• Title/Summary/Keyword: User feedback

Search Result 642, Processing Time 0.022 seconds

A Study on the Effects of Resident Participation in Energy Saving Activities (거주자 참여형 에너지 절감 활동 효과 연구 -S대학 기숙사 거주 학생을 대상으로 한 에너지피드백 활동을 중심으로-)

  • Jung, Hye-jin;Song, Hae
    • Journal of Climate Change Research
    • /
    • v.9 no.3
    • /
    • pp.253-261
    • /
    • 2018
  • As user-involved energy saving activities have become important in recent years, many forms of energy feedback experiments have been conducted. We conducted a study to determine if energy feedback activities affect energy saving for students living in dormitories at a university in Seoul. In particular, smart plugs were used for efficient research and quantitative performance measurements, and the extent of the impact of competition and rewards on participant energy saving behavior was further analyzed. The main findings of this study are as follows. First, the power usage of groups using smart plugs was lower than that of those without them. Second, energy feedback delivered to smart plug users did not have a significant impact on reduction of electric power consumption. Third, competition and compensation strategies had additional effects in reducing power usage for smart plug users. As a result, methods to deliver energy feedback more effectively as ICT technologies develop and efficient energy activities using IoT technologies can be expected to spread widely in the future.

A Study on a Feedback-Centric Piano Education System Using Kinect Sensors (키넥트를 활용한 피드백 중심의 피아노 교육 방안 연구)

  • Park, So Hyun;Ihm, Sun Young;Park, Eun Young;Son, Jong Seo;Park, Young Ho
    • KIPS Transactions on Software and Data Engineering
    • /
    • v.4 no.9
    • /
    • pp.403-408
    • /
    • 2015
  • Kinect sensors have the ability to recognize the behavior and voice of the user. Due to its low-cost and high accessibility, Kinect sensors have been used in various fields, including healthcare, education and so on. In this paper, we propose to use Kinect in piano education. Specifically, the proposed method first recognizes the coordinate values of user's posture, compares them with coordinate values of teacher's posture and provide real-time feedbacks to the user. This enables user to keep the correct posture even when he is learning piano without a teacher. However, since the piano education is a long process, it is difficult to achieve the correct posture as a teacher immediately. Thus, we propose a user-oriented method to measure the error tolerance rate. The proposed method is the first feedback based piano education system that uses Kinect sensors.

Haptic Joystick Implementation using Vibration Pattern Algorithm (진동패턴 알고리즘을 적용한 조이스틱의 햅틱 구현)

  • Noh, Kyung-Wook;Lee, Dong-Hyuk;Han, Jong-Ho;Park, Sookhee;Lee, Jangmyung
    • Journal of Institute of Control, Robotics and Systems
    • /
    • v.19 no.7
    • /
    • pp.605-613
    • /
    • 2013
  • This research proposes a vibration pattern algorithm to implement the haptic joystick to control a mobile robot at the remote site without watching the navigation environment. When the user cannot watch the navigation environment of the mobile robot, the user may rely on the haptic joystick solely to avoid obstacles and to guide the mobile robot to the target. To generate vibration patterns, there is a vibration motor at the bottom of the joystick which is held by the user to control the motion direction of the mobile robot remotely. When the mobile robot approaches to an obstacle, a pattern of vibration is generated by the motor, and by feeling the vibration pattern which is determined by the relative position of the mobile robot to the obstacle, the user can move the joystick to avoid the collision to the obstacle for the mobile robot. To generate the vibration patterns to convey the relative location of the obstacle near the mobile robot to the user, Fuzzy interferences have been utilized. To measure the distance and location of the obstacle near the mobile robot, ultrasonic sensors with the ring structure have been adopted and they are attached at the front and back sides of the mobile robot. The precise location of the obstacle is obtained by fusing the multiple data from ultrasonic sensors. Effectiveness of the proposed algorithm has been verified through the real experiments and the results are demonstrated.

