• Title/Summary/Keyword: Users' Interactions

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Interactions between AI Speaker and Children : A Field Study on the Success/Failure Cases by Types of Interactions (인공지능 스피커와 아동들의 상호작용 :유형별 성공/실패 사례 도출을 위한 현장 연구)

  • Hong, Junglim;Choi, Boreum
    • The Journal of the Korea Contents Association
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    • v.20 no.7
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    • pp.19-29
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    • 2020
  • As the AI speaker market is growing rapidly in recent years, the competition for the preoccupation of children who are the main users and the future prospective customers of the related companies is very intense. However, there is a lack of empirical research on how children interact with AI speakers. Therefore, this research examines the interactions between children and AI speakers, primarily through field studies, to extract what functions they use and what features they have. For this purpose, 799 conversations were collected and analyzed using the log data of the AI speaker recorded in real time. As a result, children were more likely to use children's songs, fairy tales, emotional conversations, and personification compared to adults. In addition, content analysis by specific types resulted in success/failure cases of interaction between children and AI speakers and proposed improvements by failure type. This study is meaningful in that it identifies children's AI speaker preferences, content, and major conversation patterns, and provides guidelines for developing services that meet children's eye level.

A Cross Genre Study of the Relationship among Flow, its Antecedents, and the Reuse Intention in Online Games (온라인 게임에서의 플로우와 플로우에 영향을 미치는 요인 및 재사용의도의 관계에 대한 장르별 비교)

  • Lee, Woong-Kyu;Kwon, Jeong-Il
    • Journal of the Korean Operations Research and Management Science Society
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    • v.30 no.4
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    • pp.131-150
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    • 2005
  • One of the reasons for popularity of online game is owing to the interactions with other game users that would lead game the users easily involving in it. Such a holistic state is called flow. Theoretically and empirically flow is one of the antecedents influencing the intension of reusing online game. However, since there are so many kinds in online games, all of them are not the same in the way of feeling flow and level of the relationship with reuse. The objective of this study is to analyze the relationship between flow, fators influencing flow and reuse intension in online games genre by genre. For this purpose, we classily online game into role playing, board, arcade and simulation, and suggest a research model that would explain relationship between online game and flow comparing its difference among four game genres. Sampling 730 from online game users, we analyze the suggested model empirically by PLS and prove it to be a valid one. The result of this study would not only provide differentiate Insights to the online game providers in each genre practically but also contribute to explaining intrinsic motivation for the use of information technology theoretically.

Applications of Transaction Log Analysis for the Web Searching Field (웹 검색 분야에서의 로그 분석 방법론의 활용도)

  • Park, So-Yeon;Lee, Joon-Ho
    • Journal of the Korean Society for Library and Information Science
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    • v.41 no.1
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    • pp.231-242
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    • 2007
  • Transaction logs capture the interactions between online information retrieval systems and the users. Given the nature of the Web and Web users, transaction logs appear to be a reasonable and relevant method to collect and investigate information searching behaviors from a large number of Web users. Based on a series of research studies that analyzed Naver transaction logs, this study examines how transaction log analysis can be applied and contributed to the field of web searching and suggests future implications for the web searching field. It is expected that this study could contribute to the development and implementation of more effective Web search systems and services.

Development of a Web-based Sexual Health Program for Women Undergoing Treatment for Gynecologic Cancer and Their Partners (부인암 여성과 배우자를 위한 웹 기반 성 건강 프로그램 개발)

  • Nho, Ju-Hee
    • Women's Health Nursing
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    • v.22 no.2
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    • pp.104-115
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    • 2016
  • Purpose: The purpose of this study was to develop a web-based sexual health program for women undergoing treatment for gynecologic cancer and their partners, and to evaluate the validity of the developed program. Methods: A web-based sexual health program was developed and evaluated: analysis (needs assessment on 23 patients and content analysis through literature review and web search), design, development, implementation, and evaluation. Results: The web-based sexual health program for women undergoing treatment for gynecologic cancer and their partners was structured with sexual life, sexual response cycle, change of sexual function, sexual dysfunction related to treatment, and useful method for sexual dysfunction. This program included a video to improve for understanding and a bulletin board to promote bi-directional interactions between program users and providers. Experts and users rated this program in terms of efficacy, convenience, design, relevance, and usefulness. This program contents were found appropriate and satisfactory to both experts and users. Conclusion: This web-based sexual health program for women undergoing treatment for gynecologic cancer and their partners would contribute to sexual health promotion for gynecologic cancer women and their partners.

