• Title/Summary/Keyword: User-Participatory

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Investigating Factors Affecting Automated Question Triage for Social Reference: A Study of Adopting Decision Factors from Digital Reference

  • Park, Jong Do
    • Journal of the Korean Society for Library and Information Science
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    • v.49 no.1
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    • pp.483-511
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    • 2015
  • The efficiency and quality of the social reference sites are being challenged because a large quantity of the questions have not been answered or satisfied for quite a long time. Main goal of this study is to investigate important factors that affect the performance of question triage to relevant answerers in the context of social reference. To achieve the goal, expert finding techniques were used to construct an automated question triage approach to resolve this problem. Furthermore, important factors affecting triage decisions in digital reference were first examined, and extended them to the social reference setting by investigating important factors affecting the performance of automated question triage in the social reference setting. The study was conducted using question-answer pairs collected from Ask Metafilter. For the evaluation, logistic regression analyses were conducted to examine which factors would significantly affect the performance of predicting relevant answerers to questions. The results of the current study have important implications for research and practice in automated question triage for social reference. Furthermore, the results will offer insights into designing user-participatory digital reference systems.

A Study on Platform Development for User Participatory Visualization and Recommendation Curation based on Integrated Mining of Book Details and Body Texts (도서 정보·본문텍스트 통합 마이닝 기반 사용자 참여형 시각화 및 추천 큐레이션 플랫폼 개발에 관한 연구)

  • Hong, Min-Ha;Choi, Gun-Hee;Park, Kyoung-Hoon;Jung, Kwang-Chul;Kim, Seung-Hoon
    • Proceedings of the Korea Information Processing Society Conference
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    • 2015.04a
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    • pp.14-17
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    • 2015
  • 오늘날 인터넷의 발달과 전자 책(e-Book) 시장규모가 커짐에 따라 온라인을 통한 도서 정보 제공이 증가하고 있다. 하지만 현재 도서 정보나 도서 추천을 제공하는 온라인 사이트들은 기본 서지 정보만을 위주로 제공하고 있어 도서 본문을 활용한 정보 제공 및 추천 시스템의 필요성이 증가하고 있다. 따라서 본 논문에서는 도서 본문을 활용한 정보 제공 및 개인 맞춤형 추천을 위해 '도서 정보 본문텍스트 통합 마이닝 기반 사용자 참여형 시각화 및 추천 큐레이션 플랫폼'을 제안하고, 이를 구축하였다. 제안한 서비스 플랫폼은 독자에게 다양한 방법으로 도서 정보를 제공하며, 독자는 적은 시간으로 많은 정보를 얻을 수 있도록 하여 사용자의 도서 선택의 폭을 넓혀줄 것이다.

Blockchain-Based User-Participatory Game Update: Maze Escape Game Case (블록체인 기반 사용자 참여 게임 업데이트: 미로탈출게임 사례)

  • Jeon, Mingyu;Hwang, Chiyeon;Na, Hyeon-Suk
    • Journal of Korea Game Society
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    • v.19 no.4
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    • pp.85-96
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    • 2019
  • In this note, we propose a game system to fairly and transparently control and update game variables using blockchain. As an example, we present an Ethereum-based maze escape game, being the first blockchain-based maze game and the first attempt to control game level through blockchain. In this system, the level function computes maze level reflecting the amount of maze walls purchased/sold by users. Using blockchain for game management saves human and economic resources and prevents unfair practice of game developers unilaterally manipulating game level or item enhancement rate.

A Study on Citizen Participation System based on Design Thinking, Design Science - Smart City case

  • SUH, Eung-Kyo
    • The Journal of Economics, Marketing and Management
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    • v.9 no.2
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    • pp.11-20
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    • 2021
  • Purpose: The importance of creativity has been emphasized in the transition from industrial society to knowledge-based society. Recently, design thinking has attracted great attention as one of the ways to increase the creativity of the organization. From the perspective of solving urban problems through collaboration between technology and citizens, the active participation of citizens is indispensable for realizing smart cities. Research design, data and methodology: From the perspective of solving urban problems through collaboration between technology and citizens, the active participation of citizens is indispensable for realizing smart cities. Results: Therefore, the purpose of this research was to design a citizen-participation type system and contents using a specific space to realize a smart city. This system utilizes the concept of space as a tool to promote innovation activities with the participation of citizens and makes it easy for users of space to participate based on urban problems derived from living labs and the internal structure and user flow line have been designed. Conclusions: It was been also used voice recognition, artificial intelligence, the Internet of Things, and big data as important technologies for experiencing smart cities. The system and content were designed with an emphasis on allowing citizens to directly recognize and experience smart city technology, especially through space-based information visualization and multi-faceted stimulus elements.

