• Title/Summary/Keyword: User Need

Search Result 2,124, Processing Time 0.03 seconds

A Study on Improvement of Electronic Library Services Using User Review Data in Mobile App Market

  • Noh, Younghee;Ro, Ji Yoon
    • International Journal of Knowledge Content Development & Technology
    • /
    • v.11 no.1
    • /
    • pp.85-111
    • /
    • 2021
  • This study aims to analyze users' assessment of electronic libraries in the mobile app market and promote service improvement based on this. To this end, the basic background and purpose of the research, research method, and research scope were first set, and the relevant literature and empirical prior studies were analyzed. Next, users' evaluations of electronic libraries were collected and analyzed from Google Play Store. Based on the results analyzed, measures to improve the quality of electronic libraries were discussed. Based on the results of the study, the following improvement measures are proposed. Need for systemic improvement and stabilization. Provision of applications suitable for multi-device environments. Resumption of services after systematic inspection after updating. Simplification of sign up, log in, and authentication procedures. User support through real-time chat. Introduction of a detailed assessment of reviews. Provision of guidance and user manual for electronic libraries. Improvements to expand user convenience, and Securing differentiation from other similar services.

A Study on the User Task in Resource Description & Access (RDA에 나타난 이용자 과업에 대한 연구)

  • Lee, Kyung-Ho
    • Journal of Korean Library and Information Science Society
    • /
    • v.43 no.1
    • /
    • pp.99-122
    • /
    • 2012
  • This study deals with the user task that is the goal of development of RDA (Resource Description & Access), an international standard for future bibliographic description. RDA seeks to implement the user task based on FRBR-FRAD model. User task could be composed of two areas: (1) find, identify, select, and obtain of bibliographic resources in information seeking and (2) find, identify, clarify, and understand of entities related to resources (i.e., person, family, corporate, concept, etc.). This research analyzes how the resource is defined with entity, attributes, and relationship in RDA based on the conceptual model of FRBR-FRAD. And this finally shows the ways of supporting user task in RDA.

The Structure of the User's Problem and It's Implication for User-Oriented Information Service - A Case Study in an Academic Research Environment - (이용자 문제의 구조와 이의 이용자 문제 지향적 정보검색에 대한 적용 - 대학원에서의 학술 연구과제를 대상으로 한 사례연구 -)

  • Park Hongseok
    • Journal of the Korean Society for Library and Information Science
    • /
    • v.28
    • /
    • pp.247-266
    • /
    • 1995
  • The purpose of information retrieval is to help users solve their problems. To fulfill the purpose the user's problem needs to be focused on. The purpose of this study is to identify components and the structure of the user's problem in an academic research environment. From this study it was found that the scientific problem dealt within an academic environment is complicate and the problem is composed of 8 topical and 4 non-topical components. And they could be organized into a stucture. This study has three implications for user-oriented information retrieval. (1) The components and the structure of the problem need to be the framework for the effective information retrieval process and for the evaluation of information retrieval. (2) The research methodology used in this study can be applied to other information service situations and this will result in greater practical implication of a study for more effective information retrieval. And (3) for more effective user-oriented information retrieval, the user needs to be observed and studied in the actual' situation. This study showed that the complicate problem of the actual user can be studied in a systematic way and this resulted in important implications for information retrieval.

  • PDF

Multimodal Sentiment Analysis for Investigating User Satisfaction

  • Hwang, Gyo Yeob;Song, Zi Han;Park, Byung Kwon
    • The Journal of Information Systems
    • /
    • v.32 no.3
    • /
    • pp.1-17
    • /
    • 2023
  • Purpose The proliferation of data on the internet has created a need for innovative methods to analyze user satisfaction data. Traditional survey methods are becoming inadequate in dealing with the increasing volume and diversity of data, and new methods using unstructured internet data are being explored. While numerous comment-based user satisfaction studies have been conducted, only a few have explored user satisfaction through video and audio data. Multimodal sentiment analysis, which integrates multiple modalities, has gained attention due to its high accuracy and broad applicability. Design/methodology/approach This study uses multimodal sentiment analysis to analyze user satisfaction of iPhone and Samsung products through online videos. The research reveals that the combination model integrating multiple data sources showed the most superior performance. Findings The findings also indicate that price is a crucial factor influencing user satisfaction, and users tend to exhibit more positive emotions when content with a product's price. The study highlights the importance of considering multiple factors when evaluating user satisfaction and provides valuable insights into the effectiveness of different data sources for sentiment analysis of product reviews.

