• Title/Summary/Keyword: Users' Interactions

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Problem Identification and Improvement Measures through Government24 App User Review Analysis: Insights through Topic Model (정부24 앱 사용자 리뷰 분석을 통한 문제 파악 및 개선방안: 토픽 모델을 통한 통찰)

  • MuMoungCho Han;Mijin Noh;YangSok Kim
    • Smart Media Journal
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    • v.12 no.11
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    • pp.27-35
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    • 2023
  • Fourth Industrial Revolution and COVID-19 pandemic have boosted the use of Government 24 app for public service complaints in the era of non-face-to-face interactions. there has been a growing influx of complaints and improvement demands from users of public apps. Furthermore, systematic management of public apps is deemed necessary. The aim of this study is to analyze the grievances of Government 24 app users, understand the current dissatisfaction among citizens, and propose potential improvements. Data were collected from the Google Play Store from May 2, 2013, to June 30, 2023, comprising a total of 6,344 records. Among these, 1,199 records with a rating of 1 and at least one 'thumbs-up' were used for topic modeling analysis. The analysis revealed seven topics: 'Issues with certificate issuance,' 'Website functionality and UI problems,' 'User ID-related issues,' 'Update problems,' 'Government employee app management issues,' 'Budget wastage concerns ((It's not worth even a single star) or (It's a waste of taxpayers' money)),' and 'Password-related problems.' Furthermore, the overall trend of these topics showed an increase until 2021, a slight decrease in 2022, but a resurgence in 2023, underscoring the urgency of updates and management. We hope that the results of this study will contribute to the development and management of public apps that satisfy citizens in the future.

Compliance to Feedback on Uncivil Comments in a Virtual Online News Portal: The Role of Avatar Presence (가상 온라인 기사 포털에서 아바타의 존재와 반시민적 댓글 피드백에 대한 행동 순응)

  • YounJung Park;HeeJo Keum;SeYoung Lee
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.1
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    • pp.419-425
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    • 2024
  • As digital communication gains prominence, there is an increasing trend in uncivil behaviors like rude or hateful comments and the empathetic actions towards them, highlighting the need for social efforts to address these issues. As part of these endeavors, we investigated how avatar feedback in a virtual news portal affects users' empathy towards uncivil comments. We defined both posting and empathizing with uncivil comments as antisocial actions. To this end, we posted socially controversial news in a virtual space and provided feedback in two forms when participants selected uncivil comments: text-only feedback and feedback accompanied by an avatar. We then assessed the impact of this feedback on behavioral conformity, guilt, and self-image concern through surveys. Our results showed that avatar-provided feedback significantly influenced participants' social responses more than text-based feedback. Interaction with avatars notably increased participants' behavioral conformity, guilt, and self-image concern. We concluded that avatar-based interactions can positively influence users' social behaviors and attitudes, suggesting their potential in fostering a more civil and responsible digital communication culture.

A Consensus-Building Support System for Water Environment Governance Based on Multi-Criteria Decision Making (물환경 거버넌스를 위한 다기준의사결정 기반 합의형성 지원시스템)

  • Lee, Jin Hee;Yi, Choong Sung;Kim, Gil Ho
    • Journal of Korea Water Resources Association
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    • v.47 no.7
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    • pp.573-585
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    • 2014
  • In this study, we propose a consensus-building support system to engage various stakeholders, transparently disseminate information, ensure objective decision-making, and reflect the view of each stakeholder as a methodology or tool for resolving conflicts that may arise in the process of implementing water environment policies and plans. The system suggests ways to resolve issues by engaging all interested actors and not just a few influential groups of stakeholders imposing their solutions upon local users. The system provides an environment where stakeholders can find solutions to conflicts through their own efforts, mediating competing interests through the interactions such as negotiations and conciliation to reach a consensus. To verify the applicability of the proposed consensus-building support system, simulated role-playing albeit restricted was conducted on the case of the Hantangang Dam construction. The simulation validated that open discussions and negotiations with the local community or NGO by the government increased the efficacy of negotiations.

