• Title/Summary/Keyword: user activity

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A Study on Factors Affecting the Relationship between Organizational Context for Work Innovation and Intention of ERP Extension Usage (업무혁신에 대한 조직적 상황과 ERP시스템의 확장이용의도 간의 관계에 영향을 미치는 요인에 관한 연구)

  • Jang, Gil-Sang;Song, Jung-Su
    • The Journal of Information Systems
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    • v.21 no.1
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    • pp.153-172
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    • 2012
  • The purpose of this study is twofold: first, to identify the factors affecting the relationships between the organizational context for work innovation(organizational citizenship behaviors, IS innovation resistance, and user IT capability) and the intention of ERP extension usage, and second, to examine the mediating effect of the ERP performance on the relationships between the ERP adaptation and the intention of ERP extension usage. In order to achieve the goals of this study, data were obtained from 304 members of the seven organizations such as manufacturers, distributors and service industries, and were analyzed by using SPSS 12.0 and AMOS 5.0. The study results are as follows. There were positive effects of the organizational citizenship behaviors and the user IT capability on the change management activity. The IS innovation resistance had a negative effects on the change management activity. The change management activity had a positive effect on the ERP adaptation. The ERP adaptation had a positive effect on the ERP performance and the intention of ERP extension usage. The ERP performance had a positive effect on the intention of ERP extension usage. In addition, there was a partial mediating effect of the ERP performance on the relationships between ERP adaptation and intention of ERP extension usage. Based on these findings, the implications and limitations of the study were presented including some directions for future studies.

Comparative Evaluation of Electromyography Activity and User-perceived Level with Crutch Design Variations (목발 디자인에 따른 근육 활성도 및 사용자 인식 비교 연구)

  • Yang, Sung Ho
    • Design Convergence Study
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    • v.14 no.5
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    • pp.157-169
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    • 2015
  • In this study, three axillary crutches(Mobilegs, KM crutch, Pro In-motion) were tested with 12 healthy male subjects by measuring the EMG activity of the latissimus dorsi and gastrocnemius and the user-perceived levels focusing on the comfort and ease of use. The result showed that the EMG activity of the gastrocnemius was significantly reduced during ambulation using Mobilegs and Pro In-motion compared with the ambulation using KM crutch, a conventional crutch. However, no statistically significant difference was found for EMG activity of the latissimus dorsi. Subjects perceived the Mobilegs to be more comfortable and easy to use than the other crutches. Theses result may delivered mostly from the characteristics of spring-loaded axillary pad and ergonomic crutch handle. The results indicate that ambulation using the spring-loaded crutch is much easy with asking less exertion at gastrocnemius. In addition, the characteristics of crutch design, such as embedded spring, makes muscles to consume less energy. When the reasonable structure and form of the axillary pad and crutch handle are applied herein, the ambulation using the crutches are perceived to comfort.

Development of Methodology for Automated Office Room Generation Based on Space Utilization (공간 사용률 기반 오피스 실 생성 자동화 방법론 개발)

  • Song, Yoan;Jang, Jae Young;Cha, Seung Hyun
    • Journal of KIBIM
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    • v.14 no.3
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    • pp.1-12
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    • 2024
  • Many efforts are being made to enhance user productivity and promote collaboration while ensuring the economic efficiency of office buildings. Analyzing space utilization, indicating how users utilize spaces, has been a crucial factor in these efforts. Appropriate space utilization enhances building maintenance and space layout design, reducing unnecessary energy waste and under-occupied spaces. Recognizing the importance of space utilization, there have been several studies to predict space utilization using information about users, activities, and spaces. These studies suggested an ontology of the information and implemented automated activity-space mapping as part of space utilization prediction. Despite the existing studies, there remains a gap in integrating space utilization prediction with automated space layout design. As a foundational study to bridge this gap, our study proposes a novel methodology that automatically generates office rooms based on space utilization optimization. This methodology consists of three modules: Activity-space mapping, Space utilization calculation, and Room generation. The first two modules use data on space types and user activity types as input to calculate and optimize space utilization through requirement-based activity-space mapping. After optimizing the space utilization value within an appropriate range, the number and area of each space type are determined. The Room generation module then automatically generates rooms with optimized areas and numbers. The practical application of the developed methodology is demonstrated, highlighting its effectiveness in fabricated case scenario. By automatically generating rooms with optimal space utilization, our methodology shows potential for expanding to automated generation of optimized space layout design based on space utilization.

