• Title/Summary/Keyword: Users'behavior

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Visual Improvement Analysis of Small Scale Urban Regeneration Projects Focusing on '72 Hour Project' (72시간 프로젝트로 본 소규모 유휴공간 재생 프로젝트의 경관적 개선 효과)

  • Kim, Hyun-Jung;Kim, Young-Min
    • Journal of the Korean Institute of Landscape Architecture
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    • v.49 no.1
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    • pp.19-30
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    • 2021
  • This research studied the effect of visual improvement of "72 Hour Project" that has regenerated small scale derelict spaces in Seoul through citizen participation. 29 projects built form 2016 to 2019 were analyzed. The research analyzed landscape image preference of before and after status of projects using 12 pairs of landscape adjectives. Basic statistical analysis, correlation analysis, factor analysis, cluster analysis, and ANOVA were performed based on the survey results. Since the satisfaction level of the projects compared with the before-condition was 3.63 higher than 3.00, it could be concluded that there was an meaningful effect of visual improvement after completion of the projects. As the result of the factor analysis, landscape adjective pairs were categorized into two factors: harmony and aesthetics. Through the cluster analysis, four clusters were formed and characteristics of each cluster were identified. As the result of rhe cluster analysis, the cluster with the high harmony level and the aesthetics level showed the highest overall satisfaction level. Comparing each cluster, it could be concluded that the factor of harmony was more important than the factor of aesthetics in evaluating the satisfaction level of projects. Analyzing qualitative aspects of project groups, spatially well-balanced design with generous vegetation areas was more effective in landscape improvement than artistic design with visually strong installations. Further researches based on behavior studies of actual users are required to compensate the limits of this research. This research can contribute to establish the improved direction of policies to regenerate various types of small scale derelict spaces.

Mask-wearing Characteristics an COVID-19 in Indoor and Outdoor Environments in Seoul in 2020 (2020년 코로나바이러스감염증-19 유행 상황에서 서울시 다중이용 시설 및 실외에서의 마스크 착용 행태)

  • Kang, Sohyun;Guak, Sooyoung;Bataa, Altangerel;Kim, Donghyun;Jung, Youngdeok;Shin, Jiyoon;Lee, Kiyoung
    • Journal of Environmental Health Sciences
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    • v.46 no.6
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    • pp.750-756
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    • 2020
  • Objectives: After coronavirus disease 2019 (COVID-19) was declared a pandemic, the South Korean government announced guidelines on wearing masks to prevent its spread. The guidelines have changed depending on the severity of the spread of COVID-19. This study aimed to identify mask-wearing behaviours to counter the spread of COVID-19 in indoor and outdoor environments. Methods: The type of mask worn and proper wearing were observed in cafés, supermarkets, underground shopping malls, and streets in Seoul. Behavioral assessment was repeated in August at social distancing levels 1 and 2, in October at social distancing level 1, and in November after the mask mandates. Results: In August, 22.1% of subjects in cafés, 90.8% in supermarkets, 91.8% in underground shopping malls, and 83.6% on outdoor streets wore masks properly. In October, the proportion of correct wearers increased in all locations. After masks became mandatory in November, about 97% of users of supermarkets, underground shopping malls, and streets wore masks properly. In cafés, the proportion of proper wearers was 61.5% with both social distancing level 2 in August and the mandate in November. The number of KF-certified mask wearers continued to increase from August to November. Conclusion: This study investigated mask-wearing behaviors to counter COVID-19 through observations in indoor and outdoor places in Seoul. Mask-wearing behavior was different depending on the place and the government guidelines in place. The results could be used for evaluation of the current guidelines for COVID-19.

A New Incentive Based Bandwidth Allocation Scheme For Cooperative Non-Orthogonal Multiple Access (협력 비직교 다중 접속 네트워크에서 새로운 인센티브 기반 주파수 할당 기법)

  • Kim, Jong Won;Kim, Sung Wook
    • KIPS Transactions on Computer and Communication Systems
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    • v.10 no.6
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    • pp.173-180
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    • 2021
  • Non Orthogonal Multiple Access (NOMA) is a technology to guarantee the explosively increased Quality of Service(QoS) of users in 5G networks. NOMA can remove the frequent orthogonality in Orthogonal Multiple Access (OMA) while allocating the power differentially to classify user signals. NOMA can guarantee higher communication speed than OMA. However, the NOMA has one disadvantage; it consumes a more energy power when the distance increases. To solve this problem, relay nodes are employed to implement the cooperative NOMA control idea. In a cooperative NOMA network, relay node participations for cooperative communications are essential. In this paper, a new bandwidth allocation scheme is proposed for cooperative NOMA platform. By employing the idea of Vickrey-Clarke-Groves (VCG) mechanism, the proposed scheme can effectively prevent selfishly actions of relay nodes in the cooperative NOMA network. Especially, base stations can pay incentives to relay nodes as much as the contributes of relay nodes. Therefore, the proposed scheme can control the selfish behavior of relay nodes to improve the overall system performance.

