• Title/Summary/Keyword: Users' behaviors

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A Qualitative Study of Physicians' Use of Clinical Information Resources and Barriers (임상의사의 진료목적 정보원 이용과 장애요인에 관한 질적 연구)

  • Kim, Soon;Chung, EunKyung
    • Journal of the Korean Society for Library and Information Science
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    • v.50 no.4
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    • pp.55-75
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    • 2016
  • We analyzed the characteristics of the physicians preferred information sources and barriers through in-depth interviews. Information searches for patient treatment were subdivided into deciding patient treatment methods, understanding the latest treatment trends, and preparing presentation materials for conferences. The variables that affected the search behaviors were identified as being background knowledge on the topic, clinical experience, job title, search skills, user training, and familiarity with the library homepage. PubMed was the most preferred choice because of users' familiarity, reliability, and the vastness of information; Google was also used frequently for easy access and fast search result. The accuracy and the recentness of information were the most significant criteria. Easy interface and convenient access were also considered important due to physicians' time constraints. Searching obstacles were divided into difficulty of searching system, unfamiliar term, too vast resources, difficulty to get fulltext articles and complex advanced search features. The results of this study can be utilized as a basis for improving information service of library and curriculum development for physicians.

Utilizing Distributed Ontology Repository in Multi-Agent System Environment (다중 에이전트 시스템 환경에서 분산된 온톨로지 저장소의 사용)

  • Kim, Sung-Tae;Jee, Kyeng-Whan;Yang, Jung-Jin
    • Journal of Intelligence and Information Systems
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    • v.11 no.3
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    • pp.129-139
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    • 2005
  • The rapid growth of IT technologies enables the quality of human's daily life to be improved dramatically, Contrasting to the services in previous computing environment directed by user's request, the services in ubiquitous computing era of new IT technology are provided through recognizing users intention and utilizing context-aware information suited to the user. According to the contextual information, agents need to set a dynamic goal to achieve and work collaboratively with other agents. Agents that take control over their behaviors with capability of communicating with other agents become a thrust in this up-coming computing environment. This work focuses on building ontologies, shared knowledge bases among agents, to improve semantical interoperability among agents. More attention is given to the construction and effective management of ontology repository along with its requirement and organization. Ontology agent suggested takes an initiative role to manage the repository in a distributed manner and to facilitate the use of ontology in a multi-agent environment.

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Chatting Pattern Based Game BOT Detection: Do They Talk Like Us?

  • Kang, Ah Reum;Kim, Huy Kang;Woo, Jiyoung
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.6 no.11
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    • pp.2866-2879
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    • 2012
  • Among the various security threats in online games, the use of game bots is the most serious problem. Previous studies on game bot detection have proposed many methods to find out discriminable behaviors of bots from humans based on the fact that a bot's playing pattern is different from that of a human. In this paper, we look at the chatting data that reflects gamers' communication patterns and propose a communication pattern analysis framework for online game bot detection. In massive multi-user online role playing games (MMORPGs), game bots use chatting message in a different way from normal users. We derive four features; a network feature, a descriptive feature, a diversity feature and a text feature. To measure the diversity of communication patterns, we propose lightly summarized indices, which are computationally inexpensive and intuitive. For text features, we derive lexical, syntactic and semantic features from chatting contents using text mining techniques. To build the learning model for game bot detection, we test and compare three classification models: the random forest, logistic regression and lazy learning. We apply the proposed framework to AION operated by NCsoft, a leading online game company in Korea. As a result of our experiments, we found that the random forest outperforms the logistic regression and lazy learning. The model that employs the entire feature sets gives the highest performance with a precision value of 0.893 and a recall value of 0.965.

