• Title/Summary/Keyword: User Action

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A Study on the Evaluation of Long-term Development Plans for Libraries with SMART Method: Focus on a Case of the B University's Library (SMART 평가기법을 통한 도서관 장기발전계획 평가에 관한 연구 - B대학교 학술정보관의 사례를 중심으로 -)

  • Noh, Dong-Jo
    • Journal of Korean Library and Information Science Society
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    • v.37 no.4
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    • pp.351-370
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    • 2006
  • The goal of this study was to evaluate vision, mission, strategies, and action plans from the long-term development plan for the B University's library, and specificity, measurability, achievability, relevance, and time-frame were measured and evaluated for each with SMART method. The results obtained through this study are as below : Firstly, SMART evaluation result for the B University's library was 3.80 for the vision, 3.97 for the mission, 3.74 for strategies, and 3.64 for action plans. Secondly, specificity of the long-term development plan for the B University's library was 4.06, measurability was 3.72, achievability was 3.68, relevance was 3.90, and time-frame was 3.58. Thirdly, the overall evaluation of the long-term development plan for the B University's library showed that among components from the development plan, the mission was the most superior while action plans had problems. Fourthly, in SMART evaluation factors, specificity was the most superior while time-frame had problems such that it should be supplemented in the future.

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An Empirical Study of Social Network Service (SNS) Continuance: Incorporating the Customer Value-Satisfaction-Loyalty Model into the IS Continuance Model (소셜 네트워크 서비스(SNS)의 지속이용의도에 관한 연구: IS 지속이용모델과 고객 가치-만족-충성도 모델의 통합적 접근)

  • Choi, Sujeong
    • Asia pacific journal of information systems
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    • v.23 no.4
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    • pp.1-28
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    • 2013
  • Given that smartphone-based social network services (SNS), such as KakaoStory is now being widely used as a way for people to connect and communicate with each other, this study examines key factors leading to the continued use of SNS. People have been using PC-based SNS, such as Cyworld, for years are now using smartphone-based SNS, such as KakaoStory. KakaoStory developed by KakaoTalk has rapidly grown up as the largest smartphone-based SNS in Korea as smartphone penetration increases. It is more difficult for firms to maintain their current users over time in that alternative SNSs satisfying people's new needs are constantly emerging and evolving. In this sense, one of the most challenging issues for SNS firms is how to retain their current users in the long run. However, there are few empirical studies on this issue. Applying the IS continuance model proposed by Bhattacherjee [2001], this study explores key determinants of users' smartphone-based SNS continuance intention. The model suggests that perceived usefulness and user satisfaction are the key determinants of IS continuance intention. However, the model includes only the utilitarian value that users can obtain through the use of smartphone-based SNS, by considering perceived usefulness. Therefore, the study attempts to extend the IS continuance model by considering hedonic and social values simultaneously. More specifically, we consider subjective norms as social value that are proposed by the theory of reasoned action and the theory of planned behavior. We also consider perceived enjoyment as hedonic value that is emphasized as a key factor influencing users' behavior intention and actual behavior, particularly in the context of hedonic IS use. By considering the three values in our model simultaneously, we could offer a deeper understanding of smartphone-based SNS continuance. That is, this study could offer an explanation of how each value is associated with user satisfaction and SNS continuance intention. The customer value-satisfaction-loyalty model can strengthen the assertion that smartphone-based SNS continuance intention is determined by various different types of customer values, such as utilitarian, hedonic, and social ones. Moreover, the model provides a theoretical basis for the assertion that customer values lead to increased loyalty via customer satisfaction. In this regard, we theorize that SNS continuance intention is influenced by users' various values, namely perceived usefulness, perceived enjoyment, and subjective norms, via user satisfaction. To test the proposed research model and hypotheses, we conducted a partial least squares analysis using a total of 253 data collected on the users of smartphone-based SNS (i.e., KakaoStory). The key findings are as follows: First, it has been found that SNS continuance intention considerably depends on user satisfaction. Second, user satisfaction is determined by confirmation, perceived usefulness, and perceived enjoyment. Third, concerning the effects of the three values on SNS continuance intention, only perceived enjoyment regarded as hedonic value was statistically significant. That is, perceived usefulness considered as utilitarian value and subjective norms considered as social value had no effect on SNS continuance intention. Finally, our results indicate that confirmation increases perceived usefulness, perceived enjoyment, and user satisfaction. The results reconfirm the effectiveness of IS continuance model in predicting smartphone-based SNS continuance intention. Moreover, the results demonstrate that perceived enjoyment reflecting hedonic value is the most important predictor of SNS continuance intention. Therefore, it is imperative for firms to meet SNS users' hedonic value to retain them in the long run. Meanwhile, we could not find any empirical evidence to support the assertion that subjective norms are associated with user satisfaction and SNS continuance intention. The results lead us to conclude that when users have enough direct experience in SNS use, subjective norms have no effect on SNS continuance intention. Discussions and implications of the results are provided.

