• Title/Summary/Keyword: Users' Interactions

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A Understanding of Dietary Supplements and Functional Foods in the Occident (서양의 식이보충제와 기능성 식품에 대한 인식)

  • Seo, Min-Jun;Park, Jin-Han
    • The Journal of Dong Guk Oriental Medicine
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    • v.11
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    • pp.41-51
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    • 2008
  • Dietary supplements are used by more than one-half of the adult US population. By contrast, herbal products in Germany are carefully regulated by the same standards as drugs, and efforts are under way to standardize their regulation in the entire European Union. Most herbal users do not inform their physicians that they are taking these supplements, and most physicians do not inquire. Although some herbal products have clinically proven benefits, it is increasingly apparent that many contain potentially toxic substances, particularly in relation to interactions with drugs. Hence, it is essential that practicing physicians develop a working knowledge of herbals-specifically, about claims for their usage and potential or proven efficacies and toxicities-and that they incorporate such knowledge into the evaluation and management of their patients. By contrast, functional foods-integral components of the diet that are understood to contribute added health benefits-are the subject of intense and widespread research in food and nutritional science. Examples include many polyphenolic substances, carotenoids, soy isoflavones, fish oils, and components of nuts that possess antioxidant and other properties that decrease the risk of vascular diseases and cancer. Practicing physicians are advised to stay abreast of these emerging findings in order to best advise their patients on the value of health-promoting diets in disease prevention.

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A Design of N-Screen Convergence Presentation Tier by using Infographics Based on N-Tier Platform (N-Tier 플랫폼 환경에서 인포그래픽을 기반으로 N-스크린 융합 표현 계층의 설계)

  • Lee, Myeong-Ho
    • Journal of the Korea Convergence Society
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    • v.5 no.4
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    • pp.9-13
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    • 2014
  • The environment of IT is, currently, on its developing process to the period of cloud computing, big data, and business intelligence which not only enable computer and internet to be utilized like the water or the air, but also be a new motivating force for its advance. In the respect of various interactions and Infographics, however, it is requiring more demands from its users, and additional functions which cannot be provided by the Web Browser. In this study, therefore, it will be suggested a design of N-screen convergence presentation tier by using infographics based on N-Tier platform.

A Study on the e-Business Marketing Strategy of Digital Age (디지털 시대의 효율적인 e비지니스 마케팅 전략에 관한 연구)

  • 조원길
    • The Journal of Information Technology
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    • v.3 no.4
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    • pp.89-105
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    • 2000
  • Electronic commerce includes the tasks that support the buying and selling of goods and services, and interactions among those tasks. Electronic commerce enables companies to close stores, reduce inventory requirements, and distribute products over the internet. Electronic commerce can simplify communication and change relationships The expanding global e-marketplace has triggered an evolution with powerful implications. The introduction of interactive media and the online environment has made real-time, customized one-to-one advertising, marketing and commerce possible. I-marketing is the most rapidly growing channel being explored today. Users of this expanding medium include a range of service providers, publishers, marketers of music, s/w, other products that cross an increasing number of industry lines. Thus, the opportunities for e-business marketing strategy, and new businesses based on interactivity and sophisticated database technology are vast. This study explores the e-business marketing strategy of digital age. Strategic e-marketing can harness the power of today's technology to propel a company of any size farther into the worldwide market than ay any other time in history, increasing potential profits and productivity.

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Recommendation using Context Awareness based Information Filtering in Smart Home (스마트 홈에서 상황인식 기반의 정보 필터링을 이용한 추천)

  • Chung, Kyung-Yong
    • The Journal of the Korea Contents Association
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    • v.8 no.7
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    • pp.17-25
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    • 2008
  • The smart home environment focuses on recognizing the context and physical entities. And this is mainly focused on the personalized service supplied conversational interactions. In this paper, we proposed the recommendation using the context awareness based information filtering that dynamically applied by the context awareness as well as the meta data in the smart home. The proposed method defined the context information and recommended the profited service for the user’s taste using the context awareness based information filtering. Accordingly, the satisfaction of users and the quality of services will be improved the efficient recommendation by supporting the distributed processing as well as the mobility of services. Finally, to evaluate the performance of the proposed method, this study applies to MovieLens dataset in the OSGi framework, and it is compared with the performance of previous studies.

Scenario-Based Design of The Next Generation Information Appliances (시나리오 기반 차세대 정보가전 신제품 개발)

  • 박지수
    • Archives of design research
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    • v.16 no.2
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    • pp.35-48
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    • 2003
  • Home networking technology connects individual home appliances through a wired or wireless network and makes possible new functions that were impossible when they were used independently. However, the new functions must not simply be confusing arrays of functions that are possible to implement, but those absolutely necessary to the users. To develop innovative information appliances with such functions, scenarios were used and played guiding roles in suggesting new product ideas, making design mockups, and producing videos to show natural situations where the products would be used in home of the future. In the phase of suggesting new product ideas, user action scenarios in the home, generated by a team consisting of experts in the fields of cognitive engineering, user interface, computer science, cultural anthropology, interaction design, and product design, helped the team identify user needs and design factors necessary to fulfill those needs and suggest new product ideas from the design factors. In the phase of making design mockups, the procedures of using the products were described in the scenario format. Based on the scenarios the s쇼les and the user interfaces of them were designed. In the phase of producing videos, the interactions between the user and the product were embodied in the course of professional writers'arranging the scenarios of using the products for the scripts of the videos. Videos were produced to show the actual situations where the design mockups would be used in home of the future and the dynamic aspects of interaction design.

