• Title/Summary/Keyword: Users'behavior

Search Result 1,657, Processing Time 0.026 seconds

Developing Wearable Joystick Device Using Magnetic Sensor (자기장 센서를 이용한 웨어러블 조이스틱 장치의 개발)

  • Yeo, Hee-Joo
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.22 no.1
    • /
    • pp.18-23
    • /
    • 2021
  • There has been demand for many magnetic sensor applications, and to develop low-cost devices, it is critical to accurately understand the behavior of the magnetic field and the characteristics of magnetic sensors and target devices during initial development phase. The magnetic field has been known to have very complicated nonlinear data to calculate, so it has required expensive computing machines or research to accurately calculate the magnetic sensor values. However, this paper introduces a characteristic of a magnetic sensor called the giant magnetoresistance (GMR) and proposes simple and sufficient approaches to develop a wearable joystick device using a magnetic sensor. Particularly, this paper introduces the design factors for how to properly develop a low-cost wearable joystick device using magnetic sensors after carefully considering the mechanism of a real joystick and the characteristics of magnetic sensors. As a result, user test results are provided to show how users can operate this new wearable joystick device.

The Effect of Brand Evidence on Positive Emotion, Negative Emotion, and Attitude in Restaurant Industry

  • KIM, Eun-Jung
    • The Korean Journal of Franchise Management
    • /
    • v.12 no.1
    • /
    • pp.45-55
    • /
    • 2021
  • Purpose: How to build the positive emotion of customer is very important, because it affects the positive attitude. Brand evidence has a significant impact on consumer behavior in terms of reinforcing consumers' perception of food service companies and differentiating them from competing brands. Thus, this study examines the effect of brand evidence on emotion (positive emotion and negative emotion), and attitude in restaurant industry. Research design, data, and methodology: This study examines the structural relationship among brand evidence, emotion, and attitude. Brand evidence divide into three sub-dimensions such as physical evidence, core service, and employee service. In order to test the purposes of this study, research model and hypotheses were developed. The questionnaire items were modified and used according to the content of this study based on previous studies. All constructs were measured by multiple items tested and developed in the previous research. The data were collected from 439 restaurant users from Seoul area were analyzed using SPSS 22.0 and SmartPLS 3.0 program. A total of 460 questionnaires were distributed and a survey was conducted for 4 weeks, and a total of 439 were used for analysis, excluding non-response data and 21 unusable response data among the collected questionnaires. Frequency analysis was conducted to identify the general characteristics of the survey subjects. To measure the reliability and validity of the measurement tools, confirmatory factor analysis was conducted. Structural model analysis was conducted to verify the research model. Result: The findings demonstrate that physical evidence, core service, employee service had positive effects on positive emotion. And core service and employee service had negative effects on negative emotion while physical evidence did not have. Also, positive emotion had positive effect on attitude and negative emotion had negative effect on attitude. Conclusions: The findings of this study provide guidelines on how to enhance competitiveness in restaurant industry through understanding brand evidence's effects on raising perceived consumer's emotion and attitude. Therefore, food service companies should establish a marketing strategy that can stimulate positive emotions through brand evidence, which is all factors related to service brands that influence consumers' evaluation of service products and purchase decision-making process.

The relationship between smartphone addiction and musculoskeletal pain prevalence among young population: a cross-sectional study

  • Mustafaoglu, Rustem;Yasaci, Zeynal;Zirek, Emrah;Griffiths, Mark D.;Ozdincler, Arzu Razak
    • The Korean Journal of Pain
    • /
    • v.34 no.1
    • /
    • pp.72-81
    • /
    • 2021
  • Background: In the literature, there have been debates as to whether smartphone use has negative effects on physical and mental health. The present study investigated the extent to which smartphone addiction impacts on musculoskeletal pain prevalence among university students. Methods: The questionnaire consisted of three sections: demographic information, the Smartphone Addiction Scale (SAS), and the modified Nordic Musculoskeletal Questionnaire. Results: A total of 249 participants were included in this cross-sectional study. The body parts that were reported with highest prevalence of musculoskeletal pain were the upper back (70.3%), neck (65.9%), and wrists/hands (68.7%). The SAS scores were correlated with duration of smartphone use on a typical day (P = 0.001), duration of owning a smartphone (P = 0.027), and musculoskeletal pain prevalence in the neck (P = 0.001), wrists/hands (P = 0.001), shoulders (P = 0.025), and upper back (P = 0.023). The SAS score was significantly associated with prevalence of musculoskeletal pain in the neck (odd ratio [OR], 1.08; 95% confidence interval [CI], 0.98-1.10; P = 0.002), wrists/hands (OR, 1.07; 95% CI, 0.97-1.09; P = 0.001), and upper back (OR, 1.10; 95% CI, 0.98-1.11; P = 0.033). Conclusions: The findings indicated that the upper back, neck, and wrists/hands have a higher prevalence of musculoskeletal pain among smartphone users, particularly those with a smartphone addiction. Smartphone addiction scores were correlated with duration of smartphone use on a typical day, duration of owning smartphone, and musculoskeletal pain prevalence in the neck, wrists/hands, shoulders, and upper back.