Design of Parallel Input Pattern and Synchronization Method for Multimodal Interaction (멀티모달 인터랙션을 위한 사용자 병렬 모달리티 입력방식 및 입력 동기화 방법 설계)

  • Im, Mi-Jeong;Park, Beom
    • Journal of the Ergonomics Society of Korea
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    • v.25 no.2
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    • pp.135-146
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    • 2006
  • Multimodal interfaces are recognition-based technologies that interpret and encode hand gestures, eye-gaze, movement pattern, speech, physical location and other natural human behaviors. Modality is the type of communication channel used for interaction. It also covers the way an idea is expressed or perceived, or the manner in which an action is performed. Multimodal Interfaces are the technologies that constitute multimodal interaction processes which occur consciously or unconsciously while communicating between human and computer. So input/output forms of multimodal interfaces assume different aspects from existing ones. Moreover, different people show different cognitive styles and individual preferences play a role in the selection of one input mode over another. Therefore to develop an effective design of multimodal user interfaces, input/output structure need to be formulated through the research of human cognition. This paper analyzes the characteristics of each human modality and suggests combination types of modalities, dual-coding for formulating multimodal interaction. Then it designs multimodal language and input synchronization method according to the granularity of input synchronization. To effectively guide the development of next-generation multimodal interfaces, substantially cognitive modeling will be needed to understand the temporal and semantic relations between different modalities, their joint functionality, and their overall potential for supporting computation in different forms. This paper is expected that it can show multimodal interface designers how to organize and integrate human input modalities while interacting with multimodal interfaces.

Interconnection Technique of Function Components in the Java Integrated Development Environment (Java 통합 개발 환경에서 기능 컴포넌트들의 상호연동 기법)

  • Yoo, Cheol-Jung
    • The Transactions of the Korea Information Processing Society
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    • v.5 no.11
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    • pp.2862-2873
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    • 1998
  • In the integrated development environments for automatic generation of Java applets and applications tat can be used as Internet and Intranet-based client-server programs, it is essential to interconnect between the function components such as main window, project manager, object inspector, source code editor, and form designer. This paper describes the function components related with the generation of mobile code based client-server program. In then designs and implements a data structure, named 'JCode', for interconnection between the function components. Finally, it discusses the action principles of Two-Way Access technique based on JCode. By applying the proposed JCode based interconnection technique, user can program efficiently using the function components.

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All kinds of singularity avoidance in redundant manipulators for autonomous manipulation

  • Kim, Jin-Hyun;Marani, Giacomo;Chung, Wan-Kyun;Yuh, Jun-Ku
    • 제어로봇시스템학회:학술대회논문집
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    • 2003.10a
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    • pp.1587-1592
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    • 2003
  • There are three kinds of singularity in controlling redundant manipulators. Kinematic, algorithmic and representation singularities are those. If manipulators fall into any singularity without proper action to avoid it, the control system must go away from our desire, and we can meet a dangerous situation. Hence, we have to deal the singularities very carefully. In this paper, we describe an on-line solution for avoiding the occurrence of both algorithmic and kinematic singularities in task-priority based kinematic controllers of robotic manipulators. Representation singularity can be easily avoided by using proper representation algorithm, so, in this paper, we only consider kinematic and algorithmic singularities. The proposed approach uses a desired task reconstruction and a successive task projection in order to maintain the measure for singularity over a user defined minimum value. It shows a gain in performance and a better task error especially when working in proximity of singular configurations. It is particularly suitable for autonomous systems where an off-line trajectory control scheme is often not applicable. The advantage and performance of the proposed controller is verified by simulation works. And, the experiment with real manipulator is remaining for the future works.

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A Study on the Power System Restoration Simulator (전력계통 고장복구 교육 시스템에 관한 연구)

  • Lee H.J.;Park S.M.;Lee K.S.;Lee J.G.;Min S.W.;Han C.K.;Park J.K.;Moon Y.H.
    • The Transactions of the Korean Institute of Electrical Engineers A
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    • v.54 no.7
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    • pp.323-327
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    • 2005
  • This paper presents an operator training simulator for power system restoration against massive black-out. The system is designed especially focused on the generality and convenient setting up for initial condition of simulation. The former is accomplished by using power flow calculation methodology, and PSS/E data is used to define the initial situation. The proposed simulator consists of three major components - the power flow(PF) module, data conversion(COW) module and GU subsystem. PF module calculates power flow, and then checks overvoltage of buses and overflow of lines. COW module composes an Y-Bus array and a data base at each restoration action. The initial Y-Bus array is constructed from PSS/E data. The user friendly GUI subsystem is developed including graphic editor and built-in operation manual. As a result, the maximum processing time for one step operation is 15 seconds, which is adequate for training purpose. Comparison with PSS/E simulation proves the accuracy and reliability of the training system.