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Development of App Contents for Information Realistic Experience based on AR (증강현실 기반의 인포메이션 실감체험을 위한 앱 콘텐츠 개발)

  • Moon, Hee Jeoung
    • Journal of Korea Multimedia Society
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    • v.23 no.11
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    • pp.1428-1434
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    • 2020
  • Virtual reality (VR) and augmented reality (AR) technologies can interact intuitively using virtual 3D images. Information signs on buildings that are frequently used by the public play a very important role in conveying information. However, the current information sign has different understanding and interpretation, and it is difficult to communicate quickly and intuitively for interaction. The purpose of this study is to increase the efficiency of information signing through information provision using mobile augmented reality. The InfoAR app not only guides you to the destination of the building, but also acts as a marker for the logo image. The logo image created based on the feature points recognizes the information of the destination. It is converted to AR through a mobile app, allowing users to easily find their destination by obtaining specific information. In addition, it presents interactions that can enlarge, reduce, move, and rotate information about virtual objects augmented through a function called AR. In the future, if user convenience and usability of the interface are added, research is conducted, and the level of completion is improved, such as using VR contents and promotions and business cards, it is expected that highly useful contents will be produced.

An Improvement on the Authoring Technology of Lecture Contents for Subjects Based on Mathematics (수학 기반 교과목 강의콘텐츠 저작기술의 개선)

  • 신운섭;오용선
    • Proceedings of the Korea Contents Association Conference
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    • 2003.05a
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    • pp.102-106
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    • 2003
  • In this paper, we propose a novel model and authoring method of digital contents which improves the educational effects in the area of cyber educations through Web. Especially we offer a new model of contents authoring for engineering departs using JAVA technology and concept-based branch strategy, making unit-contents separated in accordance with their characteristics and then accessing them at arbitrary instant in the replaying time. In proportion to the proposed model and strategy, the resultant contents might show advanced adaptabilities and interactions for users and the educational effects are really improved. Combining and realizing the proposed conceptual branch method and JAVA applet library with the conventional page-branch or subject-blanch we expect to get a novel basic scenario of engineering cyber contents and the scenario might improve the authoring and educational effects of the contents by applying its good interactive properties and realistic operations.

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A Study on Interactive Storytelling Script Language for Generating the Stories (이야기 생성을 위한 인터랙티브 스토리텔링 스크립트 언어에 관한 연구)

  • Kim, Seok-Kyoo;Moon, Sung-Hyun;Park, Jun;Chang, Jun-O;Han, Sang-Yong
    • Journal of Korea Multimedia Society
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    • v.12 no.2
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    • pp.313-322
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    • 2009
  • A multi-story can be generated by the interactions of users in the interactive storytelling system. In this paper, I suggest narrative structure and corresponding Storytelling Markup Language and implement the system that processes a story presented using this language. This research will be basis of making an authoring tool for interactive storytelling. It can be used to make a story tool and story presentation tool using text, image, animation with user interaction.

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Innovation Patterns of Advanced Materials Technology Considering the Demand Factors (수요 요인을 고려한 첨단재료기술의 혁신유형 분류에 관한 연구)

  • Chae Jae-Woo;Cho Kyu-Kab;Kim Jeong-Hum;Lee Yong-Tai
    • Journal of Korea Technology Innovation Society
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    • v.9 no.1
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    • pp.103-130
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    • 2006
  • This paper is to categorize the innovation patterns of advanced materials technologies Many existing taxonomies of innovation pattern consider the whole of industries and the system sector rather than a specific sector. On the basis of the interactions between materials sector and user sectors, this paper suggests four innovation patterns, push-type material innovation, needs-type materials innovation, push-type process innovation and needs-type process innovation. This categorization of innovation pattern not only provides a new approach to the analysis of materials technology innovation processes but also has many useful implications for policymaking. Suggestions for policymakers of the materials technology are presented.

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A Study on Online Game Experience and Social Self-efficacy (온라인게임경험과 사회적 효능감에 관한 연구)

  • Jang, Yei-Beech;Park, Su-Ho;Ryu, Seoung-Ho
    • Journal of Korea Game Society
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    • v.8 no.2
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    • pp.97-105
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    • 2008
  • This research investigates on relationships between game experience and its positive effects by using social self-efficacy measurement. When playing MMORPG, game users communicate with each other and go through various social experiences. Thus, online game offer a virtual place where we can have social interactions and it eventually expands our daily life. In this study, we used regression analysis to explore how online game experiences influence social self-efficacy. The results indicated that a group with higher frequency game use presented higher social self-efficacy. We suggest future researches and discussions focusing on the positive effects of game use rather than negative issues and game restrictions.

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