• Title/Summary/Keyword: Users' behaviors

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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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Effects of Smartphone Usage Patterns on Human Factors of Pedestrian Safety: Focused on Users in Their 20's and 30's (스마트폰 이용행태가 보행안전도의 인적요인에 미치는 영향: 20~30대 사용자들을 중심으로)

  • You, Seung-Hee;Kwon, Chang-Hee
    • Journal of Digital Convergence
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    • v.15 no.9
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    • pp.79-85
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    • 2017
  • The purpose of this study was to investigate utilization behaviors of smartphones while walking that are increasing recently and to examine the effects of smartphone usage patterns on human factors of pedestrian safety. In order to understand the motives and actual conditions of pedestrians' use of smart phones, a online questionnaire survey was conducted on people in their 20~30s who use smartphones. As a result, 98.6% of the respondents had experience using smartphones while walking. After performing the survey by extracting 17 uses the synchronization elements in the prior studies was extracted with two factors from the factor analysis. Particularly, respondents whose motivation to use smartphones was 'pandemic' were analyzed to have an influence on the risk of accident due to use of smartphones among human factors of pedestrian safety.

Influence of Expectations, Norms and Motives on Perceived Conflict -At a Campground in Chirisan National Park- (휴양객(休養客)의 기대(期待), 규범(規範) 및 휴양동기(休養動機)가 상충인지(相衝認知)에 미치는 영향(影響) -지리산(智異山) 국립공원(國立公園) 야영장(野營場)을 대상(對象)으로-)

  • Kim, Sang-Oh;Shelby, Bo
    • Journal of Korean Society of Forest Science
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    • v.85 no.4
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    • pp.647-655
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    • 1996
  • This paper examined the effects of users' expectations, norms and recreation motives on perceived conflict in a recreation setting. The study used data collected at Second Campground in Chirisan National Park, Korea, during the summer of 1994. Of the total 280 questionnaires distributed, 253 questionnaires(90.4%) were usable. About 82% of the respondents perceived conflict by others' late-night-singing. This study supported the notion that perceived conflict occurs when norms, expectations, and recreation motives are interfered with by others' incompatible behaviors. Solitude/nature motive factor was a better predictor of perceived conflict than norm-interference or expectation-interference. However, the relative predictability of each variable on perceived conflict could be various depending on different kinds of recreation motives, specific ways of measuring norms, expectations and conflict. Management implications were discussed.

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Analysis on Effects of Visual Messages and Auditory Messages on Pedestrian Safety Behavior (시각적 메시지와 시각적-청각적 메시지가 보행자의 안전행동에 미치는 효과분석)

  • Kim, Jin kwan;Oah, She Zeen
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.19 no.5
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    • pp.138-150
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    • 2020
  • Pedestrians are the most vulnerable road users. According to one analysis of traffic accidents over a five year period, pedestrians accounted for about 40% of all road traffic deaths in South Korea. Although some policy and engineering approaches have been taken to reduce and prevent traffic accidents, the annual accident change rate is -0.7%, which is insufficient. This study verifies the effectiveness of presenting visual messages to pedestrians and the effect from adding auditory messages to the visual messages. The experiment was conducted on crosswalks adjacent to an intersection, and safety behaviors were recorded for a total of 898 pedestrians and considered sufficient. As a result of the study, overall pedestrian safety behavior improved when both visual and auditory messages were presented, rather than just visual messages. Therefore, the results indicate it is more effective to provide a mixed visual/auditory form of messages, rather than providing single stimulus messages.

An Exploration of Families Use of Information and Communications Technology: The Case of Korea and the United States

  • Brady, John T.;Lee, Bohan;Rha, Jong-Youn
    • International Journal of Human Ecology
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    • v.16 no.2
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    • pp.79-88
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    • 2015
  • As information and communications technology (ICT) becomes increasingly integrated into the daily lives of people around the world, it is important to know how the technology is influencing the behaviors of individuals and families. This study looked at the ecology of families as it is related to ICT and the changes to processes that occur as ICT devices and services are integrated into the family. A survey of 1084 families was conducted. Five hundred of the families were from the United States and 584 families were from Korea. Significant differences were found in the use of ICT by Korean and American families although the source of this difference was not clearly identified in this study. Three clusters of families were identified based on their use of devices and services. These were labeled as; 'The Tech Savvy', 'The Wireless Users', 'The In-betweeners', 'The Wired', and 'The Just Mobile'. 'The Tech Savvy' used the greatest variety of ICT technologies and 'The Wired' used the fewest. Other clusters fell in the middle with families seemingly using the devices which met their particular needs. Two factors related to ICT integration into the family were identified. These were related to family intimacy and family relationship maintenance. The family cluster identified as 'Tech Savvy' made significantly greater use of ICT in these relationships and 'The Wired' made the least use of ICT in these areas. The other clusters tended to be between the two ends and tended not to be significantly different from each other in their use of ICT. Finally, models for ICT use by families showed that demographics, nation of origin, types of devices and services used, and attitude and interest in ICT all had a significant impact.

Ontology-based User Intention Recognition for Proactive Planning of Intelligent Robot Behavior (지능형로봇 행동의 능동적 계획수립을 위한 온톨로지 기반 사용자 의도인식)

  • Jeon, Ho-Cheol;Choi, Joong-Min
    • Journal of the Korean Institute of Intelligent Systems
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    • v.21 no.1
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    • pp.86-99
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    • 2011
  • Due to the uncertainty of intention recognition for behaviors of users, the intention is differently recognized according to the situation for the same behavior by the same user, the accuracy of user intention recognition by minimizing the uncertainty is able to be improved. This paper suggests a novel ontology-based method to recognize user intentions, and able to minimize the uncertainties that are the obstacles against the precise recognition of user intention. This approach creates ontology for user intention, makes a hierarchy and relationship among user intentions by using RuleML as well as Dynamic Bayesian Network, and improves the accuracy of user intention recognition by using the defined RuleML as well as the gathered sensor data such as temperature, humidity, vision, and auditory. To evaluate the performance of robot proactive planning mechanism, we developed a simulator, carried out some experiments to measure the accuracy of user intention recognition for all possible situations, and analyzed and detailed described the results. The result of our experiments represented relatively high level the accuracy of user intention recognition. On the other hand, the result of experiments tells us the fact that the actions including the uncertainty get in the way the precise user intention recognition.