Anonymous and Non-anonymous User Behavior on Social Media: A Case Study of Jodel and Instagram

  • Kasakowskij, Regina;Friedrich, Natalie;Fietkiewicz, Kaja J.;Stock, Wolfgang G.
    • Journal of Information Science Theory and Practice
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    • v.6 no.3
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    • pp.25-36
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    • 2018
  • Anonymity plays an increasingly important role on social media. This is reflected by more and more applications enabling anonymous interactions. However, do social media users behave different when they are anonymous? In our research, we investigated social media services meant for solely anonymous use (Jodel) and for widely spread non-anonymous sharing of pictures and videos (Instagram). This study examines the impact of anonymity on the behavior of users on Jodel compared to their non-anonymous use of Instagram as well as the differences between the user types: producer, consumer, and participant. Our approach is based on the uses and gratifications theory (U>) by E. Katz, specifically on the sought gratifications (motivations) of self-presentation, information, socialization, and entertainment. Since Jodel is mostly used in Germany, we developed an online survey in German. The questions addressed the three different user types and were subdivided according to the four motivation categories of the U>. In total 664 test persons completed the questionnaire. The results show that anonymity indeed influences users' usage behavior depending on user types and different U> categories.

Information Seeking Behavior of the NAVER Users via Query Log Analysis (질의 로그 분석을 통한 네이버 이용자의 검색 형태 연구)

  • Lee, Joon-Ho;Park, So-Yeon;Kwon, Hyuk-Sung
    • Journal of the Korean Society for information Management
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    • v.20 no.2
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    • pp.27-41
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    • 2003
  • Query logs are online records that capture user interactions with information retrieval systems and all the search processes. Query log analysis offers ad advantage of providing reasonable and unobtrusive means of collecting search information from a large number of users. In this paper, query logs of NAVER, a major Korean Internet search service, were analyzed to investigate the information seeking behabior of NAVER users. The query logs were collected over one week from various collecions such as comprehensive search, directory search and web ducument searc. It is expected that this study could contribute to the development and implementation of more effective web search systems and services.

Design of Contactless Gesture-based Rhythm Action Game Interface for Smart Mobile Devices

  • Ju, Da-Young
    • Journal of the Ergonomics Society of Korea
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    • v.31 no.4
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    • pp.585-591
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    • 2012
  • Objective: The aim of this study is to propose the contactless gesture-based interface on smart mobile devices for especially rhythm action games. Background: Most existing approaches about interactions of smart mobile games are tab on the touch screen. However that way is such undesirable for someone or for sometimes, because of the disabled person, or the inconvenience that users need to touch/tab specific devices. Moreover more importantly, new interaction can derive new possibilities from stranded game genre. Method: In this paper, I present a smart mobile game with contactless gesture-based interaction and the interfaces using computer vision technology. Discovering the gestures which are easy to recognize and research of interaction system that fits to game on smart mobile device are conducted as previous studies. A combination between augmented reality technique and contactless gesture interaction is also tried. Results: The rhythm game allows a user to interact with smart mobile devices using hand gestures, without touching or tabbing the screen. Moreover users can feel fun in the game as other games. Conclusion: Evaluation results show that users make low failure numbers, and the game is able to recognize gestures with quite high precision in real time. Therefore the contactless gesture-based interaction has potentials to smart mobile game. Application: The results are applied to the commercial game application.

