• Title/Summary/Keyword: User Pattern Change

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How Does Smart Device User Experience Change by Generation (스마트 디바이스의 세대별 사용자 경험 변화 연구)

  • Lee, Hyun-Ju;Hong, Mi-Hee
    • The Journal of the Korea Contents Association
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    • v.19 no.3
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    • pp.252-260
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    • 2019
  • Smart devices have penetrated deeply into our daily lives. They have not only increased user convenience, but also changed the overall lifestyle of society. The objective of this study was to examine the change process of user experience through device classification and technology by generation. In order to achieve the objective, this study analyzed the purpose and pattern of using a device, which is a digital platform, and the input and output, which are the most important digital components for personal exclusiveness and interaction. The analysis results of this study showed that, in the past, the purpose of using a device was clear, a device was used in common, and a separate device was used for input and output. However, as devices evolved, users began to emphasize the fun aspect than the purpose of a device. As a result, personal exclusiveness has increased. Moreover, unlike devices in the past depending on separate input or output methods, devices are evolving to employ a method performing input and output using the five senses of people such as the touchscreen using a body part of a user, voice, and motion. This study evaluated how the overall experience of users, which was obtained through technology, has changed for each generation. Furthermore, this study proposed the future direction of device development by considering the user experience. It is believed that the results of this study will be useful for future studies on the overall experience of users who will use a range of smart devices, which will be released in the future.

Pattern Development of Waist / Abdominal Area of Obese Womem Using 3D Geometrical Model (3D모델을 이용한 비만체형 여성의 허리-배 부위 패턴 특성 연구)

  • Kim, So-Young;Hong, Kyung-Hi
    • Journal of the Korean Society of Clothing and Textiles
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    • v.29 no.7 s.144
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    • pp.1018-1026
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    • 2005
  • Recent development of 3D scanner and software is regarded as a promising method of acquiring replicas from human body indirectly. It would be very helpful if we could predict the characteristics of 2D pattern from the simple parameters related to 3D shape for ordinary user. Therefore, in this study, investigation of 2D pattern of waist/abdominal area from the 3D geometrical model was conducted for the pattern development of waist nipper. To create body models and develop the surface of them, one ortho commonly used CAD/CAM program, IDEAS(UGS-plm solutions, USA) was used. As for the size of the models, the width, thickness, and circumference ranges of adult women's torso reported in National Anthropometric Survey of Korea (1997) were used as a standard model. Seven size variations were made by changing the width of the waist only, from 19 cm to 40 cm. Therefore, simulated body models include not only the normal body but also obese body who has wider waist and abdomen width than hip width. As results, it was found that the curvature of the unfolded 2D pattern around the abdominal area decreases as the waist width increases. As the width of the waist increases more and more, so that the comparative ratios around the torso becomes in abnormal ranges, there appears inflection points and the direction of curvature was changed. 2D Patterns obtained in this research were quantified by curvature, length of the curve and angle of deflection in the reference frame box for the convenience of the actual pattern making process. It was also possible to find that the shape of patterns of abnormal body resulted in a quite interesting change in the curves of 2D pattern, which could be applied to the custom made waist nipper for obese women.

Dynamic Pricing for User Created Contents : Computer Modeling and Simulation (UCC의 동적 가격 결정 : 모델링과 시뮬레이션 이용)

  • Chung, Doo-Shik;Jo, Hyeon;Kim, Soung-Hie
    • The Journal of the Korea Contents Association
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    • v.12 no.6
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    • pp.56-67
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    • 2012
  • The User Created Contents (UCC) are traded actively on the on-line market. The current pricing policy on the UCC market is the fixed pricing, which is set by the seller once and price never changes again. However market demand and supply are changing hourly, so the studies about dynamic pricing to determine more properly have been carried out. This paper suggests dynamic pricing models for UCC by analyzing the customer's searching pattern. We propose 2 pricing models (trend change-based pricing model and relative pricing model), and experiment various status by controlling system and market variables. We demonstrated our model by computational modeling and simulation. The result of this research can be useful guidelines to increase the revenue and profit of the UCC Market.

