• Title/Summary/Keyword: User Pattern

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An associative service mining based on dynamic weight (동적 가중치 기반의 연관 서비스 탐사 기법)

  • Hwang, Jeong Hee
    • Journal of Digital Contents Society
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    • v.17 no.5
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    • pp.359-366
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    • 2016
  • In order to provide useful services for user in ubiquitous environment, a technique that can get the helpful information considering user activity and preference is needed and also user's interest actually changes as time passes. Therefore, the discovering method which reflects the concern degree of service information is needed. In this paper, we present the finding method of frequent pattern with dynamic weight on individual item based on service ontology we design. Our method can be applied to provide interested service information for user depending on context.

User Similarity-based Path Prediction Method (사용자 유사도 기반 경로 예측 기법)

  • Nam, Sumin;Lee, Sukhoon
    • The Journal of Korean Institute of Information Technology
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    • v.17 no.12
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    • pp.29-38
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    • 2019
  • A path prediction method using lifelog requires a large amount of training data for accurate path prediction, and the path prediction performance is degraded when the training data is insufficient. The lack of training data can be solved using data of other users having similar user movement patterns. Therefore, this paper proposes a path prediction algorithm based on user similarity. The proposed algorithm learns the path in a triple grid pattern and measures the similarity between users using the cosine similarity technique. Then, it predicts the path with applying measured similarity to the learned model. For the evaluation, we measure and compare the path prediction accuracy of proposed method with the existing algorithms. As a result, the proposed method has 66.6% accuracy, and it is evaluated that its accuracy is 1.8% higher than other methods.

The User Identification System using the ubiFloor (유비플로어를 이용한 사용자 인증 시스템)

  • Lee Seunghun;Yun Jaeseok;Ryu Jeha;Woo Woontack
    • Journal of KIISE:Software and Applications
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    • v.32 no.4
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    • pp.258-267
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    • 2005
  • We propose the ubiFloor system to track and recognize users in ubiquitous computing environments such as ubiHome. Conventional user identification systems require users to carry tag sensors or use camera-based sensors to be very susceptible to environmental noise. Though floor-type systems may relieve these problems, high cost of load cell and DAQ boards makes the systems expensive. We propose the transparent user identification system, ubiFloor, exploiting user's walking pattern to recognize the user with a set of simple ON/OFF switch sensors. The experimental results show that the proposed system can recognize the 10 enrolled users at the correct recognition rate of $90\%$ without users' awareness of the system.

User Experience(UX) of Facebook: Focusing on Users' Eye Movement Pattern and Advertising Contents (Facebook의 사용자경험연구: 사용자의 시선경로와 광고콘텐츠를 중심으로)

  • Kim, Tae-Yang;Shin, Dong-Hee
    • The Journal of the Korea Contents Association
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    • v.14 no.7
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    • pp.45-57
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    • 2014
  • This study examines subjects' eye movement pattern and surveys their attitudes to the exposed advertisements on the Facebook. Different from the F-shaped pattern of the typical Web pages, users' eye movements on the Facebook have shown a rough H-shape. Even though a large number of users have shown F-shaped pattern on the ordinary Web pages in order to skip the contents of a Web, subjects' eye-movement pattern on the Facebook has H -shaped pattern due to the unique User Interface (UI) of the Facebook. With the right side and vertical arrangement of ads on the Facebook, users skip the page with having a large H-shaped pattern. In addition, this study set four AOIs(Area of Interest) that are advertising sections comprised on the Facebook Web page and measured fixation length within the AOIs then surveyed subjects' attitudes about the exposed ads. Through the experiment and survey, this study offers the optimum advertising position that can attract Facebook users' attention. As the result of experiment and survey, the second ad has the subjects' highest attitude to advertising and fourth ad is the next effectiveness and first and third ad followed. This study highlights the key implications to provide better user experiences(UX) and marketing strategies to users who are the consumers of companies and organizations which have a plan to put their advertising on the Facebook.

Development of Web UX Pattern System for Wordpress Service, and Design Suggestion for Wordpress Theme Filtering Service

  • Lee, Hyun Jhin
    • International Journal of Contents
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    • v.13 no.1
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    • pp.9-21
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    • 2017
  • This study focused on realizing the UX pattern elements for Wordpress service, and applying the UX pattern approach to enhance UX consideration in Wordpress theme service. The Wordpress UX pattern system was developed based on web UX pattern analysis, and on characteristics of Wordpress components and theme filtering tags. The Wordpress UX pattern system was further analyzed in 22 popular Wordpress themes and 20 web UX scenarios, to evaluate its working by defining theme UX as a case study. The Wordpress theme filtering service GUI was designed based on the Wordpress UX pattern system as a design suggestion. Web technology is evolving rapidly, and web design has become a ready-made service with less user experience consideration, or design creativity. This study directs to keep track of UX value in an emerging web service paradigm.