Protocol Design for Opportunistic Direct M2M Communication in Wearable Computing Environment (웨어러블 단말과 이웃 단말 간 기회기반 직접 사물통신 프로토콜 설계)

  • Oh, Young-Ho;Lee, Jae-Shin;Kang, Soon-Ju
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.39C no.2
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    • pp.151-163
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    • 2014
  • The recent wearable device's applications concentrates on providing diverse services such as location based service, context aware service to the users. These various services are implemented by the interactions between the wearable device and the user. In the legacy system, the interaction requires certain explicit configuration from the user. If the user is unfamiliar with the IT technology, it will be impossible to get the wanted service. Therefore, a new autonomous communication concept among neighbor devices is essential for people who is unfamiliar with the IT technology. The implicit human computer interface enables the user to acquire the services, even though the user don't know the IT technology. In this paper, we propose two BLE based protocols (B-LIDx protocol, B-PniP). B-LIDx protocol is the protocol for locationing the mobile device in indoor. B-PniP is a zero-configure opportunistic direct M2M communication protocol between neighbor devices to achieve the autonomous communication concept with zero-configuration. The protocol's evaluations are performed by measuring the time for finding the location of a mobile device in actual environment and aligning the time spent in services using the B-PniP.

A Study on Kiosk GUI Design in Fast Food Store for Effective Interaction (효과적인 상호작용을 위한 패스트푸드점 키오스크의 GUI 디자인에 관한 연구)

  • Park, Eun-Young
    • Journal of Digital Contents Society
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    • v.19 no.6
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    • pp.1043-1050
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    • 2018
  • As the cconvenience economy of food culture becomes more widespread and the consumption trends for easy and convenient meals grew, every food company is making their various efforts to provide better service. Along with this change, various methods have been allowed for quick and easy ordering. Especially, the introduction of kiosk systems with various merits such as reduction of queues for cashes, saving labor costs, and smoothness of business processes have been actively growing recently. If kiosk system provides not only order but also systematic contents and interface design considering differentiated identity from other companies, brand image enhancement and customer service strategy would be available as well. A kiosk GUI design for effective interactions that provides more usability and satisfaction to users by analyzing the structure and contents of kiosks in fast food stores and GUI designs and investigating usage patterns and design preferences of kiosks through user surveys.

A Development of Semi-automatic Trawl-net Surfaces Reconstruction System using Motion Equations and User Interactions (운동 방정식과 사용자 상호작용을 적용한 반자동 트롤 그물 표면 재구축 시스템 개발)

  • Yoon, Joseph;Park, Keon-Kuk;Kwon, Oh-Seok;Kim, Young-Bong
    • Journal of Korea Multimedia Society
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    • v.20 no.8
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    • pp.1447-1455
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    • 2017
  • In a trawl-net simulation, it is very important to process the physical phenomenons resulting from real collisions between a net and fishes. However, because it is very difficult to reconstruct the surface with mass points, many researchers have generally detect the collision using an approximation model employing a sphere, a cube or a cylinder. These approaches occur often result in inaccurate movements of a fish due to the difference between a real-net and a designed-net. So, many systems have manually adjusted a net surface based on actual measurements of mass points. These methods are very inefficient because it needs much times in an adjustment and also causes more incorrect inputs according to a rapid increment in the number of points. Therefore, in this paper, we propose a reconstruction method that it semi-automatically reconstructed trawl-net surfaces using the equation of motion at each mass point in a mass-spring model. To get an easy start in a beginning step of the spread, it enables users to get interactive adjustment on each mass point. We had designed a trawl-net model using geometrical structures of trawl-net and then automatically reconstructed the trawl-net surface using scale-space meshing techniques. Last, we improve the accuracy of reconstructed result by correction user interaction.

Mobile digital storytelling using Hamel (하멜을 이용한 모바일 디지털 스토리텔링)

  • Ko, Seok-Ha;Lim, Ji-Hoon;Kim, Seong-Baeg;Moon, Hae-Gyoung;Hyun, Jung-Suk
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.172-175
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    • 2006
  • Hamel has a scholastic value as the first person, who announces Jeju and Korea to Europe. However, there has been little research on developing digital contents except a few books about Hamel. We develop an educational game on PDA using Hamel, based on Hamel character, Jeju's unique culture, multimedia technology, and so on. Compared with the previous games, it is different from the form of gathering points and has various game scenarios through interactions between Hamel character and game space. The structure of this game, which connects Jeju culture and cyber space together, represents the form of a digital storytelling. You can study through this game. It uses quizzes about Jeju culture, crossword puzzles, finding a sequence, finding differences between two pictures to teach users, and fixing pieces of a figure, etc. When we made the game, we divided it into some independent modules to make new game series easily using contents of the other provinces.