Implementation of Mobile System based on LBS using Design Pattern (디자인 패턴을 활용한 LBS기반 모바일 시스템 구현)

  • Lee, Hong-Ro;Baek, Jeong-Ho;Mun, Young-Chae
    • Journal of the Korean Association of Geographic Information Studies
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    • v.12 no.1
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    • pp.26-35
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    • 2009
  • This paper will propose the efficient method that should be designed to utilize the design pattern of GoF(Gang of Four) for implementation of LBS(Location Based Service) mobile system. The design method proposed by this paper can design and implement system interface using creational patterns, structural patterns and behavioral patterns of design pattern from the user and mobile system viewpoint. The design method using design pattern can show increasing reusability of module and software, abridging the development time, minimizing the maintenance and decreasing the efficiency of memory of system to software development. Therefore, we used a design pattern in order to change the middleware applying geographic information system from mobile environment. Finally, the mobile system applied to design pattern shall contribute to showing high stability and reliability, improving reusability and scalability of module and software and developing efficient LBS mobile system.

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A Study of Player Changed-pattern Model for Game Bots Detection in MMORPG (MMORPG에서 게임 봇 프로그램 탐지를 위한 플레이어 패턴 변화 모델에 관한 연구)

  • Yoon, Tae-Bok;Lee, Jee-Hyong
    • Journal of Korea Game Society
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    • v.11 no.1
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    • pp.121-129
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    • 2011
  • In an online-game, the various game service victimized cases are generated by the bots program or auto program. Particularly, the abnormal collection of the game money and item loses the inherent fun of a game. It reaches ultimately the definite bad effect to the game life cycle. This paper collects and analyzes the pattern of game behavior change for the bots detection method. By using the game activity changing information of the human and game activity changing information of the bots, the degree of resemblance was measured. It utilized in the bots detection method. In an experiment, by using the served online-game, the model of a user and bots were generated and similarity was distinguished. And the reasonable result was confirmed.

Analysis of the Usage patterns of Social Network Service Users (소셜 네트워크 서비스 사용 시기에 따른 사용자 이용패턴 연구: 페이스북을 중심으로)

  • Park, Sang Hyeok;Oh, Seung Hee;Sung, Haeng Nam
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.9 no.4
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    • pp.251-265
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    • 2013
  • The emergence of social network services, is changing the foundation of human relationship formation and method of communication of individuals through sharing of free information. Social network service is a service to support or facilitate an on-line extension of off-line network among people by helping them to share personal profile. History of social network services very short. But users of the various layers is increasing rapidly and ripple effect social as a result is very large. The focus of existing research was mainly devoted to motivation of use and acceptance of social network services. Currently the use of SNS was maturing. Thus, in-depth research on the use pattern of SNS users is needed. The purpose of this study is that, for Facebook in social network services, to analyze the changes in the initial stage of use, medium-term, usage patterns at the current time. Results of the study by analyzing the characteristics of the change in the pattern of usage of user of Facebook, it can be used as basic materials for SNS researchers and service provider.

Automatic Video Editing Technology based on Matching System using Genre Characteristic Patterns (장르 특성 패턴을 활용한 매칭시스템 기반의 자동영상편집 기술)

  • Mun, Hyejun;Lim, Yangmi
    • Journal of Broadcast Engineering
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    • v.25 no.6
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    • pp.861-869
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    • 2020
  • We introduce the application that automatically makes several images stored in user's device into one video by using the different climax patterns appearing for each film genre. For the classification of the genre characteristics of movies, a climax pattern model style was created by analyzing the genre of domestic movie drama, action, horror and foreign movie drama, action, and horror. The climax pattern was characterized by the change in shot size, the length of the shot, and the frequency of insert use in a specific scene part of the movie, and the result was visualized. The model visualized by genre developed as a template using Firebase DB. Images stored in the user's device were selected and matched with the climax pattern model developed as a template for each genre. Although it is a short video, it is a feature of the proposed application that it can create an emotional story video that reflects the characteristics of the genre. Recently, platform operators such as YouTube and Naver are upgrading applications that automatically generate video using a picture or video taken by the user directly with a smartphone. However, applications that have genre characteristics like movies or include video-generation technology to show stories are still insufficient. It is predicted that the proposed automatic video editing has the potential to develop into a video editing application capable of transmitting emotions.

