• Title/Summary/Keyword: User Life

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Design of the Assistive Communication system by using symbols (의미심볼에 의한 통신보조기기의 설계)

  • Hwang, E.J.;Kwon, K.H.;Lee, E.S.;Min, H.K.
    • Proceedings of the KOSOMBE Conference
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    • v.1997 no.11
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    • pp.493-496
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    • 1997
  • In this paper, we present the design strategy of the assistive communication system to be able to communicate or the mute and speech disorder under the restricted circumstances. To be used conveniently in daily life, first, a specific domain should be set according to circumstance, and second, proper words in each domain should be selected according to physical, mental ability of user. As the design process of this system should be reflected by the abilities of user, each word is represented as symbols, transparently. The sentences are compounded from symbols. Compounded sentences are showed on display in letters, and synthesized naturally in voice in order to be understood easy.

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Research on GUI(Graphic User Interaction) factors of touch phone by two dimensional emotion model for Grooming users (Grooming 사용자의 2차원 감성 모델링에 의한 터치폰의 GUI 요소에 대한 연구)

  • Kim, Ji-Hye;Hwang, Min-Cheol;Kim, Jong-Hwa;U, Jin-Cheol;Kim, Chi-Jung;Kim, Yong-U;Park, Yeong-Chung;Jeong, Gwang-Mo
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2009.05a
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    • pp.55-58
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    • 2009
  • 본 연구는 주관적인 사용자의 감성을 객관적으로 정의하여 2차원 감성 모델에 의한 터치폰의 GUI 디자인 요소에 대한 디자인 가이드라인을 제시하고자 한다. 본 연구는 다음과 같은 단계로 연구를 진행하였다. 첫 번째 단계로 그루밍(Grooming) 사용자들의 라이프 스타일을 조사하여 Norman(2002)에 의거한 감각적, 행태적, 그리고 심볼적 세 가지 레벨의 감성요소를 추출하였다. 두 번째 단계로 Russell(1980)의 28개 감성 어휘와 세 단계 감성과의 관계성을 설문하여 감성모델을 구현하였다. 마지막으로 요인분석을 이용하여 대표 감성 어휘를 도출한 후 감성적 터치폰의 GUI(Graphic User Interaction) 디자인 요소를 제시함으로써 사용자의 감성이 반영된 인간 중심적인 제품 디자인을 위한 가이드라인을 제안한다.

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Streamer Motives and User-Generated Content on Social Live-Streaming Services

  • Friedlander, Mathilde B.
    • Journal of Information Science Theory and Practice
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    • v.5 no.1
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    • pp.65-84
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    • 2017
  • Three most popular information services, Periscope, Ustream, and YouNow, vicarious for all Social Live-Streaming Services (SLSSs), are investigated to analyze their streamers' motivations and the user-generated content. Additionally, we collected demographic data (gender and age). More than 7,500 streams by users from the U.S., Germany, and Japan were observed. Main streamer motivations on SLSSs are boredom, socializing, the need to reach a specific group, the need to communicate, and fun. Important content categories on all three SLSSs are chatting, sharing information, 24/7, and 'slice of life.' We were able to identify differences between users from the U.S., Germany, and Japan as well as between the users of Periscope, Ustream, and YouNow. The main motive to stream in the U.S. is to reach a specific group, while in Japan it is socializing, and in Germany boredom. The top content category for both, YouNow as well as Periscope, is to chat; on Ustream it is 24/7 (i.e., webcams).

Acceptance-Diffusion Strategies for Tablet-PCs: Focused on Acceptance Factors of Non-Users and Satisfaction Factors of Users

  • Kim, You-Jin;Sim, Jin-Bo
    • ETRI Journal
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    • v.34 no.2
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    • pp.245-255
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    • 2012
  • Among emerging devices propelling the growth of mobile devices, smartphones and tablet-PCs are among the most recognizable. In this study, a research model is designed for exploring acceptance-diffusion strategies for tablet-PCs from the viewpoint of consumer perception, which is verified through a survey. The results of this study show that tablet-PCs have great potential to be versatile, multifunctional devices, even though they are currently considered mostly as entertainment-oriented rather than fulfilling the essential needs of everyday life. An analysis of the acceptance model for tablet-PCs revealed that playability, cost level, functionality, and complexity significantly affect user acceptance. An analysis of the diffusion model, on the other hand, showed that playability and user interface have a significant influence on satisfaction, trust, and positive behavioral intention. We also found that cost level is not a major hindrance in the market diffusion of tablet-PCs. The results of this study can be used to establish effective acceptance and diffusion strategies for tablet-PCs and other emerging devices.

Combination-mode BLE Device Profile for Connection & Non-connection Methods

  • Jiang, Guangqiu;Joe, Inwhee
    • Annual Conference of KIPS
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    • 2016.04a
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    • pp.897-899
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    • 2016
  • In recent years, BLE technology has received extensive attention and has been applied to all aspects of life. The existing BLE device has two methods, one is the connection method, and the other is a non-connection method. The representative profile of the connection method is the proximity file. The most typical example of Non-connection method BLE device is a beacon. However, they are both independent and have their own shortcomings. Connection method device can provide service for only one user, others can't use. Security performance of Non-connection method BLE device is poor and the device can't be controlled by the user. In this paper, a combination-mode BLE device profile design scheme is presented, which combines with the previous two methods, and solves the defaults. And We define a dual purpose advertising package that can be used in a normal environment as well as in a disaster environment. Finally, a unidirectional Control idea is proposed. Through performance evaluation, we found that the device has strong stability and low power consumption.