Level of User Awareness for Illegal Downloading of Movie Content (영상 컨텐츠 불법 복제에 관한 사용자 의식 수준)

  • Rhee, Hae-Kyung;Kim, Hee-Wan
    • The Journal of the Korea Contents Association
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    • v.9 no.11
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    • pp.212-224
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    • 2009
  • Proliferation of high performance internet infrastructures finally allows their users download a single copy of regular movie just within in a couple of seconds. Ease of accesses to the software for downloading consequently leads them insensitive to the ethics or legitimacy of their conduct. Thus, strong legal action is enforced for piracy over nationally through strengthen the copyright law. We in this paper conducted a survey to see whether netizens prefer to download just for the matter of their convenience. Whilst the level of awareness is addressed even in a far-fetched manner in the area of music piracy and computer software piracy, the case of movie is much different in that we even fail to find any survey that has been made for movie piracy. The survey has been made by devising questionnaires for netizens and it was posted web WorldSurvey, which is the most prominent online survey site in Korea. To our surprise, 9 out of 10 respondents expressed they actually resort to illegal downloading for the reason of convenience. We realized one more surprise. More than 95% of netizens conspicuously aware of their downloading behaviors are mischievous and illegal without reservation.

An Intelligent Mobile Agent System with Planning Capability (계획 기능을 가진 지능형 이동에이전트 시스템)

  • Seok, Hwang-Hee;Kim, In-Cheol
    • The Transactions of the Korea Information Processing Society
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    • v.7 no.11
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    • pp.3417-3426
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    • 2000
  • Most of conventional mobile agent systems requre that the users or the programmer should give the mobile agenl its detail behavioral script for accomplishing the given task. And during its runtime, such mobile agents just behave acording to the fixed script given by its user. Therefore it is impossible that conventional mobile agents autonomously build their own plans and execute. There in considering their ultirnale goals and the dynamic world states. One way to overcome such limtations of conventional mobile agent systems is to develop an mielligent mobile agent system ombedding a reactive planner.In this paper, we design both a modelof agent inobility and a model of inter-agent commuication based upon the representative reactive planning agent architecture called JAM. An then we develop an intelligent mobile agent system with planing capability, IMAS, by implementing addtional basic actions for agent moves and inter-agent comunication within JAM according too the predevined models. Unlike conventional mobile agents, IMAS agents can be able to adapt, their behaviors to the dynamic changes of their anvironment as well as build their own plans autonomously. Thus IMAS aents can snow higher flexibility and robustness than the conventional ones.

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Developing a direct manipulation-based interface to OPAC system using term relevance feedback technique (용어적합성피드백기반-OPAC시스템에 대한 직접조작의 인터페이스 구축)

  • 이영자
    • Journal of Korean Library and Information Science Society
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    • v.26
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    • pp.365-400
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    • 1997
  • The interface design for most present query-base model of OPAC systems does not include the function to implement an iterative feedback process till the user arrives at satisfied search results through the interaction with the system. Also, the interface doesn't provide the help function for a user to select pertinent search terms. To formulate a query at the present OPAC system, a user should learn a set of syntax different from system to system. All of above mentioned things make an end-user feel difficult to utilize an OPAC system effectively. This experimental system is attempted to alleviate a few limitations of the present OPAC system by a n.0, pplying the direct-manipulation technique as well as the feedback principle. First, this system makes it unnecessary for a user to learn some syntax for query formulation by providing option buttons for access points. Second, this system makes it possible for a user to decide whether each displayed record is relevant or not, and for keywords included in the relevant records to be automatically stored in order to be used for later feedback. Third, in this system, the keywords stored in [sayongja yongeu bogyanham] can be deleted if unnecessary or can selected as search terms for a query expansion as well as a query modification. Fourth, in this system, after inputting the original query, the feedback process can be proceed without coming back to the previous search step until a user becomes satisfied with the search results. In conclusion, the searching behaviors of heterogeneous users should be continuously observed, analysed, and studied, the findings of which should be integrated into the design for the interface of the OPAC system.

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Sitting Posture-Based Lighting System to Enhance the Desired Mood

