydoing, which was currently applied by companies to promote their brand images, onto contents field. More importantly, the proposal of theoretical differences between storytelling and storydoing makes this report meaningful in terms of sociocultural, industrial and academic aspect.

Performance Improvement of Spam Filtering Using User Actions (사용자 행동을 이용한 쓰레기편지 여과의 성능 개선)

  • Kim Jae-Hoon;Kim Kang-Min
    • The KIPS Transactions:PartB
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    • v.13B no.2 s.105
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    • pp.163-170
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    • 2006
  • With rapidly developing Internet applications, an e-mail has been considered as one of the most popular methods for exchanging information. The e-mail, however, has a serious problem that users ran receive a lot of unwanted e-mails, what we called, spam mails, which cause big problems economically as well as socially. In order to block and filter out the spam mails, many researchers and companies have performed many sorts of research on spam filtering. In general, users of e-mail have different criteria on deciding if an e-mail is spam or not. Furthermore, in e-mail client systems, users do different actions according to a spam mail or not. In this paper, we propose a mail filtering system using such user actions. The proposed system consists of two steps: One is an action inference step to draw user actions from an e-mail and the other is a mail classification step to decide if the e-mail is spam or not. All the two steps use incremental learning, of which an algorithm is IB2 of TiMBL. To evaluate the proposed system, we collect 12,000 mails of 12 persons. The accuracy is $81{\sim}93%$ according to each person. The proposed system outperforms, at about 14% on the average, a system that does not use any information about user actions.

Digilog Book Interaction Design Using Augmented Reality(AR) (Focused on Children's Books) (증강현실(AR)을 활용한 디지로그 북 인터랙션디자인 연구 (아동 서적물 중심으로))

  • Jung, Yong-Won;Ju, Min-Kyung;Kim, Yong-Ho
    • Journal of Digital Convergence
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    • v.18 no.6
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    • pp.425-433
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    • 2020
  • Digilog book using augmented reality is a form that augmented reality is implemented by illuminating the camera embedded in the mobile image on the page registered as an image marker after downloading the application, which shows a fragmentary limitation in the content implementation method. Therefore, in this study, we proposed a pop-up multi-tracking method that enables two-way interaction in a digit log book using augmented reality technology. Through this, we commissioned an authorized agency to test the technical differentiation of augmented reality content for two prototypes of existing book-type Digilog Book and Pop-up-type Digilog Book. A test report was issued. The pop-up type digit log book suggested in this study enables the user to implement the interactive contents according to the user's action (movement). This can induce the interaction between the virtual image and the printed picture book and give the learner an interest and immersion, so that it is possible to express the interaction of the digital log book.

A Web-document Recommending System using the Korean Thesaurus (한국어 시소러스를 이용한 웹 문서 추천 에이전트)

  • Seo, Min-Rye;Lee, Song-Wook;Seo, Jung-Yun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.13 no.1
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    • pp.103-109
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    • 2009
  • We build the web document recommending agent system which offers a certain amount of web documents to each user by monitoring and learning the user's action of web browsing. We also propose a method of query expansion using the Korean thesaurus. The queries to search for new web documents generate a candidate set using the Korean thesaurus. We extract the words which are mostly correlated with the queries, among the words in the candidate set, by using TF-IDF and mutual information. Then, we expand the query. If we adopt the system of query expansion, we can recommend a lot of web documents which have potential interests to users. We thus conclude that the system of query expansion is more effective than a base system of recommending web-documents to users.

Analysis of User Tendency between Subscriber and Non-subscriber to Bundling Service of LTE (LTE서비스의 결합상품 여부에 따른 사용자 특성분석)

  • Kim, KeunHyung;Son, Younghwan;Oh, SungRyoel
    • The Journal of the Korea Contents Association
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    • v.14 no.5
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    • pp.356-363
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    • 2014
  • With Sales of bundling service in telecommunications service are on the increase due to continuous technology progress and the raised demand into convergence and integration service. In this paper, we analyzed the tendencies differences between subscriber and non-subscriber of the bundling service in telecommunications service to establish marketing strategies of the bundling service. we derived the subjective norm and personal innovation as tendency variables of users in using LTE(Long Term Evolution) services, which are based on bundling sales motivation theory, theory of reasoned action, and diffusion of innovation theory. The tendency variables were compared between subscriber and non-subscriber of the bundling service through statistical T-test in empirical study. As a result, we discovered that there are differences in both subjective norm and personal innovation between subscriber and non-subscriber of the bundling service. We also discovered that the subjective norm and the personal innovation of subscriber are stronger than non-subscriber. At last, we derived two implications to increase the sales of the bundling services. First, the bundling service should designed more innovative. Second, it would be effective to apply buzz marketing strategies based on the surrounding people.

