• Title/Summary/Keyword: User Action

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A Study on the Usage Pattern Based on Genres and Socio-demographic Characteristics in Online Games (사회통계학적, 장르적 분류에 따른 온라인 게임의 이용 특성에 관한 연구)

  • Ryu, Sung-Il;Park, Sun-Ju
    • Journal of Korea Game Society
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    • v.10 no.3
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    • pp.61-71
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    • 2010
  • This study looks into the usage pattern in online games based on genres and socio-demographic characteristics. Compared to the prior studies that adopted survey as their main research method, this study has analyzed the actual data of game login records and adopted parametric modeling and mathematical approach. In terms of the socio-demographic characteristics, the following facts were confirmed: men > women by gender, students > white-collars > housewives > blue-collars > self-employed > jobless(etc.) by occupation, college graduates > K-12 students > high-school graduates > undergrads & grads by academic background, 3∼5 million > 1∼3 million > over 5 million > less than 1 million by income levels, and not married > married by marital status. In terms of genres, the population of the players is in the order of web board games, RPG, action/racing/shooting, and sports. The RPG game is confirmed to have a higher level of MCR (Max Concurrent User Ratio) than any other genres. On the other hand, the hypothesis on the difference in Repeated Use Ratio according to genres is rejected. This study has also confirmed that interactions exist between gender and age; genre and gender; genre and age among online game users, and conducted post-hoc analysis about those interactions.

Batching delivery for VCR-like functions in video-on-demand service system (주문형 비디오 서비스 시스템에서 VCR 기능을 위한 Batching 전송)

  • 박호균;유황빈
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.22 no.12
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    • pp.2852-2859
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    • 1997
  • Video-On-Demand system provides electronic video rental services from remote video servers on a broadband communication networks. Most of proposed VOD systems are typically designed for one-to-one conncetion between a user and video server. Therefore, video server stream services to customers individually by allocating a dedicated transmission channel and a set of video server resources for each customer. However, it is inefficiency and wxpensive way when server support multiple users who access the same video stream with a dedicated video channel. Therefore, to achieve cost-effectiveness, batching have studied method that uses multicast communication to simultaneously service all users requesting the same video with a single video with a single video stream. However, the application of the multicast communication by batching detract from the VCR-like function and on-demand nature of the system. In this paepr, we propose a scheme that can support an interactive VCR for all user requesting the same video stream with batching. To reduce a server I/O and network bandwidth requirement, dynamic buffer is allocated to access node which has variable playout poit. Consequently, it makes possible interactive VCR operation as if customer uses true VOD system. Also, this scheme can just deliver a multicast stream without delay after an initial request or VCR action occurred. The policy can guarantee acceptable services to number of users at minimum cost.

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A Study of Receptive Factors of Smartphone Service from the User's Perspective (스마트폰 서비스의 수용적 요인에 관한 연구 : 사용자 관점에서)

  • Choi, Junhyeog;Baek, Yeongtae;Han, Seungjin
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.11
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    • pp.181-190
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    • 2013
  • This study first aims to investigate from the users' perspective what service is the most efficient to users and what service is relatively the most effective in contrast to investment among a variety of services provided by smartphone manufacturers, telecommunication companies, and related corporations. In addition, this research suggests implicatively important elements for making the future model of smartphone services. For this end, this study finds out the factors which generate users' positive or negative attitudes towards smartphone use through a questionnaire of those who are using smartphones at present. In particular, by applying Theory of Planned Behavior, this study analyzes the influence exerted by the user's belief towards the kinds of services by setting up Attitudinal Belief, Subjective Norms, and Control Belief which have an influence on attitude from the perspective of smartphone providing detailed services. The results of this study will eventually help the smartphone manufacturers, telecommunication companies, and related corporations to establish smartphone marketing strategy as well as to select the smartphone services which will have popular appeal to their users.