Proactive Retrieval Method Using Context Patterns in Ubiquitous Computing (유비쿼터스 컴퓨팅에서 컨텍스트 패턴을 이용한 프로액티브 검색 기법)

  • Kim, Sung-Rim;Kwon, Joon-Hee
    • Journal of Korea Multimedia Society
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    • v.7 no.8
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    • pp.1017-1024
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    • 2004
  • Ubiquitous system requires intelligent environment and system that perceives context in a proactive manner. This paper describes proactive retrieval method using context patterns in ubiquitous computing. And as the user's contexts change, new information is delivered proactively based on user's context patterns. For proactive retrieval, we extract context patterns based on sequential pattern discovery and association rule in data mining. By storing only information to be needed in near future using the context patterns, we solved the problem of speed and storage capacity of mobile devices in ubiquitous computing. We explain algorithms and an example. Several experiments are performed and the experimental results show that our method has a good information retrieval.

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A Study on the Method to Apply LED to Fashion Design and Its Expression Characteristic (LED의 패션디자인 적용방법과 표현특성)

  • Kim, Eon-Jeong;Yoo, Young-Sun
    • Journal of the Korea Fashion and Costume Design Association
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    • v.13 no.3
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    • pp.15-29
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    • 2011
  • Fashion industry is high value added indust교, whose price is decided by design value so it requires creativity and uniqueness for competition. The purpose of this study is to grasp how the design characteristic of LED that can express new creativity and uniqueness is applied to fashion design and find out the expression characteristic of LED used in fashion design. The study subjects, the design to which LED is applied, were extracted from fashion show and internet search. As a study result, the expression characteristics of LED used for fashion design are as follows. First, for function, tool function that can provide convenience for life and expression function that can provide user with emotional and psychological satisfaction and communication were allowed. Second, for aesthetic changes, many-sided, multiple colors and pattern displays of LED changed design meaning visually and caused aesthetic emotion for observer. Third, for interaction, physical factor of LED, user, dress and environmental factor interacted each other, enabling both-sided communication. Fourth, for amusement, multiple lights of LED activated visual and tactile sense, expressing usefulness and joyfulness on the basis of various display possibilities and changes. The study result will be helpful for developing more unique, creative design according to the change of age and development of science.

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< Modeling Study for Developing Motivational and Cognitive Adaptive Agent >

  • Lee, Woo-Gul;Lee, Myung-Jin;Lim, Ka-Ram;Han, Cheon-Woo;So, Yeon-Hee;Hwang, Su-Young;Ryu, Ki-Gon;Yun, Sung-Hyun;Choi, Dong-Seong;Kim, Sung-Il
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.918-925
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    • 2006
  • Recent development of teachable agent provides learners with active roles as knowledge constructors and focuses on the individualization. The aim of this adaptive agent is not only to maximize the learner's cognitive functions but also to enhance the interests and motivation to learn. In order to establish the relationships among user characteristics and response patterns and to extract the algorithm among variables, we measured the individual characteristics and analyzed logs of the teachable agent named KORI (KORea university Intelligent agent) through the student modeling. A correlation analysis was conducted to identify the relationships among individual characteristics, user responses, and learning outcomes. Among hundreds of possible relationships between numerous variables in three dimensions, nine key user responses were extracted, which were highly correlated with either individual characteristics and learning outcomes. The results suggest that certain type of learner responses or the combination of the responses would be useful indices to predict the learners' individual characteristics and ongoing learning outcome. This study proposed a new type of dynamic assessment for individual differences and ongoing cognitive/motivational learning outcomes through the computation of responses without measuring them directly. The construction of individualized student model based on the ongoing response pattern of the user that are highly correlated with the individual differences and learning outcome may be the useful methodology to understand the learner's dynamic change during learning.

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