Development of a Sign Language Learning Assistance System using Mediapipe for Sign Language Education of Deaf-Mutility (청각장애인의 수어 교육을 위한 MediaPipe 활용 수어 학습 보조 시스템 개발)

  • Kim, Jin-Young;Sim, Hyun
    • The Journal of the Korea institute of electronic communication sciences
    • /
    • v.16 no.6
    • /
    • pp.1355-1362
    • /
    • 2021
  • Recently, not only congenital hearing impairment, but also the number of people with hearing impairment due to acquired factors is increasing. The environment in which sign language can be learned is poor. Therefore, this study intends to present a sign language (sign language number/sign language text) evaluation system as a sign language learning assistance tool for sign language learners. Therefore, in this paper, sign language is captured as an image using OpenCV and Convolutional Neural Network (CNN). In addition, we study a system that recognizes sign language behavior using MediaPipe, converts the meaning of sign language into text-type data, and provides it to users. Through this, self-directed learning is possible so that learners who learn sign language can judge whether they are correct dez. Therefore, we develop a sign language learning assistance system that helps us learn sign language. The purpose is to propose a sign language learning assistance system as a way to support sign language learning, the main language of communication for the hearing impaired.

The effect of e-commerce platform characteristics on users' purchasing behavior-A case study with Chinese customers (전자상거래 플랫폼 특성이 중국 이용자의 구매행동에 미치는 영향 연구)

  • Shang, Xiao-Li
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.26 no.8
    • /
    • pp.1238-1247
    • /
    • 2022
  • The e-commerce market is growing faster as demand for non-face-to-face shopping increases due to COVID-19. These changes lead to the expansion of various opportunities for consumers, but companies are required to understand consumer characteristics and reflect them in their sales strategies so that they can be competitive in the market. This study examined how the perceived ease and utility of consumers affect the intention to use the platform according to the technology acceptance model (TAM). As a result, it was confirmed that the price competitiveness, awareness, and ease of use of the platform had a significant effect on the utility. In addition, it was confirmed that there was no moderating effect of user characteristics on the effect of ease of use on the platform intention. These results present important implications for a company's sales strategy, and in future studies, it is necessary to expand the study in consideration of more diverse variables.

A Study on Social Sharing of Scholarly Information Resources: Focusing on Laypeople's Information Needs and Behaviors (학술정보자원의 사회적 공유에 관한 연구 - 일반인의 정보요구와 행위를 중심으로 -)

  • Kim, Chohae;Park, Ji-Hong
    • Journal of the Korean Society for Library and Information Science
    • /
    • v.56 no.2
    • /
    • pp.57-82
    • /
    • 2022
  • Today, despite the increase in professional knowledge-related information needs of citizens, the expansion of citizen participatory research in academia, and the provision of information services for the professional knowledge, there are still difficulties in access to scholarly information resources by laypeople. Focusing on this problem, this study investigates laypeople's scholarly information needs and behaviors through a questionnaire survey. By examining the search and use behaviors of scholarly information resources, and the perception of the need to support the utilization of them, this study analyzes the degree and pattern of social sharing of scholarly information resources beyond the scholarly community. This study is significant in that it expands the range of users in traditional scholarly communication and emphasizes the need to support them to access and use scholarly information resources.

