• Title/Summary/Keyword: Users' behaviors

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Evaluation of SWAT Prediction Error according to Accuracy of Land Cover Map (토지피복도 정확도에 따른 SWAT 예측 오류 평가)

  • Heo, Sunggu;Kim, Kisung;Kim, Namwon;Ahn, Jaehun;Park, Sanghun;Yoo, Dongseon;Choi, JoongDae;Lim, Kyoungjae
    • Journal of Korean Society on Water Environment
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    • v.24 no.6
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    • pp.690-700
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    • 2008
  • The Soil and Water Assessment Tool (SWAT) model users tend to use the readily available input dataset, such as the Ministry of Environment (MOE) land cover data ignoring temporal and spatial changes in land cover. The SWAT model was calibrated and validated with this land cover data. The EI values were 0.79 and 0.85 for streamflow calibration and validation, respectively. The EI were 0.79 and 0.86 for sediment calibration and validation, respectively. With newly prepared landcover dataset for the Doam-dam watershed, the SWAT model better predicts hydrologic and sediment behaviors. The number of HRUs with new land cover data increased by 70.2% compared with that with the MOE land cover, indicating better representation of small-sized agricultural field boundaries. The SWAT estimated annual average sediment yield with the MOE land cover data was 61.8 ton/ha/year for the Doam-dam watershed, while 36.2 ton/ha/year (70.7% difference) of annual sediment yield with new land cover data. Especially the most significant difference in estimated sediment yield was 548.0% for the subwatershed #2. Therefore it is recommended that one needs to carefully validate land cover for the study watershed for accurate hydrologic and sediment simulation with the SWAT model.

The Effect of Loyalty Factors Perceived by Consumers on General Super Market (대형마트에 대한 소비자들이 지각하는 충성요인이 재방문 결정에 미치는 영향 : 목포권 소비자를 중심으로)

  • Kim, Pan-Jin;Kim, Hwa-Kyung
    • The Journal of Industrial Distribution & Business
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    • v.8 no.4
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    • pp.37-46
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    • 2017
  • Purpose - The purpose of this study is to investigate the factors that cause consumers to frequently visit large - Super Store and goods for large - scale retailers using Super Store. Research design, data, and methodology - The purpose of this study is to present the empirical analysis of 53 adult males and females living in the Mokpo area on the relationship between perceived level of satisfaction and loyalty of the large - scale marts. The results were analyzed. The statistical data of the questionnaire were verified by the SPSS. Results - In the empirical analysis of this study, four variables were found to be the main loyalty factors, which were found to affect the satisfaction of Super Store and the decision to return again. Therefore, in this study, the quality of goods, price, diversity, and image were analyzed as loyalty factors, and it was analyzed as factors influencing satisfaction. It was confirmed that loyalty factors were important. In particular, consumers' perception of behaviors such as local specialties and community service that can be distinctly differentiated from other distribution agencies was very low. Conclusions - It is necessary to construct a comprehensive systematic system to analyze the detailed factors influencing the satisfaction and loyalty of users of Mokpo ticket consumers and to systematically manage and evaluate them. In order to raise awareness of consumer loyalty factors, consumer satisfaction and loyalty survey should be regularly conducted. Consumers should look for ways to improve them and develop improvement plans. The various direct and indirect services provided by Super Store to consumers include price, quality, assortment, customer service, accessibility, and feelings for large marts. However, since the services provided by the Super Store are different from those of the consumers, the loyalty factors for the different factors can be different. Therefore, in order to differentiate them from traditional markets or other distribution centers, it It should be used as a weapon of competition. In this study, it is generally recognized that the services provided by Super Store are very simple and inexpensive, so that consumers are not aware of the difference of particular stores.

Characteristics of th Distribution of Night Illumination Level at Urban Neighborhood Parks (도시근린공원의 야간조도분포의 특성)

  • 최연철;김진선
    • Journal of the Korean Institute of Landscape Architecture
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    • v.28 no.4
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    • pp.66-74
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    • 2000
  • The purpose of this study is to research and analyze the distribution of night illumination level at urban neighborhood parks and to show its characteristics. And this is used basic data ensuring safety and satisfying aesthetic and psychological desires of people who use urban neighborhood parks at night. To research and analyze the distribution of illumination level at urban neighborhood parks at night. To research and analyze the distribution of illumination level at urban neighborhood parks, I selected 8 urban neighborhood parks as the subject of research in this study, set the measuring standard of illumination level, and measured the illumination level by the measuring standard. The results of this study are as follows; 1. Currently, total average illumination level of urban neighborhood parks was lower than the minimum standard of illumination level I KS A 3011-1993. 2. Average illumination level of each place in urban neighborhood parks appeared variously from low level to high level. But this was lower than the minimum standard illumination level in KS A3011-1993 like total average illumination level. 3. The higher was total average illumination level of urban neighborhood parks, the more various was brightness of places. Although users' aesthetic and mental desire or behavioral aspect relate with safety cannot be found by only survey and analyses of illumination level, it is judged that first, illumination level of the standard of the lightness should be analyzed to find user's mental states and behaviors in external space at night. Therefore, it is considered that this study, which analyzed characteristics illumination level as basic data, has a significance. The study continuing for other illuminative environmental factors suitable in the place is required because the brightness of places may not be measured by only illumination level. And the proper illumination level in outdoor places should be showed in considering psychological and behavioral aspects of human as people may have their own sense of brightness.

