• Title/Summary/Keyword: Users' Interactions

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Effects of Medium Experience on Medium Perception and Communication Process (텍스트매체 사용에 있어서 매체 경험이 매체 인지와 의사소통과정에 미치는 영향)

  • Yang, Jae-Ho;Lee, Hyun-Kyu;Suh, Kil-Soo
    • Asia pacific journal of information systems
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    • v.9 no.3
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    • pp.1-23
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    • 1999
  • The objective of this study is to examine the media richness theory and the social information processing model by analyzing the effect of media experience on media perception and communication process. To accomplish this objective, a laboratory experiment was conducted. The independent variable was text medium experience and a face-to-face medium was added as a control group. The dependent variables were medium perception and communication process. Medium perception includes perceived richness, medium feeling, task satisfaction, and communication satisfaction. Communication processes were also analyzed to compare each treatment group. The results can be summarized into two facts. First, face-to-face group showed higher perceived richness than text medium group. And experienced text medium group perceived their text medium richer than inexperienced text medium group. Second, experienced text medium groups showed more interactions between subjects than inexperienced text medium group. Experienced text medium group also showed more agreements and meta-communication which could be found in face-to-face group. The result of this study supported media richness theory by finding that face-to-face medium was perceived richer than text medium, And the results also proved social information processing model by comparing experienced text medium group and inexperienced text medium group. The text medium, although thought to be the leanest one, could be perceived richer if users had lots of experience on it.

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Operation of a Networked Virtual Manufacturing System using Quasi-Procedural Method

  • Noh, Sang-Do;Sheen, Dong-Mok;Hahn, Hyung-Sang;Lee, Kyoil
    • 제어로봇시스템학회:학술대회논문집
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    • 1999.10a
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    • pp.177-180
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    • 1999
  • Nowadays, one of the major technical issues in manufacturing is to create an environment to promote collaboration among diverse engineering activities. Collaborative engineering is an innovative approach integrating widely distributed engineering activities through promoting information sharing and actual collaboration. It requires close interactions among developers, suppliers and customers, and consideration of entire product life cycle from concept to disposal. A carefully-designed operating system is crucial for successful collaboration of many different activities in a Networked Virtual Manufacturing System(NVMS). High extensibility, flexibility and efficiency ale the key characteristics requested of an operating system to handle the complexity of the NVMSs. In this paper, we propose a model of the operating system for collaborative engineering using concurrent quasi-procedural method(QPM). QPM is a goal-driven data management technique for distributed and parallel computing environments. It is to be applied to the evaluation of activities to be executed, validities of input data, execution path of activities for a needed output, and expected to greatly improve the productivity of operations by preventing redundant evaluations. Collaboration among many different engineering activities in NVMSs is to be performed by the network of agents that encapsulate the capabilities of both users and their tools.

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Platform Business and Network Strategy

  • Kim, Junic
    • STI Policy Review
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    • v.5 no.1
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    • pp.57-74
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    • 2014
  • This review organises the fragmented management literature on platform business according to a conceptual map and a meta-theoretical scheme. Since the early 2000s, numerous researchers have examined platform business and two-sided networks with platform business and strategy being an important business innovation model for many industries, creating value primarily by enabling direct interactions. Platforms such as Google or Amazon contain a common set of rules and components in most user transactions. Thirty-two core papers and books on Strategic Management Journal, Industrial Economics and Operation Management-related disciplines are reviewed, with further observations on how cumulative research streams on the platform are carried out independently from each academic perspective. The first of the two arguments in this paper is that because interactive relationships bridge the platform and stakeholders such as end-users and developers, it is crucial for platform companies to be aware of their relationship with stakeholders in order to support and sustainably provide content to their platform. The second is that integrative perspectives are essential due to the low number of interdisciplinary investigations conducted thus far. The paper's final section deals with implications for theory and practice, concluding that integrative studies and interactive relationship studies should be the main research streams in future platform research.

