• Title/Summary/Keyword: User Pattern

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Identification of user's Motion Patterns using Motion Capture System

  • Jung, Kwang Tae;Lee, Jaein
    • Journal of the Ergonomics Society of Korea
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    • v.33 no.6
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    • pp.453-463
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    • 2014
  • Objective:The purpose of this study is to identify motion patterns for cellular phone and propose a method to identify motion patterns using a motion capture system. Background: In a smart device, the introduction of tangible interaction that can provide new experience to user plays an important role for improving user's emotional satisfaction. Firstly, user's motion patterns have to be identified to provide an interaction type using user's gesture or motion. Method: In this study, a method to identify motion patterns using a motion capture system and user's motion patterns for using cellular phone was studied. Twenty-two subjects participated in this study. User's motion patterns were identified through motion analysis. Results: Typical motion patterns for shaking, shaking left and right, shaking up and down, and turning for using cellular phone were identified. Velocity and acceleration for each typical motion pattern were identified, too. Conclusion: A motion capture system could be effectively used to identify user's motion patterns for using cellular phone. Application: Typical motion patterns can be used to develop a tangible user interface for handheld device such as smart phone and a method to identify motion patterns using motion analysis can be applied in motion patterns identification of smart device.

An Architectural Pattern Recommendation Method Based on a Quality-Attributes Trade-off Analysis (품질속성의 트레이드오프 분석을 통한 아키텍처 패턴 추천 방법)

  • Park, Hyeon-ju;Lee, Seok-Won
    • Journal of KIISE
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    • v.44 no.2
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    • pp.148-162
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    • 2017
  • Recently, the accomplishment of a system's quality attributes requires the negotiation of increasingly complex requirements, and this is because the contextual and developmental environments in which software is used has undergone broad changes. Nevertheless, with regard to most architectural designs, many of the proportions depend on the architect's intuition. Moreover, even if reusable architectural patterns are adapted to an architectural design, common schemas for the description of their use are nonexistent, and it is difficult to make a comparison for the selection of an appropriate systemic pattern because the focus of the schemas is not the user's perspective. To achieve a fast initial-design decision, this paper suggests new schemas that reduce the distance between the quality attribute requirements and the design by reinterpreting architectural patterns from the user's perspective. Also, based on the reconstructed pattern model that is derived from the use of the new schemas, an architectural-pattern recommendation method (APOQATo) for which the trade-off and the constraints that are due to the design decision are considered is provided as well as the advantages of the architectural pattern for which the quality attributes are satisfied.

Design of a MapReduce-Based Mobility Pattern Mining System for Next Place Prediction (다음 장소 예측을 위한 맵리듀스 기반의 이동 패턴 마이닝 시스템 설계)

  • Kim, Jongwhan;Lee, Seokjun;Kim, Incheol
    • KIPS Transactions on Software and Data Engineering
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    • v.3 no.8
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    • pp.321-328
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    • 2014
  • In this paper, we present a MapReduce-based mobility pattern mining system which can predict efficiently the next place of mobile users. It learns the mobility pattern model of each user, represented by Hidden Markov Models(HMM), from a large-scale trajectory dataset, and then predicts the next place for the user to visit by applying the learned models to the current trajectory. Our system consists of two parts: the back-end part, in which the mobility pattern models are learned for individual users, and the front-end part, where the next place for a certain user to visit is predicted based on the mobility pattern models. While the back-end part comprises of three distinct MapReduce modules for POI extraction, trajectory transformation, and mobility pattern model learning, the front-end part has two different modules for candidate route generation and next place prediction. Map and reduce functions of each module in our system were designed to utilize the underlying Hadoop infrastructure enough to maximize the parallel processing. We performed experiments to evaluate the performance of the proposed system by using a large-scale open benchmark dataset, GeoLife, and then could make sure of high performance of our system as results of the experiments.

Implementation of an User Interface Developing Tool for 3D Simulator (3차원 시뮬레이터의 사용자 인터페이스 개발 도구 구현)

  • Yoon, Ga-Rim;Jeon, Jun-Young;Kim, Young-Bong
    • Journal of Korea Multimedia Society
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    • v.19 no.2
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    • pp.504-511
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    • 2016
  • 3D simulation programs or games on a smart phone and a personal computer have often employed 3D graphic processing techniques and 3D graphical views. However, the user interfaces in those 3D programs have sticked to take a typical 2D style user interface and thus the combination of a 2D user interface view and a 3D simulation view give us a mismatched sense. Since a 2D user interface has been based on the windows controls, it causes sometime DC conflicts between a simulation view and an interface view. Therefore, we will implement the UI developing tool which can be inserted into the pipeline structure for the development of a 3D simulation software and also follows the view-handler design pattern in Microsoft windows system. It will provide various graphical effects such as the deformation of UI depending on the view direction of simulation view and the sitting pose of user. This developing tool gives the natural user interface which heightens the sense of unity with a given 3D simulation view.

A Comparative Study for User Interface Design between TV and Mobile Phone (TV와 휴대폰의 사용자 인터페이스 디자인 비교 연구)

  • Pan, Young-Hwan
    • Journal of the Ergonomics Society of Korea
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    • v.27 no.1
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    • pp.29-35
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    • 2008
  • An estimated 1 billion mobile phone were sold globally in the year 2006. In Korea, people watch television 3.17 hours in a day. Television isn't what it used to be. Digital TV provides both interactivity and high definition. Mobile phone also transferred from 2G to 3G or 3.5G. This means the complexity of TV and mobile phone is increased, design of user interface is more difficult. Unlike the personal computer industry, TV and mobile phone industries have no standard user interface. A comparative study for user interface between TV and mobile phone is studied. User, task, system are analyzed in requirement analysis. User interface model and interaction are also analyzed between TV and mobile phone. This study provides some insights for user interface design. First, the UI designer have to consider another products because one user using one product at the same time using another products. Experience for one product affects that for another product. Second, TV and mobile phone show very similar pattern, especially interaction task and input interaction. Third, there are not sometimes optimized experience between service operator and device manufacturer. Cooperative design between them is required.