Understanding the Pattern of Mobile-phone Tasks on the 'Situational Context' : Focused on the ESR(Extend, Synchronize, Replace) Model (모바일폰 사용 영역과 상황 기반의 컨텍스트 정의 및 사용 행위의 구조 분석을 통한 테스크 모델 제안)

  • Cho, Yun-Jin;Lee, Eun-Jong
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.158-164
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    • 2008
  • This study was conducted for raising the considering the dynamical context of mobile phone use environment in the mobile-phone research. For this I identified the characteristic of the mobile phone use. The first characteristic is that the mobile phone is the context sensitive device. Also, it reflects the user's life pattern because it is the very personal device. I defined the context of mobile phone use with the basis on this identification of those characteristics. I referenced the definition, 'situational context', defining the mobile phone use context. Also, I set up the research scope within the user task that is influential from the situational context, I named this kind of task as the 'contextual task'. I developed the Contextual Task Model in this study. I named the model as the 'ESR Model'. The reason that I developed this contextual task model is that this model can help novice designers and designers unfamiliar with an application domain understand the user behavior and user centered design. And also this model can be effective to communicate each other, I identified the user's contextual tasks three kinds of model. First, the Extend Model includes user tasks that related to extending from user physical working space to the virtual level. Second model is Synchronize Model, which includes issues that lesson the blocking when use several functions at a time or sequentially. Third model is Replace Model, which is come from the characteristic of user life pattern to use the mobile phone. Finally, I proposed an application of this model, CIQ. Through the process to make CIQ I proved the effectiveness of this ESR Model.

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A Study on the Possibility to Use Christopher Alexander's Pattern Language by Using Network Analysis Tool (연결망 분석도구를 이용한 크리스토퍼 알렉산더 패턴언어 활용 가능성에 관한 연구)

  • Jung, Sung-Wook;Kim, Moon-Duck
    • Korean Institute of Interior Design Journal
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    • v.25 no.3
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    • pp.31-39
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    • 2016
  • This study is aimed to increase the possibility of using the Christopher Alexander's pattern language. The methodology of this study is (i) to analyze the pattern language by using the network analysis tool in order to understand the complicate network structure of the pattern language, and (ii) to apply the Alexander's method of using the pattern language by using the network analysis tool (Gephi) and to examine the feasibility of the network analysis tool as a tool for using the pattern language. Firstly, as a result of analysing the pattern language, (i) the pattern language classified by pattern number is distinguished by the patterns of towns, buildings and construction, among which the pattern of buildings plays a key function in the networks; (ii) the buildings functions a medium connecting between the towns and the construction; and (iii) the pattern language is divided into 6 sub-modules, through which the user can select a pattern. Secondly, the result of using the network analysis tool as a tool for using the pattern language (i) suggests the new method of using the pattern language by using the network analysis tool (Gephi); (ii) makes it possible to easily figure out the characteristics of the links between the patterns; and (iii) increases the completeness of the pattern language by making it easy to find out the sub-patterns in selecting a pattern.

Designing Mobile User Interface with Grip-Pattern Recognition (파지 형태 인식을 통한 휴대 단말용 사용자 인터페이스 설계)

  • Chang, Wook;Kim, Kee-Eung;Lee, Hyun-Jeong;Cho, Joon-Kee;Soh, Byung-Seok;Shim, Jung-Hyun;Yang, Gyung-Hye;Cho, Sung-Jung;Park, Joon-Ah
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.678-683
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    • 2006
  • A novel and intuitive way of accessing applications of mobile devices is presented. The key idea is to use grip-pattern, which is naturally produced when a user tries to use the mobile device, as a clue to determine an application to be launched. To this end, a capacitive touch sensor system is carefully designed and installed underneath the housing of the mobile terminal to capture the image of the user's grip-pattern. The captured data is then recognized by a recognizer with dedicated preprocessing and postprocessing algorithms. The recognition test is performed to validate the feasibility of the proposed user interface system.

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Development of an Interface for Data Visualization and Controlling of Classified Objects based on User Conditions (사용 상황에 맞게 분류된 사물의 데이터 시각화와 제어를 위한 인터페이스 개발)

  • Park, Heesung;Han, Minseok;Choi, Yuri
    • KIISE Transactions on Computing Practices
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    • v.22 no.7
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    • pp.320-325
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    • 2016
  • By developing the IoT(Internet of Things) technology, devices for smart home environment have rapidly increased. With respect to mobiles, these applications are used to control and manage the various smart devices effectively. However, the existing mechanisms only provide simple information, and hence a difficulty to search or control the smart devices persists, since there is no meaningful relationship between them. In this research, we suggest an interface which visualizes the device's data and controls them effectively, based on the user's device using pattern. As a solution for this problem, we classify the user pattern based on a timeline for the associated circumstance, and visualize the device's data to make a group or to control individually in an easier approach. Also, all meaningful information could be confirmed by summarizing all the data of smart devices.

A Study on the Determinants of Mobile Application Purchase based on User Groups (사용자 유형에 따른 모바일 앱 구매요인에 관한 연구)

  • Oh, Sunju
    • Information Systems Review
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    • v.16 no.1
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    • pp.73-88
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    • 2014
  • According to the widespread use of smartphone, various and abundant mobile applications have been used and lots of new companies have developed mobile applications. To revitalize mobile application market, a lot of research and experiments have been performed in application development and delivery industries. The purpose of this research is to figure out the usage pattern of smartphone application and purchasing criteria of mobile application. We categorized smartphone application users with respect to application selection criteria and examined the characteristics of the categorized users. As a result, the factors of purchasing criteria of the users with respect to smartphone application selection criteria and application type were categorized into 3 groups: aggressive usage group, middle usage group, and passive usage group. The result of this study indicates that the relationship between purchasing criteria and usage pattern in mobile application market was actualized by measuring the purchasing factors of user. Therefore this fact suggests that it is very important to measure the accurate purchasing factors of its user for setting up the marketing strategy of mobile application market.