NAMA: A Context-Aware Multi-Agent Based Web Service Approach to Proactive Need Identification for Personalized Reminder System (NAMA: 개인화된 상기 시스템 구축에서의 선응적인 욕구 파악을 위한 상황인지가 가능한 다중 에이전트 웹서비스 접근법)

  • Kwon, Oh-Byung;Kim, Min-Yong;Choi, Sung-Chul;Park, Gyu-Ro
    • Asia pacific journal of information systems
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    • v.14 no.3
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    • pp.121-144
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    • 2004
  • Developing a personalized system on a user's behalf which is working around the Internet-based marketplace is one of the challenging issues in intelligent e-business, especially mobile commenrce. It has been highly recommended that such a mobile personalized system has to perceive the user's needs a priori by tracking user's current context such as location with activity and then to identify the current needs dynamically and proactively. Automatically and unobtrusively getting user's context is an inevitable feature for the development of autonomous mobile commenrce. However, personalization methodologies and their feasible architectures for context-aware mobile commerce have been so far very rare. Hence, this paper aims to propose a context-aware mobile commerce development methodology by applying agent and semantic web technologies for personalized reminder system, which is one of the mobile commerce support system. We revisited associationism to understand a buyer's need identification process and adopt the process as 'purchase based on association' to implement a personalized reminder system. Based on this approach, we have showed how the agent-based semantic web service system can be used to realize need-aware reminder system. NAMA(Need-Aware Multi-Agent), a prototype system, has been implemented to show the feasibility of the methodology and framework under mobile setting proposed in this paper. NAMA embeds bluetooth-based location tracking module and identify what a user is currently looking at through her/his mobile device such as PDA. Based on these capabilities, NAMA considers the context, user profile with preferences, and information about currently available services, to aware user's current needs and then link her/him to a set of services, which are implemented as web services.

Context-based Microblog Hot Topic Detection for Mobile Users (모바일 사용자를 위한 컨텍스트 기반 마이크로 블로그 토픽 검출 기법)

  • Han, Jong-Hyun;Xie, Xing;Woo, Woon-Tack
    • Journal of the HCI Society of Korea
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    • v.6 no.1
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    • pp.35-42
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    • 2011
  • Mobile context-awareness becomes an important research topic since mobile information browsing is still difficult due to the limitations of mobile devices. On the other hand, it is easier to gather more user contexts because mobile devices are equipped with more sensors. In this paper, we introduce a method for detecting local hot topics from microblogs on a mobile device. In order to detect user-related topics from microblogs, it exploits mobile user contexts such as location, activity, blogging history and social relationship. Through taking advantage of these contexts, it retrieves user-related microblogs and also infers user interests. It can filter out unrelated topics based on the inferred interests. Based on our proposed method, a mobile user can be aware of topics related to interests surrounding the user.

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Statistical Multiplexing Based RFH-OfDMA System for Improving Downlink User Capacity (하향링크 사용자 용량 개선을 위한 통계적 다중화기반의 RFH-OFDMA)

  • Jung, Bang-Chul;Lee, Hyung-Jin;Sung, Dan-Ken
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.30 no.7A
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    • pp.578-586
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    • 2005
  • We propose a random frequency hopping orthogonal frequency division multiple access (RFH-OFDMA) system based on statistical multiplexing for improving downlink user capacity. User capacity is defined as the maximum number of users served with a given basic data-rate in a cell. We compare the downlink user capacity of the proposed RFH-OFDMA system with that of the conventional frequency hopping OFDMA (FH-OFDMA) systems in the worst case where all users are located at the cell boundary. User capacity is limited by either the number of subcarriers or other-cell interference (OCI). Simulation results show that the proposed RFH-OFDMA system can accommodate 262 users in a 3-sectored cell, while the conventional FH-OFDMA systems can accommodate 51 users, when the user channel activity and the required Eb/I0 are 0.1 and 6 dB, respectively, and all users are assumed to be located at the cell boundary.