Analysis of Reviews from Metaverse Platform Users Based on Topic Modeling

  • Jung Seung Lee
    • Journal of Information Technology Applications and Management
    • /
    • v.31 no.3
    • /
    • pp.93-104
    • /
    • 2024
  • This study conducts an in-depth analysis of user reviews from three leading metaverse platforms - Minecraft, Roblox, and Zepeto - using advanced topic modeling techniques to uncover key factors for business success. By examining a substantial dataset of user feedback, we identified and categorized the main themes and concerns expressed by users. Our analysis revealed that common issues across all platforms include technical functionality problems, user engagement and interest, payment concerns, and connection difficulties. Specifically, Minecraft users highlighted the importance of adventure and creativity, Roblox users expressed significant concerns about security and fraud, and Zepeto users focused heavily on the fairness of the in-game economy. The findings suggest that for metaverse platforms to achieve sustained success, they must prioritize the resolution of technical issues, enhance features that foster user engagement, ensure reliable connectivity, and address platform-specific concerns such as security for Roblox and payment fairness for Zepeto. These insights provide valuable guidance for developers and business strategists, emphasizing the need for robust technical infrastructure, engaging and diverse content, seamless user access, and transparent and fair economic systems. By addressing these key areas, metaverse platforms can improve user satisfaction, build a loyal user base, and secure long-term success in an increasingly competitive market.

Extended Role-Based Access Control with Context-Based Role Filtering

  • Liu, Gang;Zhang, Runnan;Wan, Bo;Ji, Shaomin;Tian, Yumin
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • v.14 no.3
    • /
    • pp.1263-1279
    • /
    • 2020
  • Activating appropriate roles for a session in the role-based access control (RBAC) model has become challenging because of the so-called role explosion. In this paper, factors and issues related to user-driven role management are analysed, and a session role activation (SRA) problem based on reasonable assumptions is proposed to describe the problem of such role management. To solve the SRA problem, we propose an extended RBAC model with context-based role filtering. When a session is created, context conditions are used to filter roles that do not need to be activated for the session. This significantly reduces the candidate roles that need to be reviewed by the user, and aids the user in rapidly activating the appropriate roles. Simulations are carried out, and the results show that the extended RBAC model is effective in filtering the roles that are unnecessary for a session by using predefined context conditions. The extended RBAC model is also implemented in the Apache Shiro framework, and the modifications to Shiro are described in detail.

Credit Card Management Behaviors of College Students (대학생 소비자의 신용카드 관리행동에 관한 연구)

  • Kim, Hyo-Chung
    • Journal of the Korean Home Economics Association
    • /
    • v.43 no.11 s.213
    • /
    • pp.1-15
    • /
    • 2005
  • The purpose of this study was to investigate the attitude, knowledge and need for educational contents about credit cards according to credit card use, and to examine the status of credit card use and the factors affecting credit card management behaviors of college students. The data were collected from 481 college students in Busan and Kyungnam areas by a self-administered questionnaire. Frequencies, Cronbach's alpha, factor analysis, t-test, ${\chi}^2$ analysis, Pearson's correlation analysis and regression analyses were conducted by SPSS WINDOWS. The results from this study were as follows. First, there were no significant differences between the credit card user group and the non-user group in the means of their altitude and knowledge towards credit cards. The mean of each category of the need for educational contents was high in both groups. Second, respondents of the credit card user group answered that they used credit cards whenever necessary, using them to purchase mostly clothing, shoes, and books. Third, credit card management behaviors were influenced by the allowance amount, experience of consumer education related to credit cards, number of total credit cards, attitude towards credit cards, knowledge about credit cards, frequency of credit card use, terms of credit card use and father's occupation. These results suggest that consumer education should be conducted for the credit card management behaviors of college students.