A Suggestion of User Behavior analysis Framework (사용자 행동 분석 프레임워크 제안)

  • Kim, Hye Lin;Lee, Min Ju;Park, Seung Ho
    • Design Convergence Study
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    • v.16 no.5
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    • pp.203-217
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    • 2017
  • This study proposes and demonstrates the value of user - centered design methodology based on linguistic analysis. The results of the proposed user behavioural analysis framework suggested that the syntactic structure between the sentence structure and its components could be a logical basis for explaining the user's situation and behavior. Based on this, the definitions and classifications of user interactions and user contexts were conducted in a microscopically context. User behavior has also been established to identify pattern structures of purposeful nature and constitutes a user behavior sequence that prioritizes them. Next, the User Experience Analysis Framework was derived by defining the relationship between User Behavior and User Behavior and User Context and User Context. To verify the framework of the framework, a professional assessment was conducted to conduct a review of the user's experience and conduct a study of the framework of the framework and conduct of the framework of the framework of the framework and practical utility of the framework. Through this, it was possible to identify the value of the qualitative and quantitative framework of the framework and the future direction of development.

Friend Recommendation Scheme Using Moving Patterns of Mobile Users in Social Networks (소셜 네트워크에서 모바일 사용자 이동 패턴을 이용한 친구 추천 기법)

  • Bok, Kyoungsoo;Seo, Kiwon;Lim, Jongtae;Yoo, Jaesoo
    • The Journal of the Korea Contents Association
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    • v.16 no.4
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    • pp.56-64
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    • 2016
  • With the development of information technologies and the wide spread of smart devices, the number of users of social network services has increased exponentially. Studies that identify user preferences and recommend similar users in these social network services have been actively done. In this paper, we propose a new scheme to recommend social network friends with similar preferences through the moving pattern analysis of mobile users. The proposed scheme removes the meaningless trajectories via companions, short time trajectories, and repeated trajectories to determine the correct user preference. The proposed scheme calculates user similarity using the meaningful trajectories and recommends users with similar preferences as friends. It is shown through performance evaluation that the proposed scheme outperforms the existing schemes.

A Study of Behavior Based Authentication Using Touch Dynamics and Application Usage on Android (안드로이드에서 앱 사용과 터치 정보를 이용한 행위 기반 사용자 인증 기술 연구)

  • Kim, Minwoo;Kim, Seungyeon;Kwon, Taekyoung
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.27 no.2
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    • pp.361-371
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    • 2017
  • The increase in user data stored in the device implies the increase in threats of users' sensitive data. Currently, smartphone authentication mechanisms such as Pattern Lock, fingerprint recognition are widely used. Although, there exist disadvantages of inconvenience use and dependence that users need to depend on their own memory. User behavior based authentication mechanism have advantages of high convenience by offering continuous authentication when using the mobile device. However, these mechanisms show limitations on low accuracy of authentication and there are researches to improve the accuracy. This paper proposes improved authentication mechanism that uses user's smartphone application usage pattern which has not considered on earlier studies. Also, we analyze performance of proposed mechanism with collected datasets from actual use of smartphone applications.

A New Mobility Modeling and Comparisons of Various Mobility Models in Zone-based Cellular Networks (영역 기준 이동통신망에서 이동성의 모형화 및 모형들의 비교 분석)

  • Hong, J.S.;Chang, I.K.;Lee, J.S.;Lie, C.H.
    • IE interfaces
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    • v.16 no.spc
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    • pp.21-27
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    • 2003
  • Objective of this paper is to develop the user mobility model(UMM) which is used for the performance analysis of location update and paging algorithm and at the same time, consider the user mobility pattern(UMP) in zone-based cellular networks. User mobility pattern shows correlation in space and time. UMM should consider these correlations of UMP. K-dimensional Markov chain is presented as a UMM considering them where the states of Markov chain are defined as the current location area(LA) and the consecutive LAs visited in the path. Also, a new two dimensional Markov chain composed of current LA and time interval is presented. Simulation results show that the appropriate size of K in the former UMM is two and the latter UMM reflects the characteristic of UMP well and so is a good model for the analytic method to solve the performance of location update and paging algorithm.

Context Awareness Reasoning System for Personalized Services in Ubiquitous Mobile Environments (유비쿼터스 모바일 환경에서 개인화 서비스를 위한 상황인지 추론 시스템)

  • Moon, Aekyung;Park, Yoo-mi;Kim, Sang-gi;Lee, Byung-sun
    • IEMEK Journal of Embedded Systems and Applications
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    • v.4 no.3
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    • pp.139-147
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    • 2009
  • This paper proposed the context awareness reasoning system to provide the personalized services dynamically in a ubiquitous mobile environments. The proposed system is designed to provide the personalized services to mobile users and consists of the context aggregator and the knowledge manager. The context aggregator can collect information from networks through Open API Gateway as well as sensors in a various ubiquitous environment. And it can also extract the place types through the geocoding and the social address domain ontology. The knowledge manager is the core component to provide the personalized services, and consists of activity reasoner, user pattern learner and service recommender to provide the services predict by extracting the optimized service from user situations. Activity reasoner uses the ontology reasoning and user pattern learner learns with previous service usage history and contexts. And to design service recommender easy to flexibly apply in dynamic environments, service recommender recommends service in the only use of current accessible contexts. Finally, we evaluate the learner and recommender of proposed system by simulation.

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