• Title/Summary/Keyword: User Behavior Pattern

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A Study on the Spatial Characteristics Analysis of the Urban Public Space, applying a Pattern Language (패턴 언어를 적용한 공공공간의 공간적 특성 분석에 관한 연구)

  • Lee, Hoon-Gill;Lee, Joo-Hyung
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.8
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    • pp.5608-5618
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    • 2015
  • This study conducted a spatial characterization of the public space using the pattern language of Christopher Alexander. It is the place which the city offers the human various experience. Urban public space has played an important role in flourishing public life through history. It has been a place for communication, cultural events, commercial exchange recreation, etc. among people in the city. But today, various behavior in public space and public life are declined. One of the reason in neglecting the user's need when urban space are planned and managed. This study examined the role and types of urban public space through literature survey and found the reason for its decline. For this public space spatial characteristics and indicators by FGI(Focus Group Interview) derived through. After those, case study was examined Jongro in Seoul and analyzed the spatial characteristics of the urban public space in a pattern language. Consequently, this study presents suitable a space structure direction of the public space and do for rather abundant a city space furtherance.

An Emotional Gesture-based Dialogue Management System using Behavior Network (행동 네트워크를 이용한 감정형 제스처 기반 대화 관리 시스템)

  • Yoon, Jong-Won;Lim, Sung-Soo;Cho, Sung-Bae
    • Journal of KIISE:Software and Applications
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    • v.37 no.10
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    • pp.779-787
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    • 2010
  • Since robots have been used widely recently, research about human-robot communication is in process actively. Typically, natural language processing or gesture generation have been applied to human-robot interaction. However, existing methods for communication among robot and human have their limits in performing only static communication, thus the method for more natural and realistic interaction is required. In this paper, an emotional gesture based dialogue management system is proposed for sophisticated human-robot communication. The proposed system performs communication by using the Bayesian networks and pattern matching, and generates emotional gestures of robots in real-time while the user communicates with the robot. Through emotional gestures robot can communicate the user more efficiently also realistically. We used behavior networks as the gesture generation method to deal with dialogue situations which change dynamically. Finally, we designed a usability test to confirm the usefulness of the proposed system by comparing with the existing dialogue system.

Player Adaptive GMM-based Dynamic Game Level Design (플레이어 적응형 GMM 기반 동적 게임 레벨 디자인)

  • Lee, Sang-Kyung;Jung, Kee-Chul
    • Journal of Korea Game Society
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    • v.6 no.1
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    • pp.3-10
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    • 2006
  • In computer games, the level design and balance of characters are the key features for developing interesting games. Level designers make decision to change the parameters and opponent behaviors in order to avoid the player getting extremely frustrated with the improper level. Generally, opponent behavior is defined by static script, this causes the games to have static difficulty level and static environment. Therefore, it is difficult to keep track of the user playing interest, because a player can easily adapt to changeless repetition. In this paper, we propose a dynamic scripting method that able to maintain the level designers' intention where user enjoys the game by adjusting the opponent behavior while playing the game. The player's countermeasure pattern for dynamic level design is modeled using a Gaussian Mixture Model (GMM). The proposed method is applied to a shooting game, and the experimental results maintain the degree of interest intended by the level designer.

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An Exploratory Study of the Utilitarian and Hedonic Values on Buying Intention in Mobile Service

  • Oh, Young-Sam;Lee, Young-Chul
    • Journal of Distribution Science
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    • v.10 no.9
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    • pp.23-29
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    • 2012
  • Purpose - The main purpose of this study is to find consumers' usage behavior in mobile services. To achieve these research goals, we empirically estimate the relationship between characteristics related to the use and provision of mobile services and factors influencing consumers' intentions. Research design / data / methodology - This study based on TAM, in which behavior is seen as a consequence of affect and intentions and used the theory of consumption values which is a means of explaining user decisions to employ a utilitarian and hedonic facet using by smart phone. Results - The result of the study verified that specific factors, such as expectations about pleasure and monetary value, had the biggest influence on the service usage pattern of mobile consumers. And typically, when consumers are expected to monetary damages, it will be avoided. However, in result of this study, it was found that mobile service users pay a high cost, but they are in pursuit of pleasure and fun. Conclusions - These results, a variety of applications in the mobile service are being provided to users. As information technology has developed, companies should have providing diverse application programs and good quality of services with advanced information technology.

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Review of Literature on Development of a Design for Family Day Care Center (가정보육시설의 디자인 개발을 위한 문헌고찰)

  • Lee, You-Mi;Kim, Mi-Hee
    • Proceeding of Spring/Autumn Annual Conference of KHA
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    • 2006.11a
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    • pp.103-108
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    • 2006
  • Family day care centers, in apartment complexes, which are popular in korea, have merits as day care centers for young children due to their homey environments, closeness to children's homes, and available outdoor playground utilizing open space in the complexes. Thus, It is great potential to develop design guideline of family day care in apartment which are in demand now, The purpose of this study is to provide basic information for develop of design guideline family day care center. Therefore, this study aimed to investigate important the point of issues that influence the development of design family day care center. The study of the point of issues are environment behavior, Murtha & Lee' User Benefit Criteria, and Pattern theory. As a result, this study provide basic data of develop design guideline of family day care and important data of next study.