A Comparative Analysis of OTT Service Reviews Before and After the Onset of the Pandemic Using Text Mining Technique: Focusing on the Emotion-Focused Coping and Nostalgia (텍스트 마이닝을 활용한 코로나 19 전후 온라인 동영상 서비스(OTT) 리뷰 비교분석 연구 - 정서 중심 대처와 노스탤지어를 중심으로)

  • Ko, Minjeong;Lee, Sangwon
    • The Journal of the Korea Contents Association
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    • v.21 no.11
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    • pp.375-388
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    • 2021
  • This study aims to contribute to the understanding of consumer behavior during the COVID-19 by comparing blog reviews of an over-the-top (OTT) online video service from before and during the pandemic. We anticipate that the COVID-19 outbreak prompts the use of the OTT service as part of an emotion-focused coping strategy derived from the loss of personal control and the subsequent avoidance motivation. We also posit that a strong yearning for life before COVID-19 will increase interest in the content that fulfills a need for nostalgia. Our analysis of Netflix reviews provides empirical evidence of the effects of an emotion-focused coping strategy and nostalgia on OTT service usage. First, the titles of the reviews posted during COVID-19 indicate that consumers were less likely to mention OTT services other than Netflix, more interested in domestic content, and used OTT services as an avoidance-denial strategy. Second, the blog content demonstrates that while pre-COVID reviews tend to focus on the practical benefits of OTT services, those posted during the pandemic focus on mood, emotions, and dialogue. In addition, interest in comedy and romance genres increased during COVID-19. Third, we identified a greater preference for realistic or everyday content that depicted the pre-pandemic era. This is the first empirical study to investigate the effects of COVID-19 on video streaming usage in Korea. In addition, this research contributes to the field of marketing by expanding our understanding of online video service users during COVID-19 and identifies practical implications for OTT services in the midst of a pandemic.

Real-time Interactive Animation System for Low-Priced Motion Capture Sensors (저가형 모션 캡처 장비를 이용한 실시간 상호작용 애니메이션 시스템)

  • Kim, Jeongho;Kang, Daeun;Lee, Yoonsang;Kwon, Taesoo
    • Journal of the Korea Computer Graphics Society
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    • v.28 no.2
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    • pp.29-41
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    • 2022
  • In this paper, we introduce a novel real-time, interactive animation system which uses real-time motion inputs from a low-cost motion-sensing device Kinect. Our system generates interaction motions between the user character and the counterpart character in real-time. While the motion of the user character is generated mimicking the user's input motion, the other character's motion is decided to react to the user avatar's motion. During a pre-processing step, our system analyzes the reference motion data and generates mapping model in advance. At run-time, our system first generates initial poses of two characters and then modifies them so that it could provide plausible interacting behavior. Our experimental results show plausible interacting animations in that the user character performs a modified motion of user input and the counterpart character properly reacts against the user character. The proposed method will be useful for developing real-time interactive animation systems which provide a better immersive experience for users.

A Study on the Factors Affecting the Use of Senior Center Applying Andersen and Newman's Behavior Model: Analysis of Mediating Effect of User Satisfaction (Andersen과 Newman의 행동모델을 적용한 경로당 이용 영향요인에 관한 연구: 이용자 만족도 매개효과 분석)

  • Kim, Jeong Keun
    • 한국노년학
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    • v.40 no.2
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    • pp.291-309
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    • 2020
  • In this study, the behavioral model of Andersen and Newman(1973) was applied to identify the factors influencing the use of senior centers by the elderly in the community, and the mediating effect of user satisfaction was improved to improve the satisfaction of seniors using the Senior Center and operate the Senior Center. This study attempted to suggest policy and practical alternatives for activation. The subjects were 578 elderly people using 2,283 senior centers in Busan. As a result, the factors influencing the total usage period of the Senior Center were analyzed by age and type of potential factors among the leading factors, and the factors affecting the total number of days of senior center usage during the week were gender, age, and education level among the preceding factors. Appeared. Factors affecting user satisfaction as a parameter were analyzed as subjective health status among gender, age, and desire factors among preceding factors. As a result of verification of mediating effect of user satisfaction, there was a partial mediating effect between age and total use of Senior Center, full mediating effect between gender and days of Senior Center use, and partial mediating effect between age and Senior Center use days. Analyzed. According to the purpose and main findings of the study, the policy and practical suggestions for activating the satisfaction and use of Senior Center are as follows. First, program development and support according to the characteristics of senior center users are required. Second, there is a need to characterize per-path according to senior center type and regional environment. Third, there is a need to improve and raise the support standards for senior center operating expenses.

