• Title/Summary/Keyword: User Life

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User Modeling Using User Preference and User Life Pattern Based on Personal Bio Data and SNS Data

  • Song, Hyejin;Lee, Kihoon;Moon, Nammee
    • Journal of Information Processing Systems
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    • v.15 no.3
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    • pp.645-654
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    • 2019
  • The purpose of this study was to collect and analyze personal bio data and social network services (SNS) data, derive user preference and user life pattern, and propose intuitive and precise user modeling. This study not only tried to conduct eye tracking experiments using various smart devices to be the ground of the recommendation system considering the attribute of smart devices, but also derived classification preference by analyzing eye tracking data of collected bio data and SNS data. In addition, this study intended to combine and analyze preference of the common classification of the two types of data, derive final preference by each smart device, and based on user life pattern extracted from final preference and collected bio data (amount of activity, sleep), draw the similarity between users using Pearson correlation coefficient. Through derivation of preference considering the attribute of smart devices, it could be found that users would be influenced by smart devices. With user modeling using user behavior pattern, eye tracking, and user preference, this study tried to contribute to the research on the recommendation system that should precisely reflect user tendency.

A Comparative Study on the Innovation Strategy of User Experience and Life Satisfaction between Korea and China

  • Rho, Hyung-Jin
    • Journal of the Korea Society of Computer and Information
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    • v.22 no.3
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    • pp.155-162
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    • 2017
  • The purpose of this paper is to study renovation plan of value chain from a user's viewpoint by making practical application of digital technology in Korea and China. And it is surely meaningful to investigate the important motivation factors of continuous using smart-phone in two countries, and to analyze the improving effect toward to the quality of life in continuous using smart-phone. By this study we can expect the value improving effect of user experience. The results of hypothesis testing can be summarized as follows: First, the hypothesis that positive affect has a plus effect on pragmatic value is accepted in Korea and China. Secondly, the hypothesis that positive affect has a plus effect on hedonic value is accepted in two countries. Thirdly, the hypothesis that negative affect has a minus effect on pragmatic value is accepted in Korea, but rejected in China. Fourthly, the hypothesis that negative affect has a minus effect on hedonic value is accepted in two countries. Fifthly, the hypothesis that pragmatic value has a plus effect on life satisfaction is rejected in two countries. Sixthly, the hypothesis that hedonic value has a plus effect on life satisfaction is accepted in Korea, but rejected in China. Seventhly, the hypothesis that there is a difference in positive affect, negative affect, pragmatic value, hedonic value and life satisfaction between Korea and China is rejected in positive affect and negative affect, but accepted in pragmatic value, hedonic value and life satisfaction. In the competition among enterprises, user experience instead of goods themselves became influential as a differential factor. And many advanced enterprises began taking a serious view of customer's happiness and user experience improvement.

Analysis of Educational Effect of User Participation School Space Innovation - Focused on Incheon Metropolitan City - (사용자 참여형 학교공간혁신의 교육적 효과 분석 - 인천광역시를 중심으로 -)

  • Yun, Mi-Jeong;Lee, Yong-Hwan
    • Journal of the Korean Institute of Educational Facilities
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    • v.27 no.1
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    • pp.11-19
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    • 2020
  • The purpose of this study is to think about the educational effect of school space innovation project through user participation, to investigate and analyze the actual situation of user participation school space innovation project of elementary, middle and high schools of Incheon Metropolitan Office of Education, The educational effect was analyzed. After the students and teachers participated in the improvement of the school space, the students' skills were improved. Overall, emotional abilities were most cultivated, and elementary school students were most physically cultivated. The intimacy created by participation and activities and play-oriented projects may have helped to develop students' abilities. In addition, the school became fun after user participation, and there was a positive effect of increasing a sense of apathy and belonging. The expansion of user participation has resulted in not only the satisfaction of space but also the friendship and emotional part of students. As a result of this study, the school space constructed through the user participation process brought about significant educational changes in school life and individual quality of life in the learning activities and school life of teachers and students, the main users of the school space.

User Behavior Classification for Contents Configuration of Life-logging Application (라이프로깅 애플리케이션 콘텐츠 구성을 위한 사용자 행태 분류)

  • Kwon, Jieun;Kwak, Sojung;Lim, Yoon Ah;Whang, Min Cheol
    • Science of Emotion and Sensibility
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    • v.19 no.4
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    • pp.13-20
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    • 2016
  • Recently, life-logging service which has expanded to measure and record the daily life of the users and to share with others are increasing. In particular, as life-logging services based on the application has become popular with the development of wearable-devices and smart-phones, the contents of this service are produced by user behavior and are provided in infographic menu form. The purpose of this paper is to extract user behavior and classify for making contents items of life-logging service. For this paper, the first of all, we discuss the definition and characteristics of life-logging and research the contents based on user behavior related to life-logging by the publications including thesis, articles, and books. Secondly, we extract and classify the user behavior to build the contents for life-logging service. We gather users' action words from publication materials, researches, and contents of existing life-logging service. And then collected words are analyzed by FGI (Focus Group Interview) and survey. As the result, 39 words which suit for contents of life-logging service are extracted by verify suitability. Finally, the extracted 39 words are classified for 19 categories -'Eat', 'Keep house', 'Diet', 'Travel', 'Work out', 'Transit', 'Shoot', 'Meet', 'Feel', 'Talk', 'Care for', 'Drive', 'Listen', 'Go online', 'Sleep', 'Go', 'Work', 'Learn', 'Watch' - which are suggested by the surveys, statistical analysis, and FGI. We will discuss the role and limitations of this results to build contents configuration based on life-logging application in this study.