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A study on the Design and Realization of the Wrist Type Module System based on the Smart Device Receiving Information Relay (스마트 디바이스 착신정보 중계 기반 손목형 모듈 시스템 설계 및 구현)

  • Jeong, Hee Ja
    • Smart Media Journal
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    • v.5 no.4
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    • pp.131-137
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    • 2016
  • Since the phenomenon that the consumers slip important calls since they do not know the receiving information of the smart phone in spaces which smart phones can not be carried, the development of technology to solve this problem is urgent and the cases of burglary and losses of smart phones during hobby and recreation life are increasing and especially since burglary behaviors are occurring much in places such as bathing resort, swimming pool, Korean dry sauna, sauna and spa etc, the schemes to protect smart phones during hobbies and recreation life is needed. Since the smart watch, the conventional wearable device are high price machines and due to the burden about A/S costs for the damage or failure of the machine during exercise, hobbies and recreation activities, the burden about the use is high, development of products which can reduce such burden and emphasize the usefulness is urgent and in order to solve this problem, the added value and psychological repercussion effect will be very high in areas of smart phone users and utilizing them by developing the system which can know if the smart phone has received calls at least in places where smart phones can not be carried.

The Effects of Narcissism, BMI and Appearance Management Behavior on the Selfie Behavior (자기애, BMI 그리고 외모관리행동이 셀피 행동에 미치는 영향)

  • Jun, Daegeun;Kwak, Seongyeong;Ahn, Donghyun;Seong, Suhyeong;Park, Soonjee
    • Fashion & Textile Research Journal
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    • v.22 no.1
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    • pp.102-111
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    • 2020
  • This research examined the effects of Narcissism as socio-psychological factor and physical features such as BMI on the selfie behavior. The participants of the study were SNS users aged 20-29 years recruited in Daegu and surrounding areas. Statistical analysis including factor analysis, ANOVA, cluster analysis and regression was done using SPSS 23.0 to analyze the results. Two groups with high other-dependent Narcissism showed higher levels of Cosmetic surgery management and clothing management compared to other groups. Among 4 clusters divided by BMI, the lower the BMI, the higher the level of appearance management behavior except for body management. Other-dependent Narcissism and BMI have been shown to have a significant effect on selfie behavior in the relationship of Narcissism, BMI and selfie behavior. In the relationship between appearance management behavior and selfie behavior, only beauty treatment management influenced selfie improvement behavior, and all appearance management behaviors affected selfie complement behavior. Fashion brands should use the relationship between Narcissism, appearance management behavior and selfie behavior in planning selfie related events on SNS as well as consider active collaboration with cosmetics brands. It is necessary to investigate selfie behavior from a more diverse perspective by expanding future research targets and diversify related variables.

Characteristic Analysis of Internet nutrition Counseling Served by the Korean Society of Community Nutrition (다이어트넷(http://www.dietnet.or.kr)을 통한 인터넷 영양상담 내용 및 이용자 특성 분석)

  • 이정원;이선영;김경은
    • Korean Journal of Community Nutrition
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    • v.7 no.1
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    • pp.86-91
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    • 2002
  • An analysis for a period of 15 months (from September 2000 to November 2001), of the nutrition counseling internet site, “Dietnet” served by the Korean Society of Community Nutrition, showed the following results. Nutrition counseling was conducted without charge by 50 professionals, including professors in the food and nutritional areas, medical doctors, and dietitians. Counselees consisted of mostly females under 30 years of age. Although two thirds of the users of this site asked questions anonymously, they were very sincere. They asked questions mostly related to their own concerns, but there were quite a few inquiries about their parents or grandparents. There were significant differences in the counseling contents depending on the ages of the counselees. Teenagers showed the highest interest in height growth and weight control, whereas people in their twenties were mostly interested in diseases, foods, and weight control. Those over the thirty made inquiries mostly about diseases. The most frequent questions were relevant to gastrointestinal, circulatory and hepatic diseases. As indicated above, counseling questions included of a variety of both comprehensive and specific questions. There were also quite a few questions related to decisions on the correct usage of specific foods. Therefore, we recommend that more professionals, such as food science majors, medical doctors who practice western and oriental medicine, and other professionals who specialize in psychological behaviors related to weight control and infant food habits be recruited to serve the site more effectively and intensively. In light of the further need for internet sites with nutrition counseling and delivery of nutritional information to the public, nutritionists capable of managing websites are also required.

