• 제목/요약/키워드: Users' behaviors

검색결과 658건 처리시간 0.027초

데스크톱과 모바일 기기의 차이가 사용자의 행위에 미치는 영향 : 해석수준 이론을 적용한 실증 연구 (The Differential Effect of PC vs. Mobile on User Behavior : An Empirical Study based on Construal Level Theory(CLT))

  • 서길수;강현정
    • 한국IT서비스학회지
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    • 제18권5호
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    • pp.31-51
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    • 2019
  • Construal level theory (CLT) have been researched in wide range of disciplines such as marketing, organizational study, psychology, or education. Current study asserts that CLT would explain the effect of different devices of PC and smartphone on interaction between human-computer interfaces and information systems use. In CLT, those who are far from an object in terms of physical, temporal, social or psychological distance, they construe their understanding as abstract (high level) and vice versa. We hypothesized different size of digital device will increase psychological distance and result in behaviors that correspond to present construal level. The analysis result shows that users of PC recognized that they are socially distant from the device and those of smartphone felt that they are socially close to the device. However, the device did not have significant effect on attention to essential information, advertisement preference, and immediacy. The implication to academia, practice and future research and limitations are also discussed.

Generation of Emergent Game Character′s Behavior with Evolution Engine

  • Hong, Jin-Hyuk;Cho, Sung-Bae
    • 한국지능시스템학회:학술대회논문집
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    • 한국퍼지및지능시스템학회 2003년도 ISIS 2003
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    • pp.698-701
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    • 2003
  • In recent years, various digital characters, which are automatic and intelligent, are attempted with the introduction of artificial intelligence or artificial life. Since the style of a character's behavior is usually designed by a developer, the style is very static and simple. So such a simple pattern of the character cannot satisfy various users and easily makes them feel tedious. A game should maintain various and complex styles of a character's behavior, but it is very difficult for a developer to design various and complex behaviors of it. In this paper, we adopt the genetic algorithm to produce various and excellent behavior-styles of a character especially focusing on Robocode which is one of promising simulators for artificial intelligence.

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A Specifying method for Real-Time Software Requirement

  • Kim, Jung-Sool;Lee, chang-soon
    • 한국산업정보학회:학술대회논문집
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    • 한국산업정보학회 1998년도 공동추계학술대회 경제위기 극복을 위한 정보기술의 효율적 활용
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    • pp.655-662
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    • 1998
  • This paper is on the anlaysis for real-time software requirement . This method can be used for TNPIN(Timed Numerical Petri Net) as a easy communication means with a real-users. It is based on the RTTL(Real Time Temporal Logic) for correctness fo the system. TNPN is used to represent a behavior specification language, the validity of specified behaviors in TNPN is expressed in RTTL , and analyzed through the reachability graph. Thus , the requirement of between user and system is satisfied. By the example of shared track, the validity of the property of real-time (safetiness, responsiveness, liveness, priority) is verified. Also, this framework is give to connection with a object natually.

대학도서관 학술정보서비스의 미래 예측을 위한 시나리오기법의 적용 (Future Scenarios of Scholarly Information Services in Academic Libraries)

  • 차미경
    • 한국비블리아학회지
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    • 제15권1호
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    • pp.137-153
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    • 2004
  • 정보기술 발전의 영향으로 대학도서관 정보서비스는 변화하여왔다. 본 연구는 모바일 커뮤니케이션과 유비쿼터스 컴퓨팅으로 대표되는 미래 정보 환경에서의 학술정보유통과 대학도서관 학술정보서비스를 예측하여 대비하기 위한 기초를 마련하는 데 목적이 있다. 이를 위하여 미래 연구 방법 가운데 하나인 시나리오 기법을 도입하여 미래 학술정보유통 환경의 변화의 주요 동인을 파악하고, 각각의 가능성과 대안적 상황들을 정리한 후, 각 환경 속에서 출판사, 대학도서관, 이용자 세 집단의 정보서비스 관련 행위들을 예측하였다.

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전자증거 관리시스템의 설계 (DESIGNIN AND OPERATION OF DIGITAL EVIDENCE MANAGEMENT SYSTEM APPLYING COMPUTER FORENSICS AND ELECTRONIC CERTIFICATION)

  • 김종섭;하옥현;김귀남
    • 대한안전경영과학회:학술대회논문집
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    • 대한안전경영과학회 2001년도 춘계학술대회
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    • pp.275-280
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    • 2001
  • DESIGNIN AND OPERATION OF DIGITAL EVIDENCE MANAGEMENT SYSTEM APPLYING COMPUTER FORENSICS AND ELECTRONIC CERTIFICATION Digital evidence will be used as a term, which means the electronic form of information which is necessary to confirm or prove the factum of all kinds of behaviors committed through the devices which have data processing ability including computer. It is expected that there will be the increase of legal conflicts surrounding electronic commerce activities as well as the increase of cyber crimes, as the number of Internet users are getting bigger. In order to solve the problems of conflicts derived from electronic commerce, the factum of electronic commerce activities must be confirmed. In order to confirm the factum of electronic commerce activities, the evidence is prerequisite. Almost all evidences relating to the electronic commerce activities exist in digital form. For the reason that the digital evidence can be easily damaged and changed, special management is required to collect, analyze, and preserve the digital evidence. In order to meet this requirement, this study proposes a basic model of digital evidence management system applying computer forensics and electronic authentication.