The Development of the Writing Software for the Electronic Blackboard Supporting the User Action Recognition Functions (사용자 동작 인식 기능을 지원하는 판서 소프트웨어 개발)

  • Choi, Yun-Su;Jung, Jin-Uk;Hwang, Min-Tae;Jin, Kyo-Hong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.19 no.5
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    • pp.1213-1220
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    • 2015
  • By the dissemination of the electronic blackboard systems, smart devices, and digital contents, the Korean government is recently conducting the project that replaces the classic education which utilizes paper textbooks with SMART education using various devices. Also, teachers in the field must be easily able to use SMART education infrastructure for the activation of SMART education. Especially, since the electronic blackboard is expected as a education device which will be most common for teachers, the writing software operated on the this device must supports a simple interface. And the usage of it must be simple. In this paper, we developed the writing software for the electronic blackboard which everyone can use easily. Our writing software supports the basic writing function, the human gesture recognition function which recognizes the user gesture and performs works corresponding with that gesture, and the automatic button alignment function based on the frequency of the usages.

Collaborative Digital Storytelling Platform with Collective Intelligence (집단지성을 적용한 협업적 디지털 스토리텔링 플랫폼)

  • Cha, Sang-Jin;Park, Seung-Bo;Yoo, Eun-Soon;Jo, Geun-Sik
    • Journal of the Korea Society of Computer and Information
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    • v.15 no.10
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    • pp.19-26
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    • 2010
  • Due to the development of new digital technologies in recent years, consumers play different roles with compared to the past. Though they used to consume various existing contents, nowadays they have opportunities to use in user-friendly environment which can make them create and share their own contents. Under this circumstance, the digital storytelling has become a big issue in large area, and the web-based contents have been produced with diverse contests. In fact, the digital storytelling means a kind of storytelling method which is made by digital technologies and has been created under various circumstances. However, many researches concern that the digital storytelling is just applied for moving from analog to digital in terms of a tool, but in the reality it is far from the web 2.0 with collective intelligence. Therefore, in this paper, we propose a web-based collaborative digital storytelling platform that analysis user's action processes and components applying collective intelligence.

Ubiquitous Service Model for Information Convergence of Jeju Island Culture, Tourism, Sport and Traffic (제주 문화·관광·체육·교통 정보를 융합한 유비쿼터스 서비스 모델)

  • Lee, Chang-Young;Yang, Jin-Seok;Kim, Do-Hyeun;An, Beongku;Kim, Nam-Soo
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.8 no.4
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    • pp.97-104
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    • 2008
  • Recently the navigation service and LBS (Location based Services) using map supports much information services on mobile terminal. Also Internet Web sites support user much information. But, the user has the difficulty for acquiring the service and the various information based on map because of searching the many Internet sites. Accordingly, this paper supports a convergence information service model of various culture, education, tourism, sport and traffic for accessing synthesizing information based on map. And we design and implement this model using 공개 API. We present a convergence information service model of culture, tourism, sport and bus line information form tour destination and cultural place of Jeju province using the model. Additionally, we develop this service model using apache web server on Linux environment, PHP and JavaScript, MySQL database and Map 공개 API. As this service model supports a convenience action of culture and tourism for Jeju islanders and tourists.

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A Structure of Users이 Context-Awareness and Service processing based P2P Mobile Agent using Collaborative Filtering (협력적 필터링 기법을 이용한 P2P 모바일 에이전트 기반 사용자 컨텍스트 인식 및 서비스 처리 구조)

  • Yun Hyo-Gun;Lee Sang-Yong
    • Journal of the Korean Institute of Intelligent Systems
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    • v.15 no.1
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    • pp.104-109
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    • 2005
  • Context-awareness is an important element that can provide service of good quality according to users' surrounding environment and status in ubiquitous computing environment. Information gathering tools for context-awareness use small size mobile devices which have easy movement and a mobile agent in mobile device. Now, Mobile agents are consuming much times and expense to collect and recognize each users' context information. Therefore, needs research about structure for users' context information awareness in early time to reduce mobile agent's load. This paper proposes a P2P mobile agent structure that mikes filtering techniques and a P2P agent in mobile agent. The proposed structure analyzes each user's context information in same area, and groups users who have similar preference degree. Grouped users share information using a P2P mobile agent. Also this structure observes and learns to continue on users' action and service, and measures new interrelation.