A Study on Applying Real Card to Online Trading Card Game (온라인 TCG 게임에의 현실 카드 적용 방안 연구)

  • Park, Jong-Il;Kim, Soo-Hong
    • Journal of Korea Game Society
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    • v.12 no.4
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    • pp.45-51
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    • 2012
  • Current virtual game interfaces cannot comprehend our metaphor, cannot reflect on our natural behavior aspect, cannot make us immerse into a game, and makes a barrier between virtual game space and our real behavior. It is very meaningful issue to use real objects tightly related to human-being's behaviors or reactions for interacting with game applications. Interactive Augmented Reality interfaces may augment users' perception of the real world by adding virtual information to it. We attempted an experiment on camera-based non-marker interface for online TCG application. This experiment uses real TCG cards which are recognized by our two phases Image KeyPoint Extraction/Matching Algorithm. These initiative experiments not only enlarge immersion and reality to the game, but also make real and virtual world seamless.

A study of influence factor on Mobile Game Heavy User - focused on Game User Properties (모바일 게임 중이용자 영향요인에 관한 연구 - 게임 이용자 속성을 중심으로)

  • Kim, Hye Bin;Park, Young Il
    • Journal of Digital Contents Society
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    • v.16 no.3
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    • pp.493-501
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    • 2015
  • This study is to observe the correlation between user properties and user behavior on the mobile game, one of the most prominent digital contents with the most mutual interaction. Among various factors affecting on behaviors of game users, the user properties itself was accentuated, and the effect of individual and psychological quality on the use of game was evaluated. The user properties were mainly categorized into five factors of "interpersonal relationship", "level of game skill", "inclination of innovation", "self-esteem", and "competitive spirit", and the use behavior of game was categorized mainly into two types - quantitative behavior of "amount of use (time of use, consumption cost)" and qualitative behavior of "perceived satisfaction level (perceived enjoyment, perceived service quality, and perceived price)". As a result of study, in general, as the user quality subjected in this study is stronger, the amount of use and satisfaction level are higher. This study is to observe what type of user qualities leads to the more use, consumption, and satisfaction level of game contents to contribute to the study about the use of conventional digital contents and heavy use.

Applied Implementation of J2ME 3D Mobile Based on WTK Development Environment (WTK 개발 환경 기반에서의 J2ME 3차원 모바일 응용구현)

  • Joo, Heon-Sik;Lee, Song-Won;Hong, Sung-Soo
    • Journal of the Korea Society of Computer and Information
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    • v.13 no.6
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    • pp.253-261
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    • 2008
  • Mobile games will be one of independent industries on game areas and take the fourth standing in the important platform since PC Games, TV Games, and Palm Games. There are several reasons why mobile games will differ in their platform, behaviors, and habits. According to the data of market consultation about the figure of mobile-game players throughout the world, the Mobile game will increase steadily from 780 million in 2007 to 1860 million in 2010. Also, market income will mount up from $42,100 million to $87,000 million. 3D games have been playing important roles in our lives. Satisfying users' needs in high-quality games, they have been growing and attracting more people with their powerful visual effects and the three-dimensional design player. We cannot emphasize their tremendous visual impacts and animation effects too much. This paper displays how to design 3D application based on J2ME (Java 2 Micro Edition) and shows free movement of 3D objects receiving and responding to the keyboard of mobile devices withWTK (Wireless ToolKit) simulator on the 3D screen.

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The Trend and Issues of Sociological Studies of Social Network Service (SNS에 관한 사회학 연구의 동향과 쟁점)

  • Lee, Myoung-Jin;Park, Hyun-Ju
    • Informatization Policy
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    • v.19 no.2
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    • pp.3-20
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    • 2012
  • This study examines the trend and issues of sociological studies of social network service(SNS). For this purpose, the studies were classified into three types. The first type of study concerns spatial characteristics of SNS. It deals with the impact of such SNS usage on individual attitudes and behaviors. The second type of the study focuses on the formation process of interrelationship among users. It is based on sociological concepts such as trust and social capital. The last type of study emphasizes the impact of SNS on society. The study includes the issues of social movement and political participation. In the future study of SNS, more diverse sociological subjects, such as social integration, exclusion, public welfare, and affective support need to be dealt with.

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