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모델휴먼프로세서를 활용한 인지과정 시뮬레이터 구축에 관한 연구 (A Study on Development of a Cognitive Process Simulator Based on Model Human Processor)

  • 이동하;나윤균
    • 한국안전학회지
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    • 제13권4호
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    • pp.230-239
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    • 1998
  • Though limited, Model Human Processor (MHP) has been used to explain the complex users' behaviors during human-computer interactions in a simplified manner. MHP consists of perceptual, cognitive and motor systems, each with processors and memories interacting with each other in serial or parallel mode. The important parameters of memory include the storage capacity, the decay time, and the code type of a memorized item. The important parameter of a processor is the cycle time. Using these features of the model, this study developed a computerized cognitive process simulator to predict the cognitive process time of a class match task process. An experimental validity test result showed that the mean prediction time for cognitive process of the class match task simulated 50 times by the simulator was consistent with the mean cognitive process time of the same task performed by 37 subjects. Animation of the data flow during the class match task simulation will help understand the invisible human cognitive process.

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VCRs 원격제어기의 인지적 특성 및 설계 (The User's Cognitive Characteristics and Design of VCRs Remote Controller)

  • 곽효연;이상도
    • 대한인간공학회지
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    • 제18권3호
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    • pp.73-86
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    • 1999
  • Nowadays, VCR(Video Cassette Recorder) has various functions, but users use to fail operating these function because of the complexity of operation. The process of operating VCR contains user's cognitive characteristics. It is necessary for designing it that we must identify a user's mental process in the behind of operational behaviors. This effort, as well as considering physical dimensions and layout, can make VCR easy to use. In this research, VCR remote controller are analyzed by the cognitive method and experiments. Three types of VCR remote controllers, cognitive VCR models and two non-cognitive(typical) VCR models, are adopted as experimental objects to test the validation of the suggested user's cognitive mode of VCR. As results, when VCR was operated by the cognitive prototype of remote controller, task completion time was reduced to 80.5%, and the number of errors was reduced to 96.8%.

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문자의 인식을 통한 지능형 머신제어 (Intelligent Machine Control by Recognition of Literal Commands)

  • 박상혁;김종원;조현찬;윤희현;전홍태
    • 한국지능시스템학회:학술대회논문집
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    • 한국퍼지및지능시스템학회 2004년도 추계학술대회 학술발표 논문집 제14권 제2호
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    • pp.75-78
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    • 2004
  • In this paper, we suggest machine control method by the Recognition of Literal Commands. This method that we design is human friendly interface to be able to command easy We distinguish words that is related to command directly or not in the Literal Commands. And vague expressions to move machine directly make behaviors by intelligent recognition model. We suggest The Literal Commands control method that is able to obtain more realistic output equivalent to users' desire throgh the literary style commands. The proposed method is experimentally tested by a mobile car using bluetooth module and mobile phone in real time using Literal language commands.

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동기화된 부호 분할 다원 접속 채널을 위한 ML 최적 다중 사용자 검출기의 간단한 계산 알고리즘 (A simple computational algorithm of ML optimum multiuser detector for synchronous code division multiple access channels)

  • 권형욱;최태영;오성근
    • 전자공학회논문지A
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    • 제33A권5호
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    • pp.1-9
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    • 1996
  • In this paper, we propose an efficient computational algorithm that can reduce significantly the computational complexity of the ML optimum multiuser detector known as the most excellent detector in synchronous code division multiple access channels. The proposed detector uses the sequential detection algorithm based on the alternating maximization appraoch to obtain the ML estimates. As initial estimates for this sequential algorithm, we can use the estimated values obtained by the conventional single-user detector, the linear decorrelating multiuser detector, or the decorrelating decision-feedback muliuser detector, the linear decorrelating multiuser detector, or the decorrelating decision-feedback multiuser detector. We have performed computer simulations in order to see the convergence behaviors and the detection performance of the propsoed algorithm in terms of initial algorithms and the number of users, and then to compare the computational complexity with that of the ML optimum multiuser detector. From the results, we have seen that the proposed alternating maximization detector has nearly equal detction performance with that of the ML optimum multiuser detctor in only a few iteration.

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온라인 서어비스의 이용자 접속 디자인 (User Interface Design in Online Services)

  • 김선호
    • 한국비블리아학회지
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    • 제7권1호
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    • pp.147-169
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    • 1994
  • The study is to assist system developers or designers who are participated in the design of the user-computer interface on online services such as Online Public Access Catalogue and Online Search-ins. To design the optimal user interface, system developers and designers should try to complete the following process orderly: 1) they should know and understand the active and potential user's information seeking behaviors concerning online services in details as possible. 2) they should design the conceptional user model on basis of that knowledge. 3)They should design the logical and hierachical computer model adaptable to the current environment. 4) they should design the display of the computer terminal which is ease to learn and use by the users. 5) finally, they should design the optimal and practical user inter-face on basis of the above 2, 3, and 4.

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