An Examination of an Efficient UI of Smartphone Home Screen Structure (스마트폰의 홈 화면구조에 따른 효율적 UI 방안 모색)

  • Choi, Jinhae
    • Journal of the Ergonomics Society of Korea
    • /
    • v.36 no.5
    • /
    • pp.437-446
    • /
    • 2017
  • Objective: This study aims to draw an efficient UI design by comparing the usability of App drawer and single-layered home screens, which are smartphone home screens. Background: Because smartphone home screen is frequently used including the installation, deletion, and editing of APPs, it should be designed with easily controllable information structure. There is a need to seek a user-friendly UI by comparing the usability of App drawer and single-layered home screens, of which methods to search Apps are different. There is also a need to examine an efficient UI and the factors to improve from the user perspective. Method: This study targeted 30 Android OS and iOS users to evaluate the App drawer and single-layered home screens, of which UI structures are different. Each participant was instructed to carry out an App searching task and App deleting task, and the execution time and the number of errors were measured. After the tasks were completed, they evaluated satisfaction through a questionnaire survey. Results: In the App searching task with low task level, there was no difference in execution level between the App drawer and single-layered home screens. However, the single-layered home screen showed higher efficiency and accuracy in the App deleting task with high task level. As for the group difference according to use experience, there was no difference in satisfaction among Android OS users, but iOS user satisfaction with single-layered home screen with which they were familiar was higher. Conclusion: As for home screen usability, the single-layered home screen UI structure can be advantageous, as task level is higher. Repulsion was higher, when users, who had used easier UI, used complex UI in comparison with user satisfaction, when users familiar with complex UI used easier UI. A UI indicating the current status with clear label marking through a task flow chart-based analysis, and a UI in which a user can immediately recognize by exposing hidden functions to the first depth were revealed as things to improve. Application: The results of this study are expected to be used as reference data in designing smartphone home screens. Especially, when iOS users use Android OS, the results are presumed to contribute to the reduction of predicted barriers.

The POI Model of individualization user central Intelligence Form based of WMS (WMS 기반의 개별 사용자 중심 지능형 POI 서비스 모델)

  • Nam, Haeng-Woo;Kang, Min-Sung;Kim, Bu-Rim;Kim, Eun-Young;Kim, Do-Hyeun;Lee, Sang-Jun
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2006.11a
    • /
    • pp.725-728
    • /
    • 2006
  • Recently, It is gradually increasing about need of various information service based of Location that in compliance with rapidly development wireless internet terminal using the real-time location information at mobile environment. But existing information depends service provision method to information provider. so It is many insufficient tailorable information provision about user individuals each other propensity. For this, It need Service skill to provide easily information about tailorable POI(Point Of Interest) of user preference using information based of Location in mobile computing environment. Therefore In this paper, It is use information service based of location in mobile environment. So It analyzes POI information in compliance with propensity of user and It proposes to provide information about service model. It provides to follow individuals propensity analysis POI information service based of location in proposed model. so It provides actively more value information to user.

  • PDF

Apparel design evaluation process from users' perceived values

  • Kim, Jungsook
    • The Research Journal of the Costume Culture
    • /
    • v.22 no.1
    • /
    • pp.158-166
    • /
    • 2014
  • Apparel design is an economic activity to create values for users over the value chain of a product. In this paper, the contribution of apparel design is defined as the enhancement of users' perceived values by improving users' experience of products. In this context, the value of a product corresponds to compensation for experience or a promise for experience of a product. Experience can be sensory or psychological benefits to users. To evaluate the value of apparel design, the researcher identified and analyzed the apparel design parameters affecting users' experience and benefits of products such as macro-, micro-environmental factors, value chain factors, apparel designer factors, and user factors. For an analytical modeling of the values of apparel design, this paper introduces the concept of a utility function from economics. In economics, utility is a measure of desirability or satisfaction that can be correlative to need or desire. The measure of value can be found in the price which a user is willing to pay for the fulfillment or satisfaction of need or desire via the experience of a product.