The Relationship Between Service Satisfaction of Senior Center and Subjective Quality of Life: Focused on the Mediating Effect of Empowerment (노인복지관 서비스 만족과 주관적 삶의 질 간의 관계: 임파워먼트의 매개효과를 중심으로)

  • Choi, Jeong Min;Lee, Su-Ae;Park, Min-Seo;Kweon, Gu-Young
    • 한국노년학
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    • v.31 no.1
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    • pp.63-77
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    • 2011
  • The purpose of this study was to examine the mechanism through which Senior Center User's services satisfaction impacts quality of life. We were particularly interested in the mediating effect of empowering Senior Center users. bootstraping method based on structural equation modeling were used. The partial and full mediation model were compared and X2 difference test was conducted between the two models. The result showed that the mediating effect of empowering senior center user was statistically significant and accounted for the relationship between the senior center user's services satisfaction and quality of life. Empowering senior center user mediated fully the effect of senior center user's services satisfaction on quality of life. Practice and policy implications as well as further research topics were discussed to aid the search for highly effective interventions.

User Context Recognition Based on Indoor and Outdoor Location and Development of User Interface for Visualization (실내 및 실외 위치 기반 사용자 상황인식과 시각화를 위한 사용자 인터페이스 개발)

  • Noh, Hyun-Yong;Oh, Sae-Won;Lee, Jin-Hyung;Park, Chang-Hyun;Hwang, Keum-Sung;Cho, Sung-Bae
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.84-89
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    • 2009
  • Personal mobile devices such as mobile phone, PMP and MP3 player have advanced incredibly. Such advance in mobile technology ignites the research related to the life-log to understand the daily life of an user. Since life-log collected by mobile sensors can aid memory of the user, many researches have been conducted. This paper suggests a methodology for user-context recognition and visualization based on the outdoor location by GPS as well as indoor location by wireless-lan. When the GPS sensor does not work well in an indoor location, wireless-lan plays a major role in recognizing the location of an user so that the recognition of user-context become more accurate. In this paper, we have also developed the method for visualization of the life-log based on map and blog interfaces. In the experiments, subjects have collected real data with mobile devices and we have evaluated the performance of the proposed visualization and context recognition method based on the data.

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Designing Usability Assessment to Improve User's Acceptability on Quality of Life Technology (QoLT) for Individuals with Disability

  • Lim, Shinyoung;Kim, Jongbae;Kim, Jeong-Hyun;Lee, Hee-Sook
    • Journal of the HCI Society of Korea
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    • v.7 no.2
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    • pp.43-48
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    • 2012
  • Usability assessment has been installed into a wide range of software that focuses on assessing product usage from the user's perspective. Usability assessment of the quality of life technology for individuals with disability is being discussed and tentatively designed which is also expanded to the products for non-disabled people with minor adjustment of the usability assessment protocol. Designing an appropriate usability assessment protocol by referencing the currently available international standards on software usability tests with number of modifications to produce valuable feedbacks is under evaluation process regarding product usability enhancement. The feasibility study on usability assessment protocol into quality of life technologies is presented with discussions on further research.

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EUCAS : Development of the User Interface for Dynamic Context-aware Service Definition (EUCAS : 동적인 상황인식서비스 정의를 위한 사용자인터페이스 개발)

  • Kang, Ki-Bong;Park, Jeong-Kyu;Lee, Keung-Hae
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.346-350
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    • 2009
  • According to the development of information technology, there are many services in our life. These services make our life safe and convenient. However, the increment of the services also causes the increment of human concern and effort to control these services. The context-aware service is the service that provided their functionality at the right time and to the right place by analysis user's current situation. The most previous studies about context-aware service regard that context-aware services are defined by the developer who has expertise in information technology. The definition of the context-aware services by the developer makes difficult to reflect user's personal preferences and life pattern to the services. In this paper, we propose an user interface EUCAS(by End-User, Context-Aware Service development) that make the user can define and manage their own context-aware service according to their preferences. We expect EUCAS can be effective user interface technology for providing personalized context-aware service.

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Article Data Prefetching Policy using User Access Patterns in News-On-demand System (주문형 전자신문 시스템에서 사용자 접근패턴을 이용한 기사 프리패칭 기법)

  • Kim, Yeong-Ju;Choe, Tae-Uk
    • The Transactions of the Korea Information Processing Society
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    • v.6 no.5
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    • pp.1189-1202
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    • 1999
  • As compared with VOD data, NOD article data has the following characteristics: it is created at any time, has a short life cycle, is selected as not one article but several articles by a user, and has high access locality in time. Because of these intrinsic features, user access patterns of NOD article data are different from those of VOD. Thus, building NOD system using the existing techniques of VOD system leads to poor performance. In this paper, we analysis the log file of a currently running electronic newspaper, show that the popularity distribution of NOD articles is different from Zipf distribution of VOD data, and suggest a new popularity model of NOD article data MS-Zipf(Multi-Selection Zipf) distribution and its approximate solution. Also we present a life cycle model of NOD article data, which shows changes of popularity over time. Using this life cycle model, we develop LLBF (Largest Life-cycle Based Frequency) prefetching algorithm and analysis he performance by simulation. The developed LLBF algorithm supports the similar level in hit-ratio to the other prefetching algorithms such as LRU(Least Recently Used) etc, while decreasing the number of data replacement in article prefetching and reducing the overhead of the prefetching in system performance. Using the accurate user access patterns of NOD article data, we could analysis correctly the performance of NOD server system and develop the efficient policies in the implementation of NOD server system.

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