User-based Document Summarization using Non-negative Matrix Factorization and Wikipedia (비음수행렬분해와 위키피디아를 이용한 사용자기반의 문서요약)

  • Park, Sun;Jeong, Min-A;Lee, Seong-Ro
    • Journal of the Institute of Electronics Engineers of Korea SP
    • /
    • v.49 no.2
    • /
    • pp.53-60
    • /
    • 2012
  • In this paper, we proposes a new document summarization method using the expanded query by wikipedia and the semantic feature representing inherent structure of document set. The proposed method can expand the query from user's initial query using the relevance feedback based on wikipedia in order to reflect the user require. It can well represent the inherent structure of documents using the semantic feature by the non-negative matrix factorization (NMF). In addition, it can reduce the semantic gap between the user require and the result of document summarization to extract the meaningful sentences using the expanded query and semantic features. The experimental results demonstrate that the proposed method achieves better performance than the other methods to summary document.

Immersive Smart Balance Board with Multiple Feedback (다중 피드백을 지원하는 몰입형 스마트 밸런스 보드)

  • Seung-Yong Lee;Seonho Lee;Junesung Park;Min-Chul Shin;Seung-Hyun Yoon
    • Journal of the Korea Computer Graphics Society
    • /
    • v.30 no.3
    • /
    • pp.171-178
    • /
    • 2024
  • Exercises using a Balance Board (BB) are effective in developing balance, strengthening core muscles, and improving physical fitness and concentration. In particular, the Smart Balance Board (SBB), which integrates with various digital content, provides appropriate feedback compared to traditional balance boards, maximizing the effectiveness of the exercise. However, most systems only offer visual and auditory feedback, failing to evaluate the impact on user engagement, interest, and the accuracy of exercise postures. This study proposes an Immersive Smart Balance Board (I-SBB) that utilizes multiple sensors to enable training with various feedback mechanisms and precise postures. The proposed system, based on Arduino, consists of a gyro sensor for measuring the board's posture, a communication module for wired/wireless communication, an infrared sensor to guide the user's foot placement, and a vibration motor for tactile feedback. The board's posture measurements are smoothly corrected using a Kalman Filter, and the multi-sensor data is processed in real-time using FreeRTOS. The proposed I-SBB is shown to be effective in enhancing user concentration and engagement, as well as generating interest, by integrating with diverse content.

MADA Feedback Framework for Adaptive Inference Results of Situation Aware Services in Mobile Environments (모바일 상황인식 서비스의 추론 결과 적응을 지원하기 위한 MADA 피드백 프레임워크)

  • Shin, Soohye;Park, Joonseok;Yeom, Keunhyuk
    • KIPS Transactions on Software and Data Engineering
    • /
    • v.2 no.7
    • /
    • pp.443-450
    • /
    • 2013
  • The high portability and mobility of mobile devices have given rise to critical concerns with regard to mobile situation-aware services that utilize user situation information in the mobile domain. Mobile situation-aware services for mobile devices are provided by collecting and analyzing data, from which the user situation is inferred through an inference system. However, the high mobility of the mobile domain has made it difficult to infer the required results. In addition, previous studies have not identified a systematic approach to modifying and adapting. In this paper, we propose a systematic feedback process model based on software cybernetics in order to address the abovementioned problems. Further, we propose a MADA(Monitoring, Analysis, Determinating, Adaptation) framework for the feedback process model. Thus, the proposed approach supports the development of self-adaptive mobile situation-aware services that can infer appropriate results and manage the inferred results systematically.