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A Visualization Framework of Information Flows on a Very Large Social Network (초대형 사회망에서의 정보 흐름의 시각화 프레임워크)

  • Kim, Shin-Gyu;Yeom, Heon-Y.
    • Journal of Internet Computing and Services
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    • v.10 no.3
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    • pp.131-140
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    • 2009
  • Recently, the information visualization research community has given significant attention to graph visualization, especially visualization of social networks. However, visualization of information flows in a very large social network has not been studied in depth. However, information flows are tightly related to the structure of social networks and it shows dynamic behavior of interactions between members of social networks. Thus, we can get much useful information about social networks from information flows. In this paper, we present our research result that enables users to navigate a very large social network in Google Maps' method and to take a look at information flows on the network. To this end, we devise three techniques; (i) mapping a very large social network to a 2-dimensional graph layout, (ii) exploring the graph to all directions with zooming it in/out, and (iii) building an efficient query processing framework. With these methods, we can visualize very large social networks and information flows in a limited display area with a limited computing resources.

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Concurrent Processing Algorithm on Event Messages of Virtual Environment Using Round-Robin Scheduling (라운드 로빈 스케쥴링을 이용한 가상환경 이벤트의 병행 처리 알고리즘)

  • Yu, Seok-Jong
    • Journal of Korea Multimedia Society
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    • v.9 no.7
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    • pp.827-834
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    • 2006
  • In distributed virtual environment, system response time to users' interactions is an importance factor to determine the degree of contentment with the system. Generally, response time is affected by the efficiency of event message processing algorithm, and most of previous systems use FCFS algorithm, which processes message traffic sequentially based only on the event occurrence time. Since this method totally depends on the order of occurrence without considering the priorities of events, it has a problem that might drop the degree of system response time by causing to delay processing message traffic when a bottleneck phenomenon happens in the server side. To overcome this limitation of FCFS algorithm, this paper proposes a concurrent event scheduling algorithm, which is able to process event messages concurrently by assigning the priorities to the events. It is also able to satisfy the two goals of system together, consistency and responsiveness through the combination of occurrence time with priority concept of events.

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Dynamic Monitoring for Security Management based on State Transition (상태 전이에 의한 보안 관리 동적 모니터링)

  • Jang, Hui-Jin;Kim, Sang-Uk
    • Journal of KIISE:Computer Systems and Theory
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    • v.26 no.12
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    • pp.1468-1475
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    • 1999
  • 컴퓨터망 보안을 위해서는 취약점의 빠른 발견과 그에 따르는 신속한 조치가 요구된다. 이를 위해 컴퓨터망 여러 곳에서 사용자가 원하는 보안 정보를 수집, 분석하고 수집된 보안 정보들을 효과적으로 보여주는 통합적인 보안 관리를 제공하는 모니터링 방식이 필요하다. 본 논문에서는 보안 관리를 위한 동적 모니터링 형식 모델을 제시한다. 동적 모니터링은 상태 전이에 의한 시스템 상태, 사용자와의 상호작용, 시각 및 모니터링 객체의 동적 활성화를 이용하여 컴퓨터망 통합 보안 관리를 제공한다. 계속적으로 변하는 보안 정보, 컴퓨터망 관리자의 관심점과 모니터링 레벨의 변화를 즉각적으로 반영함으로써 관리자에게 컴퓨터망 관리의 정확성, 효율성 그리고 편의성을 제공한다. 모니터링 시스템을 형식적으로 모델링하여 여러 모니터링 응용프로그램의 개발이 가능한 모니터링 플랫폼으로 발전시킬 수 있다. Abstract It is highly required to quickly detect the vulnerability of a computer network system and an appropriate action toward it should be followed as soon as possible for its security. It leads us to the need of a monitoring schema that can provide an integrated security management with carefully selected and analysed data through the computer network for its users. This paper presents a formal model of dynamic monitoring for security management. It provides the comprehensive security management using continuously changing security information, user interactions and dynamic activation of visual and monitoring objects. It enables system security officers to manage computer systems accurately, efficiently and conveniently by reflecting the state transition and the transformation of concerns and a monitoring level of system security officers immediately. This model can be used as the basis of a monitoring platform.