A proposal of a Non-contact Interaction Behavior Design Model for the Immersion of Culture Contents based on Non-linear Storytelling (비선형 스토리텔링 전시형 문화콘텐츠 몰입을 위한 비접촉 인터랙션 행위 디자인 모델 제안)

  • So Jin Kim;Yeon Su Seol
    • Smart Media Journal
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    • v.12 no.1
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    • pp.77-91
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    • 2023
  • Interaction methods and technologies for mutual exploration based on user behavior are evolving variously. Especially, in recent years, with the development of a wide range of sensors, they have developed from contact to non-contact methods. However, developers' senseless definitions of the interaction methods have made the exploration process quite complicated, which rather creates the hassle of users needing to learn the interaction guide defined by the developers before experiencing the exhibition contents. In this context, in order to make visitors smoothly communicate with exhibition contents, a preliminary study on easy interaction for users of various ages is needed, and in particular, research on improving the usability of user interaction is also essential when developing non-contact exhibition contents. So, in this study, a method to reduce the confusion between developers and users was sought by researching non-contact interaction that could be universally interacted with in the field of exhibition contents and proposing behavior designs. First, based on the narrative structure of cultural resources, existing studies were reviewed and the points of interactions as cultural contents were derived. Then the most efficient search process was selected among non-contact behaviors based on hand gestures that allow users to naturally guess and learn interaction methods. Furthermore, on the basis of the meaning of non-linear narrative-based interaction and the analysis results of spatial behavior elements, affordance behavior with high learning effect and efficiency was derived. Through this research process, an action that helps users to understand non-contact interaction naturally in the process of exploring exhibition-type cultural contents and to utilize non-contact interaction in the process of immersion in exhibition contents is proposed as a final model.

Design of a CAM-Type Traffic Policing Controller with minimum additional delay (시간지연을 최소화한 CAM형 트래픽 폴리싱 장치 설계)

  • 정윤찬;홍영진
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.25 no.4B
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    • pp.604-612
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    • 2000
  • In order to satisfy the desired QoS level associated with each existing connection, ATM networks require traffic policing during a connection. Users who respect the contract should receive the function of transparent traffic policing without any interruption. However, contract violations should be detected and mediated immediately. So we propose a CAM type policing controller to allow user cell streams to minimize additional delay. The proposed policing scheme controls policing actions including traffic shaping by suitably spacing cells on each virtual circuit. This policing action is based on parallel processing of multiple cell stream which arrive in ATM multiplexed virtual circuits. We have developed an analytical model of the proposed policing scheme to examine the amount of cell loss and delay, which depends on traffic load, the size of policing buffers and minimum spacing cell time.

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Acute Toxicity of Cadmium on Gene Expression Profiling of Fleshy Shrimp, Fenneropenaeus Chinensis Postlarvae Using a cDNA Microarray (Microarray 분석을 이용한 대하 (Fenneropenaeus chinensis) 유생의 카드뮴 단기 노출에 따른 유전자변화)

  • Kim, Su-Kyoung;Qiao, Guo;Yoon, Jong-Hwa;Jang, In-Kwon
    • Journal of Environmental Science International
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    • v.24 no.5
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    • pp.623-631
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    • 2015
  • Microarray technology provides a unique tool for the determination of gene expression at the level of messenger RNA (mRNA). This study, the mRNA expression profiles provide insight into the mechanism of action of cadmium in Fleshy shrimp (Fenneropenaeus chinensis). The ability of genomic technologies was contributed decisively to development of new molecular biomarkers and to the determination of new possible gene targets. Also, it can be approach for monitoring of trace metal using oligo-chip microarray-based in potential model marine user level organisms. 15K oligo-chip for F. chinensis that include mostly unique sets of genes from cDNA sequences was developed. A total of 13,971 spots (1,181 mRNAs up- regulated and 996 down regulated) were identified to be significantly expressed on microarray by hierarchical clustering of genes after exposure to cadmium for different conditions (Cd24-5000 and Cd48-1000). Most of the changes of mRNA expression were observed at the long time and low concentration exposure of Cd48-1000. But, gene ontology analysis (GO annotation) were no significant different between experiments groups. It was observed that mRNA expression of main genes involved in metabolism, cell component, molecular binding and catalytic function. It was suggested that cadmium inhibited metabolism and growth of F. chinensis.