A Review of Haptic Perception: Focused on Sensation and Application

  • Song, Joobong;Lim, Ji Hyoun;Yun, Myung Hwan
    • Journal of the Ergonomics Society of Korea
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    • v.31 no.6
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    • pp.715-723
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    • 2012
  • Objective: The aim of this study is to investigate haptic perception related researches into three perspectives: cutaneous & proprioceptive sensations, active & passive touch, and cognition & emotion, then to identify issues for implementing haptic interactions. Background: Although haptic technologies had improved and become practical, more research on the method of application is still needed to actualize the multimodal interaction technology. Systematical approached to explore haptic perception is required to understand emotional experience and social message, as well as tactile feedback. Method: Content analysis were conducted to analyze trend in haptic related research. Changes in issues and topics were investigated using sensational dimensions and the different contents delivered via tactile perception. Result: The found research opportunities were haptic perception in various body segments and emotion related proprioceptive sensation. Conclusion: Once the mechanism of how users perceives haptic stimuli would help to develop effective haptic interactrion and this study provide insights of what to focus for the future of haptic interaction. Application: This research is expected to provide presence, and emotional response applied by haptic perception to fields such as human-robot, human-device, and telecommunication interaction.

Empirical Analysis of Substitution or Complementary Effect Between WiBro and Existing Telecommunication Service (와이브로서비스와 기존 정보통신서비스간의 대체/보완관계 실증분석)

  • Han Sang-Pil;Park Bong-Won;Ahn Jae-Hyeon;Kim Moon-Koo
    • Korean Management Science Review
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    • v.22 no.2
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    • pp.35-49
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    • 2005
  • When new services are introduced, interaction among existing and new services has to be considered. The interaction can be characterized by the substitution or complementary effect among services. This paper analyzes how the interaction among services affects the customers' subscription decision in telecommunication services industry. Based on a face-to-face in-depth survey from a sample of 1,200 respondents, a new wireless internet access service or WiBro is analyzed to identify the substitution/complementary effect in relation to the existing other telecommunication services. Additionally, the important factors explaining both customers' subscription and substitution decisions are identified. The analysis results indicate that males and students are more likely to subscribe WIBro service. Interestingly, family size positively affects the subscription decision. However, heavy users of on-line game are reluctant to subscribe WiBro service. Among the potential WiBro subscribers, the customers who are less satisfied with the existing fixed line broadband internet access service are more likely to stop subscribing the fixed line service, which implies substitution by a new service. We believe that the consideration of the interactions among services is essential to devise a winning strategy for the new services in the highly uncertain telecommunications business environment.

The Study of Modernization of Korean Traditional Small Table (한국 전통 소반의 현대적 디자인 연구)

  • Baik, Eun
    • Journal of the Korea Furniture Society
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    • v.27 no.3
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    • pp.211-219
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    • 2016
  • Culture and design change with time and what they have in common is that both develop in line with the era's living environments. Today, various life styles have emerged to cause changes in housing and living modes and we are in need of designs that can be commonly used in any place. Under the circumstances, furniture plays a role of medium that helps interactions between the human and the space and it has long been used in a variety of ways amid the change of the times. Soban, Korean traditional furniture, is a tool used in our real life and it is a piece of furniture that caters for both arts and functionality. It has been more of a living necessity and accordingly carried wisdom of experience for survival, rather than artificial beauty. Unlike other types of furniture, it is a practical tool designed in consideration of users. Therefore, this study aims to find traditional furniture's wisdom of experience in Soban, which tends to get neglected, and ensure its value as a modern design element, and to contribute to express and study the formative arts of Korean design so that a past living necessity of Soban can overcome its limitation of being floor-seating furniture and become more than an eating tool in it value.