User Experience Research on TV Multiview Feature (TV 멀티뷰 기능에 관한 사용자 경험 연구)

  • Kim, Hee-soo Esther;Kim, Jae-Yeop
    • Journal of Digital Convergence
    • /
    • v.20 no.2
    • /
    • pp.415-424
    • /
    • 2022
  • This study is a user experience research on the current usage of TV multiview and evaluating the usability. From traditional TV viewing to connecting laptop or mobile devices, the scope of using TV has expanded and evolved to multipurpose. Utilizing the multiview feature offers new TV experiences, but research on its usability has not been actively conducted yet. In this research, a case study and survey were held prior to usability testing to identify user needs and behavior of TV multiview. After reviewing the results, we ran a task-based usability testing and in-depth interview. As a result, users preferred different ways of accessing and using multiview based on their situation, and the current user interface needed improvement for easier, intuitive use. This study is expected to contribute to the development of improving user experience in TV multiview.

Emotion-based Real-time Facial Expression Matching Dialogue System for Virtual Human (감정에 기반한 가상인간의 대화 및 표정 실시간 생성 시스템 구현)

  • Kim, Kirak;Yeon, Heeyeon;Eun, Taeyoung;Jung, Moonryul
    • Journal of the Korea Computer Graphics Society
    • /
    • v.28 no.3
    • /
    • pp.23-29
    • /
    • 2022
  • Virtual humans are implemented with dedicated modeling tools like Unity 3D Engine in virtual space (virtual reality, mixed reality, metaverse, etc.). Various human modeling tools have been introduced to implement virtual human-like appearance, voice, expression, and behavior similar to real people, and virtual humans implemented via these tools can communicate with users to some extent. However, most of the virtual humans so far have stayed unimodal using only text or speech. As AI technologies advance, the outdated machine-centered dialogue system is now changing to a human-centered, natural multi-modal system. By using several pre-trained networks, we implemented an emotion-based multi-modal dialogue system, which generates human-like utterances and displays appropriate facial expressions in real-time.

Current Status of Outsourced Food Service Operations According to the Type of Long-Term Care Institution and Plans for Improvement (장기요양기관 유형별 위탁급식 운영 실태 및 개선 방안)

  • Kwon, Jinhee;Lee, Heeseung;Jeong, Hyeonjin;Chang, Hyeja;Lee, Jungsuk
    • Journal of the Korean Dietetic Association
    • /
    • v.28 no.2
    • /
    • pp.67-84
    • /
    • 2022
  • This study aimed to explore the status of food service outsourcing behavior of long-term care institutions (LTCIs) through a cross-sectional survey using a questionnaire administered between July 16th and August 7th, 2020. The survey respondents were either dietitians or facility managers, who worked at 731 nursing homes, 477 group homes, and 673 day-care centers. Approximately 25.9% of nursing homes, 11.7% of group homes, and 33.1% of day-care centers used a managed-services company to operate their food service units. The main reason for outsourcing food service by nursing homes was related to the staffing of dietitians and cooks, whereas group homes and day-care centers outsourced food services due to factors relating to meal costs and the cooking process. Almost all the LTCIs entered into private contracts for outsourced food services. Only a few food service contracts included the types of meals, nutrition standards such as protein and calories per meal, and the parameter or ratio of food cost. Of the respondents, 84.5% from nursing homes, 87.5% from group homes, and 87.1% from day-care centers agreed that the quality of outsourced food services of the LTCIs should be regulated. Meals are essential for maintaining the health and functional status of LTCI users. As more LTCIs outsource their food services, we suggest the following: (1) Increasing the minimum dietitian staffing standards for LTCIs as per the Welfare of Senior Citizens Act and requiring at least one dietitian for every nursing home, (2) Making it mandatory to use a standard food service contract template when drafting food service contract, and (3) Developing realistic standards for food service operations considering the size and operation type of the LTCIs.

Design of Action Game Using Three-Dimensional Map and Interactions between In-Game Objects

  • Kim, Jin-Woong;Hur, Jee-Sic;Lee, Hyeong-Geun;Kwak, Ho-Young;Kim, Soo Kyun
    • Journal of the Korea Society of Computer and Information
    • /
    • v.27 no.12
    • /
    • pp.85-92
    • /
    • 2022
  • In this study, we aim to design an action game that increases the user experience. In order to increase the immersion of the game, the characteristics of the game used by the user were analyzed, and the systemic and visual characteristics of the game were designed with reference to each characteristic. The proposed method uses Unity 3D to implement an interaction system between objects in the game and is designed in a way that allows users to immerse themselves in the game. To induce immersion through the visual elements of the game, 2D objects and players are placed in a 3D space, and a 2D dynamic light shader is added. It is composed of inter-combat rules and monster behavior pattern collision detection and event detection. The proposed method contained the user experience with the implementation thesis, and showed the game's possibility of leading the user's affordance.