Evaluating Conversational AI Systems for Responsible Integration in Education: A Comprehensive Framework

  • Utkarch Mittal;Namjae Cho;Giseob Yu
    • Journal of Information Technology Applications and Management
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    • v.31 no.3
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    • pp.149-163
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    • 2024
  • As conversational AI systems such as ChatGPT have become more advanced, researchers are exploring ways to use them in education. However, we need effective ways to evaluate these systems before allowing them to help teach students. This study proposes a detailed framework for testing conversational AI across three important criteria as follow. First, specialized benchmarks that measure skills include giving clear explanations, adapting to context during long dialogues, and maintaining a consistent teaching personality. Second, adaptive standards check whether the systems meet the ethical requirements of privacy, fairness, and transparency. These standards are regularly updated to match societal expectations. Lastly, evaluations were conducted from three perspectives: technical accuracy on test datasets, performance during simulations with groups of virtual students, and feedback from real students and teachers using the system. This framework provides a robust methodology for identifying strengths and weaknesses of conversational AI before its deployment in schools. It emphasizes assessments tailored to the critical qualities of dialogic intelligence, user-centric metrics capturing real-world impact, and ethical alignment through participatory design. Responsible innovation by AI assistants requires evidence that they can enhance accessible, engaging, and personalized education without disrupting teaching effectiveness or student agency.

Development of GIS based Air Pollution Information System, using a Context Awareness Model (상황인지모델을 이용한 GIS 기반의 대기오염 정보시스템 개발)

  • Kim, Taehoon;Hong, Sungchul
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.6
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    • pp.4228-4236
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    • 2015
  • Due to the rapid advance in web and mobile computing technologies, normal users have become to produce, provide, and share a varied form of spatial data and information. In the domain of spatial information, numerous researches on GIS have been conducted to provide spatial information services based on a geo-sensor network and a data integration and processing technology. However, to provide user-oriented information, a context information model is necessary to associate GIS data with web and sensor data. Context awareness services is designed to provide specific information, minimizing users' interference. For which, the context information model expresses the relationship of various data from sensor networks and mobile applications and provides a user-specific information considering location and area of interest. Thus, this research aims to develops a context information model based air-pollution information system that obtains and analyses air pollution data and reflects the analysis results on an air-pollution policy. Also, this system aims to raise citizens' awareness on air-pollution and to promote citizens' participatory to improve city's air quality.

How is the Social Problem-Solving R&D Done? (사회문제 해결형 연구개발은 어떻게 수행되는가?)

  • Song, Wichin;Seong, Ji-Eun
    • Journal of Science and Technology Studies
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    • v.18 no.3
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    • pp.255-289
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    • 2018
  • The social problem-solving R&D is different from the goal and process in comparison with research aimed at scientific excellence and industrial innovation. It pursues social values and active participation of the end-user civil society. In this study, we try to derive its characteristics by analyzing the cases that are evaluated as successful social problem solving R&D project. In order to analyse the social problem-solving R & D case, these four variables are selected; 1) social and technological planning for problem solving 2) participatory technological development 3) law, system and delivery system development for innovation deployment 4) scale-up of new R&D process. Those are important issues identified through case studies: 1) the tools and support services needed to carry out social and technical planning effectively, 2) the role of the Living Lab to coordinate opinions with experts and users, 3) the legislative and institutional improvement activities as important as technological development, 4) researcher's change through interaction with end user.