  • Bae, Hyunjoo;Kim, Haechan;Suk, Hyeon-Jeong
    • Journal of the Ergonomics Society of Korea
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    • v.34 no.2
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    • pp.191-198
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    • 2015
  • Objective: As a cue for desired mood, we attempted to identify types of sitting postures when people are involved in various tasks during their working hours. Background: Physical behaviors in reaction to user contexts were studied, such as automated posture analysis for detecting a subject's emotion. Sitting postures have high feasibility and can be detected robustly with a sensing chair, especially when it comes to an office. Method: First, we attached seven sensors, including six pressure sensors and one distance sensor, to an office chair. In Part 1, we recorded participants' postures while they took part in four different tasks. From the seven sensors, we gathered five sets of data related to the head, the lumbar, the hip, thigh pressure and the distance between the backrest and the body. We classified them into four postures: leaning forward, upright, upright with the lumbar supporting, and leaning backward. In part 2, we requested the subjects to take suitable poses for the each of the four task types. In this way, we compared the matches between postures and tasks in a natural setting to those in a controlled situation. Results: We derived four types of sitting postures that were mapped onto the different tasks. The comparison yielded no statistical significance between Parts 1 and 2. In addition, there was a significant association between the task types and the posture types. Conclusion: The users' sitting postures were related to different types of tasks. This study demonstrates how human emotion can interact with lighting, as mediated through physical behavior. Application: We developed a posture-based lighting system that manipulates the quality of office lighting and is operated by changes in one's posture. Facilitated by this system, color temperatures ranging between 3,000K and 7,000K and illuminations ranging between 300lx and 700lx were modulated.

Intelligent Contents Curation(ICCuration) model for Smart Device based on Scenario (시나리오 기반 스마트 단말기 대상의 지능형 콘텐츠 큐레이션 모델)

  • Song, Sumi;Yoon, Yong-Ik
    • Journal of the Korea Society of Computer and Information
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    • v.17 no.11
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    • pp.117-123
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    • 2012
  • Smart devices are great tool to get a lot of information of user by variety sensors, application, web. The information is good clue to seize pattern of user. So, we can expect that customized content-service will be possible based on utilizing information of user. This expectation alters the type of content-service from just providing lots of contents to smart devices to recommendation contents which wanted, needed, favorite looking by user. For this customized content-service, a system model like a curator in galleries or museums is required. So, in this paper, we suggest Intelligent Contents Curation(ICCuration) model which has 3 sub modules with sensing, analysis and filtering information of user. The collected information of user are processed up to scenarios and the scenario is a clue for selecting contents which will be recommended to users. In the scenario has user's preferences and behaviors as well as devices informations as elements. So, contents can be optimized not only domain category but type of media for devices.

Effects of Omni-channel Service Characteristics on Utilitarian/Hedonic Shopping Value and Reuse Intention (옴니채널 서비스 특성이 실용적·쾌락적 쇼핑가치 지각과 재이용의도에 미치는 영향)

  • Shin, Jong-Kuk;Oh, Mi-Ok
    • Journal of Digital Convergence
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    • v.15 no.10
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    • pp.183-191
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    • 2017
  • This study tries to explain the relationships among omni-channel service characteristics, utilitarian/hedonic shopping value, and reuse intention. We derive instant connectivity, localization, consistency, integration, privacy risk as omni-channel service characteristics from previous studies and collect data from 190 omni-channel service users. The major findings are as follows. First, localization, consistency, and privacy risk have a significant effect on utilitarian shopping value but no significant effect on hedonic shopping value. Second, instant connectivity and integration have a positive effect on both utilitarian and hedonic value. Third, utilitarian and hedonic shopping value have a positive effect on reuse intention. This study extends the scope of omni-channel consumer behaviors by focusing on multi-dimensionality of shopping value. The results of this research can provide useful implications for practitioners to build successful strategies on omni-channel service.

One-man Mobile Casual Game Production Using Unity 3D (Unity 3D를 활용한 1인 모바일 캐주얼 게임 제작)

  • Jung, Seo-Won;Kim, Jin-Mo
    • Journal of Digital Contents Society
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    • v.15 no.4
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    • pp.501-512
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    • 2014
  • Due to smart phones introduced since 2007, mobile contents production become activated and with this trend, attention among different age groups to production of mobile games has been growing. Whereas in the past, development of games was the domain of developers equipped with technical knowledge, provision of editor-type engines in recent times is lowering the high barrier of entry to game production. This paper proposes an event-based module design method from the perspective of general users, aimed at producing games by oneself with a Unity 3D, one of editor-type game engines. This is to plan behaviors and roles in the unit of modules in the whole process of a game to be in line with the perspective of game production by one person. Each module includes diverse events that express game characteristics. In addition, the script function provided by the Unity 3D is appropriate to embody the proposed module structure and utilizes the Unity 3D. Lastly, this study produce a simple 3D mobile casual game in order to verify whether effective game production from the planning to the development is possible through the proposed method.