An Inquiry of Constructs for an e-Learning Environment Design by Incorporating Aspects of Learners' Participations in Web 2.0 Technologies

  • PARK, Seong Ik;LIM, Wan Chul
    • Educational Technology International
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    • v.12 no.1
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    • pp.67-94
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    • 2011
  • The major concern of e-learning environment design is to create and improve artifacts that support human learning. To facilitate effective and efficient learning, e-learning environment designers focused on the contemporary information technologies. Web 2.0 services, which empower users and allow the inter-transforming interactions between users and information technologies, have been increasingly changing the way that people learn. By adapting these Web 2.0 technologies in learning environment, educational technology can facilitate learners' abilities to personalize learning environment. The main purpose of this study is to conceptualize comprehensively constructs for understanding the inter-transforming relationships between learner and learning environment and mutable learning environments' impact on the process through which learners learn and strive to shape their learning environment. As results, this study confirms conceptualization of four constructs by incorporating aspects of design that occur in e-learning environments with Web 2.0 technologies. First, learner-designer refers to active and intentional designer who is tailoring an e-learning environment in the changing context of use. Second, learner's secondary design refers to learner's design based on the primary designs by design experts. Third, transactional interaction refers to learner's inter-changeable, inter-transformative, co-evolutionary interaction with technological environment. Fourth, trans-active learning environment refers to mutable learning environment enacted by users.

An Investigation into the Relationship between Metaverse Usage Patterns and Cultural Tastes: A Study of Avatar Formation among Generation Z

  • Hyun Ah Park;Kyung Han You
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.18 no.6
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    • pp.1675-1691
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    • 2024
  • The metaverse is an emerging interactive domain that enables people to participate in an array of activities utilizing cutting-edge technologies. Generation Z perceives no substantial distinction between their virtual and actual identities, regarding the virtual world as an extension of reality. As an attempt to apply Bourdieu's theory of cultural taste and cultural capital to the area of the metaverse avatar, investigates the impact of users' cultural tastes on the avatars they create and experience in the metaverse. The research employed both focus group interviews and individual in-depth interviews with users of Generation Z. The study demonstrated that Generation Z users exhibit unrestricted engagement in the metaverse, although their behavior is significantly affected by their economic situation. One's cultural tastes, influenced by diverse interactions with their parents, greatly impact how they engage in cultural activities in the metaverse. Three categories were identified from the perception of avatars: Idealized Self-Representation Avatars, Atypical Self-Representation Avatars, and Integrated Self-Representation Avatars. Perceiving avatars as an extension of the self was associated with higher cultural capital. Participants held divergent perspectives on the metaverse, with certain individuals regarding it as a realm of imagination or a limitless arena for activities.

Inter-space Interaction Issues Impacting Middleware Architecture of Ubiquitous Pervasive Computing

  • Lim, Shin-Young;Helal, Sumi
    • International Journal of Fuzzy Logic and Intelligent Systems
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    • v.8 no.1
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    • pp.42-51
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    • 2008
  • We believe that smart spaces, offering pervasive services, will proliferate. However, at present, those islands of smart spaces should be joined seamlessly with each other. As users move about, they will have to roam from one autonomous smart space to another. When they move into the new island of smart space, they should setup their devices and service manually or not have access to the services available in their home spaces. Sometimes, there will conflicts between users when they try to occupy the same space or use a specific device at the same time. It will also be critical to elder people who suffer from Alzheimer or other cognitive impairments when they travel from their smart space to other visited spaces (e.g., grocery stores, museums). Furthermore our experience in building the Gator Tech Smart House reveals to us that home residents generally do not want to lose or be denied all the features or services they have come to expect simply because they move to a new smart space. The seamless inter-space interaction requirements and issues are raised automatically when the ubiquitous pervasive computing system tries to establish the user's service environment by allocating relevant resources after the user moves to a new location where there are no prior settings for the new environment. In this paper, we raise and present several critical inter-space interactions issues impacting middleware architecture design of ubiquitous pervasive computing. We propose requirements for resolving these issues on seamless inter-space operation. We also illustrate our approach and ideas via a service scenario moving around two smart spaces.