A Network-Based Model for Estimating the Market Share of a High-Speed Rail System in the Korean NW-SE Corridor (네트워크 기반모델을 이용한 서울-부산간 고속철도 개통 후의 교통수단별 시장점유율 예측)

  • Gang-Len Chang
    • Proceedings of the KOR-KST Conference
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    • 2003.02a
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    • pp.127-150
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    • 2003
  • This research presents a novel application of static traffic assignment methods, but with a variable time value, for estimating the market share of a high-speed rail (HSR) in the NW-SE corridor of Korea which is currently served by the airline (AR), conventional rail (CR), and highway (HWY) modes. The proposed model employs the time-space network structure to capture the interrelations among all competing transportation modes, and to reflect their supply- and demand-sides constraints as well as interactions through properly formulated link-node structures. The embedded cost function for each network link offers the flexibility for incorporating all associated factors, such as travel time and fare, in the model computation, and enables the use of a distribution rather than a constant to represent the time-value variation among all transportation mode users. To realistically capture the tripmakers' value-of-time (VOT) along the target area, a novel method for VOT calibration has been developed with aggregate demand information and key system performance data from the target area. Under the assumption that intercity tripmakers often have nearly "perfect" travel information, one can solve the market share of each mode after operations of HSR for each O-D pair under the time-dependent demand with state-of-the-art traffic assignment. Aside from estimating new market share, this paper also investigated the impacts of HSR on other existing transportation modes.

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Implementation of Smartphone Games Combining Motion Recognitions and Mutual Communications of Terminals (단말기 동작인식과 상호 통신을 결합한 스마트폰 게임의 구현)

  • Lee, Soong-Hee
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.16 no.9
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    • pp.2064-2071
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    • 2012
  • The generalization trend of smart phones have brought many smartphone games into daily lives. These games are mainly dependent on the interactions on the display of the phone using finger touches. On the other hand, functions for detecting the positions and actions of the phones such as gyro-sensors have been rapidly developed over the former orientation sensors and acceleration sensors. Though it has become technologically possible to detect the users' motion via the smartphone devices and to use the phone device directly as the game device, it is hard to find the actualized cases. This paper proposes a new paradigm including basic frameworks and algorithm for the games combining the motion recognitions and mutual communications on the smartphones and finally presents the details of its implementation and results.

A Journal-Article-Based Study on the Dynamic Characteristics of Innovation Sources of Advanced Metals Technology (논문정보를 활용한 첨단 금속재료기술 혁신원천의 동태적 특성 분석)

  • Chae Jae-Woo;Cho Kyu-Kab;Kim Jeong-Hum;Lee Yong-Tai
    • Journal of Korea Technology Innovation Society
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    • v.8 no.3
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    • pp.1027-1059
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    • 2005
  • The purpose of this paper is to analyze the dynamic characteristics of innovation sources such as scientific knowledges, processing technologies and user's needs in advanced metals technology. The journal articles data of four advanced materials are analyzed; amorphous metals, superplastic materials, shape memory alloys and aluminum-lithium alloy. Some regularities are found from the analysis of the four materials. The innovation proceeds through close interactions among the innovation sources. As the innovation proceeds, the relative importance of each source changes: scientific knowledge initiates the innovation and becomes the most important source in the first phase, then the processing technologies increase importance in the second phase, and then scientific knowledge, again, becomes the leading factor of innovation. Scientific knowledge and processing technology take turns leading the innovation. The impacts of users' needs to the innovation increase more and more as innovation proceeds. The results of analysis imply to the policy makers that emphasis of policy, and therefore the allocation of sources for innovation, should vary along the phases in the life cycle of advanced metals technology.

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A Study on the Gamification Technology Valuation Framework (게이미피케이션 기술 가치 평가 프레임워크 연구)

  • Baek, Junho;Jang, Jintae;Jeong, Jiyong;Kim, Sangkyun
    • Journal of Korea Game Society
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    • v.18 no.3
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    • pp.17-26
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    • 2018
  • As the concept of experience economy has been accelerated recently, user experience is more emphasized today, most of all. And related representative keywords are gamification. Gamification characterized by that intangible elements are produced and consumed through various interactions between providers and users and by having a structure that is difficult to generalize and objectify to economic value. Therefore, the purpose of the present study is to develop a quantitative valuation indicator of concept and standardize the valuation formula covering economic value for gamification technology and overall framework from the perspective of evaluating economic values of intangible technologies such as of knowledge, design, contents, and service of a company.