Efficient Error Management Method in Process Control System Described by SFC Graphical Language (SFC 그래픽 언어로 기술된 공정제어 시스템에서 효율적인 에러관리 방법)

  • 전호익;우광준
    • Journal of the Korean Institute of Illuminating and Electrical Installation Engineers
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    • v.14 no.1
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    • pp.59-66
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    • 2000
  • As the highly complex and precise control functions are required in modern industrial process control system, the complex function models and developed in each hardware and software of PLC. The SFC graphical language is very powerful for describing the sequential logic control algorithm, on the other hand it graphical language is very powerful for describing the sequential logic control algorithm, on the other hand it has problems in describing the interlock logic control algorithm, such as error management algorithm. In this paper, we propose the efficient error management method using the action qualifiers to design the error management algorithm in industrial process control system described scheme, we realize the error management logic in process control system of film coating machine.From the experiment results, we confirm that the proposed scheme is very useful in aspects to realize easily th error management logic and to reduce the memory capacity for user's program.

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Exploring the influences of service quality on knowledge sharing intentions in IT service (IT서비스에 있어서 서비스 품질이 지식공유의도에 미치는 영향에 관한 연구)

  • Park, Jun-Gi;Yoon, Jung-In;Lee, Jung-Woo
    • The Journal of Information Systems
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    • v.19 no.3
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    • pp.237-261
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    • 2010
  • IT service is increasing becoming a critical resource firms have to utilize effectively and efficiently. As the importance of IT service increases, the knowledge sharing between IT service people and users becomes more and more important. In this study, the IT service quality is posited as a critical independent construct that influences knowledge sharing attitude of users which in turn change the knowledge sharing intention. Service satisfaction is placed as a mediator between the quality and attitude to compare direct and indirect effect in the model. Results show that (1) IT service quality influences the knowledge sharing attitude of users directly, and indirectly through service satisfaction, (2) at the same time, however, the direct path from quality to attitude is found to be stronger than the indirect path through satisfaction, and (3) interestingly, satisfaction seems to have no direct effect on intention, but only through the attitude change as can be inferred from the theory of reasoned action. Outcome of this study implies the importance of IT service quality in improving the knowledge sharing activities between users and developers, and interestingly the aim of quality would not be targeted on satisfaction but on attitudinal changes.

Aesthetics of Interactive Real-Time 3D (인터렉티브 리얼 타임 3D 아트의 미학적 특성)

  • Dho, Soon-Ho
    • Journal of Korea Game Society
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    • v.5 no.2
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    • pp.3-9
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    • 2005
  • Interactive real-time 3D enables users to explore virtual three dimensional environments and also experience contents in an absorbing fashion. Unlike other media, Interactive real-time 3D users take an active role in the process of "real-time fashion" where action and reaction occur instantly in a digital 3D structure. Once the components and origins of interactive real-time 3D is made, it is possible making principles of the beauty that help decide success or failure of real-time 3D in two way system. Substantial real-time 3D has not yet passed 10 years so it was unable to make sufficient precedents of fundamental artistic value based upon the credibility of the media. The goal is to explain the new form of design in relation to general principles of arts at the same time to understand the technical definition better. Concepts of historical documentation are explained with an example of categorization of recent video game and recent technology. This thesis concludes with rough forecast on the future interactive real time 3D. Since the medium began relatively recently and is developing in the rapid pace, recent analyses, though clear forecast is difficult, tend to investigate potential directions to some level the field allows.

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A Design and Implementation of a Digital TV Interactive Game Using a Touchpad Mobile Device (터치패드 이동 단말기를 이용하는 디지털 TV 인터랙티브 게임의 설계 및 구현)

  • Kang, Jung-Gu;Hwang, Joo-Yeon;Paik, Doo-Won
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.236-239
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    • 2008
  • In this paper, we developed digital TV interactive game using mobile device. This enables a TV viewer to participate in the game using mobile devices. Recently, advanced interface is adopted in the mobile devices, especially touchpad type interface is favorable. Such type interface has the advantage of more familiar interface for users, and the user can input various type of action. Using a mobile phone enables many users can participate in the TV game, and provides a private screen. In this paper, we describe contributions of the program in detail, and we present the architecture and a demonstration of the proposed program in a similar broadcasting environment.

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