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Nonlinear Analysis of RC Slabs based on the Strain Decomposition Technique (변형률 분할기법을 이용한 철근콘크리트 슬래브의 비선형 유한요소해석)

  • Chung Won-Seok;Woo Young-Jin
    • Proceedings of the Computational Structural Engineering Institute Conference
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    • 2005.04a
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    • pp.433-439
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    • 2005
  • This paper describes a reinforced concrete crack model, which utilizes a strain decomposition technique. The strain decomposition technique enables the explicit inclusion of physical behavior across the cracked concrete surface such as aggregate interlock and dowel action rather than intuitively defining the shear retention factor. The proposed concrete crack model is integrated into the commercial finite element software ABAQUS shell elements through a user-supplied material subroutine. The FE results have been compared to experimental results reported by other researchers. The proposed bridge FE model is capable of predicting the initial cracking load level, the ultimate load capacity, and the crack pattern with good accuracy.

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A Study of Localization Algorithm of HRI System based on 3D Depth Sensor through Capstone Design (캡스톤 디자인을 통한 3D Depth 센서 기반 HRI 시스템의 위치추정 알고리즘 연구)

  • Lee, Dong Myung
    • Journal of Engineering Education Research
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    • v.19 no.6
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    • pp.49-56
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    • 2016
  • The Human Robot Interface (HRI) based on 3D depth sensor on the docent robot is developed and the localization algorithm based on extended Kalman Filter (EKFLA) are proposed through the capstone design by graduate students in this paper. In addition to this, the performance of the proposed EKFLA is also analyzed. The developed HRI system consists of the route generation and localization algorithm, the user behavior pattern awareness algorithm, the map data generation and building algorithm, the obstacle detection and avoidance algorithm on the robot control modules that control the entire behaviors of the robot. It is confirmed that the improvement ratio of the localization error in EKFLA on the scenarios 1-3 is increased compared with the localization algorithm based on Kalman Filter (KFLA) as 21.96%, 25.81% and 15.03%, respectively.

Weighting based User Behavior Pattern for Filtering Spam Mail (사용자 행동 패턴을 기반으로 가중치를 부여한 스팸 메일 필터링)

  • Han, A-Sung;Kim, Hyun-Jun;Jo, Geun-Sik
    • Proceedings of the Korean Information Science Society Conference
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    • 2007.06c
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    • pp.389-394
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    • 2007
  • 스팸 메일의 비율은 지속적으로 증가하여 최근 전체 이메일의 92.6%가 스팸 메일인 것으로 드러났다. 본 논문에서는 시간의 경과에 따른 사용자의 액션 패턴을 기반으로 사용자의 관심에 따른 가중치를 적용하여 스팸 메일 여부를 가리는 방법을 다룬다. 액션간의 관계와 액션 사이의 시간에 따라 가중치를 차별화함으로써 얼마나 높은 필터링 성능을 보일 수 있는 지, 또한 학습 속도 향상에 얼마나 기여할 수 있는지를 측정할 것이다. 실험에서는 실제 메일 데이터를 이용하여 베이지안 분류자, 가중치가 부여된 베이지안 분류자와 본 논문이 제안하는 시스템의 학습 성능의 향상 속도를 비교할 것이다. 또한 제안된 시스템이 Concept Drift와 적응 학습, 그리고 개인화를 어떻게 다룰 지를 보일 것이다.

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A Study on the Architectural Planning of the Disabled Rehabilitation Facilities with the Independent Living Paradigm (자립생활 패러다임에 의한 장애인종합복지관의 건축계획 연구)

  • Seong, Ki-Chang
    • Journal of The Korea Institute of Healthcare Architecture
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    • v.13 no.4
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    • pp.37-46
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    • 2007
  • The rehabilitation facilities for disabled people keeps going to grow with social changes that disabled people are dramatically increasing. This paper try to provide basic concept of the architectural planning for the disabled rehabilitation facilities. To accomplish this purpose this study has analyzed the behavior pattern of user with disabilities. This study has introduced the problem of using space in the rehabilitation and welfare facilities for the disabled and the architectural concept for resolve it. The architectural planning concept appears by barrier-free accessibility, safety for mobility and use, amenity integrated the spatial cognition and flexible structural system.

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Refactoring the Code for Visualizing Protein Database Information in a 3D Viewer for Software Reusability

  • Chun, Yoo-Jin;Ham, Seong-Il;Yang, San-Duk;Rhie, Arang;Park, Hyun-Seok
    • Genomics & Informatics
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    • v.6 no.1
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    • pp.50-53
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    • 2008
  • We have released five Java Application Programming Interface (API) packages for viewing three-dimensional structures of proteins from the Protein Data Bank. To this end, the user interface of an earlier version has been refactored in an object-oriented fashion, in which refactoring is the process of changing a software system to improve its internal structure, without altering the external behavior. Various GUI design and features have been provided conveniently thanks to the Model-View-Control (MVC) model, which is an architectural pattern used in software engineering. Availability: The source code and API specification can be downloaded from https://sourceforge.net/projects/j3dpsv/.