Analysis of the Weight for the Required Performance Items of Lightweight Wall through the Test-bed and AHP Method (테스트베드 구축과 AHP기법을 통한 경량벽체 요구성능의 중요도 분석)

  • Lee, Hak-Ju
    • Proceedings of the Korean Institute of Building Construction Conference
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    • 2015.05a
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    • pp.105-106
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    • 2015
  • As the Long-life certification system is recently introduced in the Housing Law in Korea, it is expected that an application of the lightweight wall panel will be increased in apartment construction as the main wall system. However, the performance criteria for lightweight wall is in the early phase of its action. Therefore, it is necessary to establish the performance criteria properly by investigating performance requirement in the user's perspective. The purpose of this study is to identify of the weight of the required performance items for the lightweight wall in apartment house. To analyze the priority in the performance, an interview survey is performed; after monitering the test-bed of the lightweight walls, user and experts evaluate the performance requirements. The weight of the performance requirement is developed by AHP method.

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A Tour Guide System Based on a Context-Aware in Ubiquitous Environment (유비쿼터스 환경에서 상황인지 기반 문화재 답사도우미 시스템)

  • Park, Ji-Hyung;Lee, Seung-Soo;Kim, Sung-Ju;Lee, Seok-Ho;Yeom, Ki-Won
    • Korean Journal of Computational Design and Engineering
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    • v.11 no.5
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    • pp.365-374
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    • 2006
  • The ubiquitous environment is to support people in their everyday life in an inconspicuous and unobtrusive way. This environment requires information such as the person, his/her preferences, and habits which is available in the ubiquitous system. In this paper, we propose the context aware system that can provide the tailored information service for user in ubiquitous computing environment. Our system architecture is divided into 4 domain models such as context awareness, presentation, interface and inference domain. Each domain model can perform some predefined tasks independently. And we suggest the hybrid algorithm combined with fuzzy and Bayesian method in order to reason what is the suitable information for user. We show the possibility for the real application through applying the system to the TGA (Tour Guide Assistant) for Kyoungju historical site.

A Study on the Changes of Dwellers' Consciousness in Architectural and Planning Factors of Eco-Village - focused on the changes of dwellers' consciousness at Ansolgi Village- (생태마을 거주자의 건축·단지 계획요소에 대한 의식 변화 연구 - 안솔기마을 주민을 대상으로-)

  • Song, Jeong-Seok;Yun, Young-Il;Lee, Hyo-Won
    • KIEAE Journal
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    • v.7 no.5
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    • pp.21-28
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    • 2007
  • The studies on eco-village have been focused on the notion of the village and methods to construct it. However, there haven't been enough studies to research changes of the village derived from dwellers of the village. This fact is being one of reasons to deliver many constructions of Eco-Villages being out of balance. Though the dweller is practical user of the village, planning methods concerning user's opinion are not used and even devaluated in the comparison to methods at the beginning of the planning. Thus, this study began to research dwellers' consciousness for Eco-Village and point out problems which can be happen in real life of Eco-Village.

Case-Based Reasoning Framework for Data Model Reuse (데이터 모델 재사용을 위한 사례기반추론 프레임워크)

  • 이재식;한재홍
    • Journal of Intelligence and Information Systems
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    • v.3 no.2
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    • pp.33-55
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    • 1997
  • A data model is a diagram that describes the properties of different categories of data and the associations among them within a business or information system. In spite of its importance and usefulness, data modeling activity requires not only a lot of time and effort but also extensive experience and expertise. The data models for similar business areas are analogous to one another. Therefore, it is reasonable to reuse the already-developed data models if the target business area is similar to what we have already analyzed before. In this research, we develop a case-based reasoning system for data model reuse, which we shall call CB-DM Reuser (Case-Based Data Model Reuser). CB-DM Reuse consists of four subsystems : the graphic user interface to interact with end user, the data model management system to build new data model, the case base to store the past data models, and the knowledge base to store data modeling and data model reusing knowledge. We present the functionality of CB-DM Reuser and show how it works on real-life a, pp.ication.

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Intention-Oriented Itinerary Recommendation Through Bridging Physical Trajectories and Online Social Networks

  • Meng, Xiangxu;Lin, Xinye;Wang, Xiaodong;Zhou, Xingming
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.6 no.12
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    • pp.3197-3218
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    • 2012
  • Compared with traditional itinerary planning, intention-oriented itinerary recommendations can provide more flexible activity planning without requiring the user's predetermined destinations and is especially helpful for those in unfamiliar environments. The rank and classification of points of interest (POI) from location-based social networks (LBSN) are used to indicate different user intentions. The mining of vehicles' physical trajectories can provide exact civil traffic information for path planning. This paper proposes a POI category-based itinerary recommendation framework combining physical trajectories with LBSN. Specifically, a Voronoi graph-based GPS trajectory analysis method is utilized to build traffic information networks, and an ant colony algorithm for multi-object optimization is implemented to locate the most appropriate itineraries. We conduct experiments on datasets from the Foursquare and GeoLife projects. A test of users' satisfaction with the recommended items is also performed. Our results show that the satisfaction level reaches an average of 80%.