A Comparison of the Characteristics between Single and Double Finger Gestures for Web Browsers

  • Park, Jae-Kyu;Lim, Young-Jae;Jung, Eui-S.
    • Journal of the Ergonomics Society of Korea
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    • v.31 no.5
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    • pp.629-636
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    • 2012
  • Objective: The purpose of this study is to compare the characteristics of single and double finger gestures related on the web browser and to extract the appropriate finger gestures. Background: As electronic equipment emphasizes miniaturization for improving portability various interfaces are being developed as input devices. Electronic devices are made smaller, the gesture recognition technology using the touch-based interface is favored for easy editing. In addition, user focus primarily on the simplicity of intuitive interfaces which propels further research of gesture based interfaces. In particular, the fingers in these intuitive interfaces are simple and fast which are users friendly. Recently, the single and double finger gestures are becoming more popular so more applications for these gestures are being developed. However, systems and software that employ such finger gesture lack consistency in addition to having unclear standard and guideline development. Method: In order to learn the application of these gestures, we performed the sketch map method which happens to be a method for memory elicitation. In addition, we used the MIMA(Meaning in Mediated Action) method to evaluate gesture interface. Results: This study created appropriate gestures for intuitive judgment. We conducted a usability test which consisted of single and double finger gestures. The results showed that double finger gestures had less performance time faster than single finger gestures. Single finger gestures are a wide satisfaction difference between similar type and difference type. That is, single finger gestures can judge intuitively in a similar type but it is difficult to associate functions in difference type. Conclusion: This study was found that double finger gesture was effective to associate functions for web navigations. Especially, this double finger gesture could be effective on associating complex forms such as curve shaped gestures. Application: This study aimed to facilitate the design products which utilized finger and hand gestures.

A Study For Gamers' Experience Patterns in mobile Games (모바일 게임에서 나타나는 게이머의 경험 패턴에 대한 연구)

  • Gwak, E Sac
    • Journal of Digital Contents Society
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    • v.19 no.6
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    • pp.1033-1041
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    • 2018
  • This study presents an investigation into game patterns prominent in mobile games. The term "pattern" used in this study is inherited by the concept used in "A study for user experience of the game : based on the pattern type and the pattern type attribute of the game space" by Gwak E Sac(2016). There is, however, a difference between them. While the previous study limited the gamers' experience patterns to "game spaces" in the use of "pattern," the present study expanded the scope of gamers' experience patterns to the "mobile game market." Although the mobile game market is growing rapidly, there is a tendency of uniformity in mobile games due to the reduction of development time and the destruction of genres in the development of mobile games. Recognizing this situation, the investigator summarized experience patterns in the current mobile game market into: repeat familiar game play, valuable game action, value and consumption of time and preference and selection of game.

A Study on Security Management Methods for Information System of Educational Institutions (교육기관의 정보시스템 보안관리 방안 연구)

  • Choi, JinMyung;Kim, DooYeon
    • The Journal of Korean Association of Computer Education
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    • v.20 no.6
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    • pp.95-104
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    • 2017
  • The damage caused by information spill, forgery, falsification, and deletion by cyber infringement in educational institutions and universities is very large. In this study, we analyzed the types, causes, and problems of cyber infringement in educational administrative institutions and universities. As a result, administrative, physical and technical information protection activities were weak. In this paper, we propose a security enhancement method for each domain by dividing them into Internet zone, network-neutral zone (DMZ: Demilitarized Zone), general server zone, internal server zone (Server Farm), and user zone so that these vulnerabilities can be easily identified, supplemented or security enhanced. In addition, we have proposed a method to apply security information system architecture and information protection technology correctly for educational administration institutions and universities. This study is meaningful not to provide conceptual guidance but to suggest specific action and procedure oriented security management plan.

Architecture of Collision Avoidance System between Bicycle and Moving Object by Using V2V(X) Network (V2V(X) 네트워크를 이용한 자전거와 이동 객체간 충돌 회피 시스템 구조)

  • Gu, Bon-gen
    • Journal of Platform Technology
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    • v.6 no.3
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    • pp.10-16
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    • 2018
  • Bicycle shares road with various traffic elements like car, pedestrian and, the number of bicycle user is increasing in recent. Therefore, bicycle accident continuously increases. Especially in complex traffic environment, bicycle accident which collides with moving object such as pedestrian occupies many parts of bicycle accident in the reason that the cyclist does not recognize moving object. In this paper, to reduce or avoid the bicycle accident, we propose the architecture of bicycle collision avoidance system in which that cyclist can get the information about moving object by connecting bicycle to network of vehicles and does some action for avoiding collision. In our architecture, when traffic element such as car recognizes moving object, it decides the moving direction of object, and transfers information about moving direction via vehicles network. Bicycle collision avoidance system from our proposed architecture receives this information, and alerts to cyclist when the moving object influences the safety of bicycle.