A Study on Validation of Omnidirectional VR Treadmill by Comparison of Spatial Orientation Skills (공간지향 능력 비교를 통한 전방향 VR 트레드밀의 유효성 검증 연구)

  • Park, Hyunchul;Oh, Taeho;Kim, Inhi
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.21 no.5
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    • pp.15-27
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    • 2022
  • An omnidirectional VR treadmill is a highly-immersive walking simulator that allows identical body movements, such as walking, running, and sitting. However, the operation difficulty of an omnidirectional VR treadmill may cause data reliability problems. Therefore, this study aims to verify the effectiveness of a VR treadmill by comparing the ability to orient in the real and virtual worlds spatially. For this purpose, a rotating and searching path experiment was conducted with participants. This experiment showed that there was no statistically significant difference in the ability of the participants to orient in the real and virtual worlds spatially. In addition, the omnidirectional VR treadmill requires an adaptation time for the users due to the difficulty in the treadmill operation. However, there was no significant difference in the difficulty felt by the participants according to the adaptation time. Hence, these findings supported the possibility of collecting realistic walking data without safety concerns through an omnidirectional VR treadmill. Furthermore, this treadmill could be used in future research to solve problems directly related to pedestrian safety, such as the interaction between vehicles and pedestrians.

Mobbing Value Algorithm for Improvement Victims Management - based on Social Network in Military - (집단 따돌림 희생자 관리 개선을 위한 모빙 지수 알고리즘 - 소셜 네트워크 기반 군 조직을 중심으로 -)

  • Kim, Guk-Jin;Park, Gun-Woo;Lee, Sang-Hoon
    • Journal of the Korea Society of Computer and Information
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    • v.14 no.11
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    • pp.1-12
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    • 2009
  • Mobbing is going the rounds through a society rapidly and Military is not exception. Because mobbing of military is expressed not only psychology exclusion that is mobbing pattern of adult society but also sometimes psychologic and physical mobbing, is possible to join serious military discipline like a suicide and outrageous behavior. Specially military try to protect occurrence of victims that is public service through various rules and management plan but victims is going on happen. It means importance of grasp not only current mobbing victims but also potential mobbing victims better than preparation of various rules and management plans. Therefore this paper extracts seven factors and fifty attributes that are related to this matter mobbing. Next, by using Gunwoo's Social Network Service that is made for oneself and expressing extracting factors as '1' if they are related me or not '0'. And apply similarity function(Dice's coefficient) to attributes summation included in factors to calculate similarity between the users. Third, calculate optimizing weight choosing factors included attributes by applying neural network algorithm of SPSS Clementine and propose Mobbing Value(MV) Algorithm through this total summation. Finally through this algorithm which will contribute to efficient personnel management, we can grasp mobbing victims and tentative mobbing victims.

Smartphone vs Wearable, Finding the Correction Factor for the Actual Step Count - Based on the In-situ User Behavior of the Two Devices - (스마트폰 vs 웨어러블, 실제 걸음 수 산출을 위한 보정계수의 발견 - 두 기기의 In-situ 활용 행태 비교를 바탕으로 -)

  • Han, Sang Kyu;Kim, Yoo Jung;An, A Ju;Heo, Eun Young;Kim, Jeong Whun;Lee, Joong Seek
    • Design Convergence Study
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    • v.16 no.6
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    • pp.123-135
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    • 2017
  • In recent mobile health care service, health management using number of steps is becoming popular. In addition, a variety of activity trackers have made it possible to measure the number of steps more accurately and easily. Nevertheless, the activity tracker is not popularized, and it is a trend to use the pedometer sensor of the smartphone as an alternative. In this study, we tried to find out how much the number of steps collected by the smartphone versus the actual number of steps in actual situations, and what factors make the difference. We conducted an experiment to collect number of steps data of 21 people using the smartphone and wearable device simultaneously for 7 days. As a result, we found that the average number of steps of the smartphone is 62% compared to the actual number of steps, and that there is a large variation among users. We derived a regression model in which the accuracy of smartphone increases with the degree of awareness of smartphone. We expect that this can be used as a factor to correct the difference from the actual number of steps in the smartphone alone healthcare service.

A Study on the Digital Forensics Artifacts Collection and Analysis of Browser Extension-Based Crypto Wallet (브라우저 익스텐션 기반 암호화폐 지갑의 디지털 포렌식 아티팩트 수집 및 분석 연구)

  • Ju-eun Kim;Seung-hee Seo;Beong-jin Seok;Heoyn-su Byun;Chang-hoon Lee
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.33 no.3
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    • pp.471-485
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    • 2023
  • Recently, due to the nature of blockchain that guarantees users' anonymity, more and more cases are being exploited for crimes such as illegal transactions. However, cryptocurrency is protected in cryptocurrency wallets, making it difficult to recover criminal funds. Therefore, this study acquires artifacts from the data and memory area of a local PC based on user behavior from four browser extension wallets (Metamask, Binance, Phantom, and Kaikas) to track and retrieve cryptocurrencies used in crime, and analyzes how to use them from a digital forensics perspective. As a result of the analysis, the type of wallet and cryptocurrency used by the suspect was confirmed through the API name obtained from the browser's cache data, and the URL and wallet address used for the remittance transaction were obtained. We also identified Client IDs that could identify devices used in cookie data, and confirmed that mnemonic code could be obtained from memory. Additionally, we propose an algorithm to measure the persistence of obtainable mnemonic code and automate acquisition.