User Behavior Analysis for Online Game Bot Detection (온라인 게임 봇 탐지를 위한 사용자 행위 분석)

  • Kang, Ah-Reum;Woo, Ji-young;Park, Ju-yong;Kim, Huy-Kang
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.22 no.2
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    • pp.225-238
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    • 2012
  • Among the various security threats in online games, the use of game bots is the most serious problem. In this paper, we propose a framework for user behavior analysis for bot detection in online games. Specifically, we focus on party play that reflects the social activities of gamers: In a Massively Multi-user Online Role Playing Game (MMORPG), party play log includes a distinguished information that can classify game users under normal-user and abnormal-user. That is because the bot users' main activities target on the acquisition of cyber assets. Through a statistical analysis of user behaviors in game activity logs, we establish the threshold levels of the activities that allow us to identify game bots. Also, we build a knowledge base of detection rules based on this statistical analysis. We apply these rule reasoner to the sixth most popular online game in the world. As a result, we can detect game bot users with a high accuracy rate of 95.92%.

Development of advanced walking assist system employing stiffness sensor

  • Kim, Seok-Hwan;Shunji, Moromugi;Ishimatsu, Takakazu
    • 제어로봇시스템학회:학술대회논문집
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    • 2004.08a
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    • pp.1638-1641
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    • 2004
  • Many walking stands, and assisting tools have been developed for the people with low-limb disability to prevent diseases from bedridden state and to help them walk again. But many of those equipments require user to have some physical strength or balancing ability. In our last research, we developed walking assist system for the people with lower-limb disability. With the system, user can be assisted by actuators, and do not have to worry about falling down. The system adapted the unique closed links structure with four servomotors, three PICs as controller, and four limit switches as HMI (human man interface). We confirmed the adaptability of the system by the experiment. In this research, Muscle Stiffness Sensor was tested as the advanced HMI for walking assist system, and confirmed the adaptability by the experiment. As Muscle Stiffness Sensor can attain the muscle activity, user can interface with any device he want to control. Experimental result with Muscle Stiffness sonsor showed that user could easily control the walking assist system as his will, just by changing his muscle strength.

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A Study on the Development of Fruit Tree Experience Programs Based on User Segmentation

  • Kwon, O Man;Lee, Junga;Jeong, Daeyoung;Lee, Jin Hee
    • Journal of Environmental Science International
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    • v.27 no.10
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    • pp.865-874
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    • 2018
  • Fruit trees are a key part of agriculture in rural areas and have recently been a part of ecotourism or agrotourism. This study analyzes user segmentation based on user motivation to determine characteristics of potential customers in fruit tree farms, and thereby develop fruit tree experience and educational programs. We conducted a survey of 253 potential customers of fruit tree experience programs in September 2017. Data were evaluated using factor and cluster analyses. The results of the cluster analysis identified four distinct segments based on potential customers' motivations, that is, activity-oriented, learning-oriented, leisure-oriented, and purchase-oriented. These clusters showed that significant differences in the preference of potential customers exist. Different markets were segmented based on the benefits sought by users. The segments' characteristics were identified and activities relevant to each segment were proposed for rural tourism. Lastly, this study suggests directions for development of fruit tree farm experience and educational programs.

An Analysis of Time Use on Activities of Daily Living : Considering Korean Adults in Seoul (일상생활활동에 대한 생활시간 분석 : 서울에 거주하는 한국 성인을 대상으로)

  • Lee, Dong-Hun;Lee, Ho-Jin;Chung, Min-K.
    • Journal of Korean Institute of Industrial Engineers
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    • v.37 no.2
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    • pp.105-117
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    • 2011
  • This study describes behavioral characteristics of Korean population over twenty years old in a variety of activities of daily living by analyzing the raw data of the time use survey provided by Statistics Korea (KOSTAT). Seven activities and forty four sub-activities of daily living were selected for analysis : personal care, employment, household care, family care, voluntary work and community participation, social life, recreation and leisure, and travel. In order to quantitatively understand how Korean adults spend their time for a day and how their lifestyle changes over time, we collected the time recorded by 3,673 respondents in three surveys over the past ten years (in 1999, 2004, and 2009). Then, we performed analysis of variance to compare the behavioral characteristics by user age and gender based on the mean time of each activity. The differences in behavior among user groups and over time could be used to design ergonomic products and services based on user experience, especially for universal design of housing and transportation facilities.