Differences of Fun and Immersion according to Game User Interfaces in the Virtual Space (게임의 가상공간 환경에서 사용자 인터페이스 속성에 따른 재미와 몰입감 차이)

  • Kim, Ki-Yoon;Lee, Ju-Hwan
    • Journal of Digital Contents Society
    • /
    • v.18 no.8
    • /
    • pp.1489-1494
    • /
    • 2017
  • The purpose of this study is to investigate the limitations of virtual space game contents staying in the first-person viewpoint in the field of digital games with various genres through precedent researches and case studies, and to investigate the differences of immersion, presence, and fun based on the user interfaces, such as the viewpoints (first-person, third-person) and haptic feedback. The experimental results show that when the game is the first-person with the haptic feedback, the immersion, presence, and fun increase. However, the interaction effect between the virtual space environment and the game viewpoint was not found. As a result, it is appropriate to use the haptic feedback and the first-person viewpoint in the virtual reality games, but the fact that the game viewpoints and the virtual space environment are not huge relevant, and the third-person viewpoint is more popular than first-person viewpoint game, therefore the possibility of a third-person viewpoint game would be suggested.

The Optimal Number of Transmit Antennas Maximizing Energy Efficiency in Multi-user Massive MIMO Downlink System with MRT Precoding (MU-MIMO 하향링크 시스템에서의 MRT 기법 사용 시 에너지 효율을 최대화하는 최적 송신 안테나의 수)

  • Lee, Jeongsu;Han, Yonggue;Lee, Chungyong
    • Journal of the Institute of Electronics and Information Engineers
    • /
    • v.51 no.11
    • /
    • pp.33-39
    • /
    • 2014
  • We propose an optimal number of transmit antennas which maximizes energy-efficiency (EE) in multi-user massive multiple-input multiple-output (MIMO) downlink system with the maximal ratio transmission (MRT) precoding. With full channel state information at the transmitter (CSIT), we find a closed form solution by partial differential function with proper approximations using average channel gain, independence of individual channels, and average path loss. With limited feedback, we get a solution numerically by the bisection with approximations in the same manner, and analyze an effect of feedback bits on the optimal number of transmit antennas. Simulation results show that the optimal numbers of transmit antenna getting from proposed closed form solution and exhaustive search are nearly same.

A Statistical Pattern Recognition Method for Providing User Demand in Community Computing (커뮤니티 컴퓨팅에서 사용자 요구 반영을 위한 통계적 패턴 인식 기법)

  • Kim, Sung-Bin;Jung, Hye-Dong;Lee, Hyung-Su;Kim, Seok-Yoon
    • Proceedings of the IEEK Conference
    • /
    • 2009.05a
    • /
    • pp.287-289
    • /
    • 2009
  • The conventional computing is a centralizing system, but it has been gradually going to develop ubiquitous computing which moves roles away from the main. The Community Computing, a new paradigm, is proposed to implement environment of ubiquitous computing. In this environment, it is important to accept the user demand. Hence in this paper recognizes pattern of user's activity statistically and proposes a method of pattern estimation in community computing. In addition, user's activity varies with time and the activity has the priority We reflect these. Also, we improve accuracy of the method through Knowledge Base organization and the feedback system. We make program using Microsoft Visual C++ for evaluating performance of proposed method, then simulate it. We can confirm it from the experiment result that using proposal method is better in environment of community computing.

  • PDF

Analyzing User Feedback on a Fan Community Platform 'Weverse': A Text Mining Approach

  • Thi Thao Van Ho;Mi Jin Noh;Yu Na Lee;Yang Sok Kim
    • Smart Media Journal
    • /
    • v.13 no.6
    • /
    • pp.62-71
    • /
    • 2024
  • This study applies topic modeling to uncover user experience and app issues expressed in users' online reviews of a fan community platform, Weverse on Google Play Store. It allows us to identify the features which need to be improved to enhance user experience or need to be maintained and leveraged to attract more users. Therefore, we collect 88,068 first-level English online reviews of Weverse on Google Play Store with Google-Play-Scraper tool. After the initial preprocessing step, a dataset of 31,861 online reviews is analyzed using Latent Dirichlet Allocation (LDA) topic modeling with Gensim library in Python. There are 5 topics explored in this study which highlight significant issues such as network connection error, delayed notification, and incorrect translation. Besides, the result revealed the app's effectiveness in fostering not only interaction between fans and artists but also fans' mutual relationships. Consequently, the business can strengthen user engagement and loyalty by addressing the identified drawbacks and leveraging the platform for user communication.