Information-Based Urban Regeneration for Smart Education Community (스마트 교육 커뮤니티 정보기반 도시재생)

  • Kimm, Woo-Young;Seo, Boong-Kyo
    • Journal of the Architectural Institute of Korea Planning & Design
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    • v.34 no.12
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    • pp.13-20
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    • 2018
  • This research is to analyze the public cases of information facilities in terms of central circulations in multi level volumes such as atrium or court which provide visual intervention between different spaces and physical connections such as bridges. Hunt Library design balances the understood pre-existing needs with the University's emerging needs to create a forward-thinking learning environment. While clearly a contemporary structure within a traditional context of the NCSU campus, the Hunt Library provides a positive platform for influencing its surroundings. Both technical and programmatic innovations are celebrated as part of the learning experience and provide a versatile and stimulating environment for students. Public library as open spaces connecting to an interactive social domain over communities can provide variety of learning environments, or technology based labs. There are many cases of the public information spaces with dynamic networks where participants can play their roles in physical space as well as in the intellectual stimulation. In the research, new public projects provide typologies of information spaces with user oriented media. The research is to address a creative transition between the reading space and the experimental links of the integration of state-of-the-art technology is highly visible in the building's design. The user-friendly browsing system that replaces the traditional browsing with the virtual shelves classified and archived by their form, is to reduce the storage space of the public library and it is to allow more space for collaborative learning. In addition to the intelligent robot of information storages, innovative features is the large-scale visualization space that supports team experiments to carry out collaborative online works and therefore the public library's various programs is to provide visitors with more efficient participatory environment.

An Empirical Study on the Intention to Continue Using Generative AI in Engaged Learning: Focusing on the ChatGPT Case (참여형 학습에서 생성형 AI 지속 사용 의도에 대한 실증적 연구: ChatGPT 사례 중심으로)

  • Kyungsoon Kim;Nacil Kim;Myoungsoo Kim;Yongtae Shin
    • Journal of Information Technology Services
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    • v.22 no.6
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    • pp.17-35
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    • 2023
  • This study investigated how helpful the use of generative AI such as ChatGPT is in conducting engaged learning at each university. In this study, based on the experiences of users using generative AI technology, we analyzed the relationship between usability and ease in consideration of the characteristics of learners, and examined whether there is an intention to continue using generative AI technology in the future. In this study, in order to verify the factors affecting the intention to use ChatGPT technology in order to solve the problems given in the participating classes, we examined previous papers based on the Technology Acceptance Model (TAM) and the Information System Success Model (IS), extracted the factors affecting the intention of ChatGPT technology, and presented the research model and hypothesis. Empirical research on the continuous use of generative AI in participatory learning using ChatGPT was conducted to determine whether it is suitable for long-term and continuous use in the educational environment, and whether it is sustainable by examining the intention of learners to continue using it. First, user satisfaction was positively related to the intention to continue using generative AI technology. Second, if the user experience has a great influence on the intention to continue using ChatGPT technology, and users gain experiences such as usefulness, interest, and effective response in the process of using the technology, the evaluation of the technology is positively formed and the intention to continue using it is high. Third, the ease of use of the technology also showed that it was intended to be used continuously when an environment was provided in which users could easily and conveniently utilize generative AI technology.

User-participatory Design Process for School Forests - Focusing on Daegu Padong Elementary School - (이용자 참여형 학교숲 설계에 관한 연구 - 대구 파동초등학교를 대상으로 -)

  • Jung, Tae-Yeol;Kwon, Ji-Hyun
    • Journal of the Korean Institute of Landscape Architecture
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    • v.45 no.6
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    • pp.50-61
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    • 2017
  • This study devised a user-participatory design process for users to participate directly in the design process and was implemented at Daegu Padong Elementary School. Users of the school forest were divided into four groups: the lower grades, the upper grades, local residents(parents included), and faculty. The methods of this study were image survey, preference survey, card playing, and model playing. Researchers investigated the level of user satisfaction the following year. The specific design process is as follows: First of all, the concept of the school forest was established through audio-visual education for students and image research was conducted through drawing and painting activities entitled 'The School Forest I Want'. Second, in the image survey, a survey of areas and facilities with high frequency use was conducted in the study of the lower grades, the upper grades, local residents, and the faculty. Image cards of spaces and facilities that showed high preference were produced and the cards were placed in four groups on the school lot plan to check the location of place and facilities desired. Based on this, a model and a basic idea were created through consultation with future users. Lastly, the study design was completed. After 1 year from the completion of the school forest, users were again surveyed regarding their satisfaction with use. The importance of this study is as follows: 1) Treating all potential users of a school forest as the subject of design participation, 2) Reasoning out a plan created by the users themselves through consultation and discussion throughout all steps of the design process, 3) Grasping how users utilize a school forest and the type of spaces most preferred via preference survey after completion of the school forest and showing the importance of user participation by showing that spaces preferred by users were similar to those in which experts were also highly interested.