• Title/Summary/Keyword: user activity

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Youth Physical Activity Game Application Planning and GUI Design using Smartphone (스마트폰을 통한 청소년 신체활동 게임 어플리케이션 기획 및 GUI설계)

  • Kim, Do-hyeon;Ahn, Su-zy;Lee, Yeon-jung;Han, Se-jin;Park, Jung Kyu;Park, Su e
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.10a
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    • pp.182-184
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    • 2017
  • Recently, adolescent's lack of exercise due to increasing physical inactivity is emerging as a social problem. Accordingly, we planned a smartphone game to increase the physical activity of adolescents. The application is able to induce the interest of the youth through the interesting factor of 'game'. Also it provides the user with information about the physical activity by measuring the amount of physical activity of the user through GPS. We propose a way to continuously motivate adolescent's physical activity through this motion interaction game application.

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A Study on the Recreation Carrycity of Lawn Areas in Parks(II) -Estimation of Ecological Carrying Capacity based on User Behavior- (공원잔디공간의 『레크레이션』수용능력에 관한 연구(II) -잔디공간 의 이용행태 분석 및 생태적 수용능력의 확정-)

  • 엄붕훈
    • Journal of the Korean Institute of Landscape Architecture
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    • v.20 no.2
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    • pp.1-17
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    • 1992
  • This study was carried out to estimate the recreation carrying capacity of lawn areas in parks. Recreation carrying capacity in this study is composed of two parts, ecological carrying capacity and psychological carrying capacity. As the second part, this apper deals with the estimation of ecological carrying capacity based on user behavior. The study sites were located at Bomun Resort Complex in Kyungju, Korea. And the major species of the lawn areas was Zoysia japonica. The major results ar summarized as follows: 1. The mean numbers of user for the investigation days of peak season, were estimated as 792 people for the lawn area of Doturag World, and 588 people for Seorabul Plaza. The mean use time by user were 163 minutes and 197 minutes for each site. The weighted mean use time by each activity type(passive, active, and strolling) were estimated as 85 minutes, 45 minutes, and 50 minutes, respectively. 2. Forty kinds of diverse active recreation activities were classified into six types of activity categories. Male adults preferred "sports type" activities, whereas female adults and juveniles preferred "play type" activities. 3. Ecological carrying capacity for each level was estimated as 40.7㎡/man for optimum carrying capacity. And these values were calculated on the basis of total treading areas and treading time criteria for each carrying capacity level.

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A Study on Application of Ethnography for the User Research in Designing Korean Express Train

  • Kim, Hyun-Jeong;Lee, Kyn-Pyo
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2000.04a
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    • pp.389-393
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    • 2000
  • Ethnography, a major research method in Anthropology, has been recently applied in human-centered design research. Since ethnography has empirical, naturalistic, holistic and eclectic characteristics, it is needed a guideline to apply ethnography into design research in accordance with a characteristic of project. Design project in which ethnography is applied can be categorized by two criteria; degree of newness of project goal(existing user-potential user) and limitedness of worksite(site-oriented-work-oriented). Among work-site activities, technology in use, and user group culture, it should be decided which content to content to focus more than others and thus what kinds of research techniques to apply in the ethnographic research.Case study was to design an interior of a Korean express train. This project is site-oriented and has an existing-potential users. Therefore, video ethnography was effectively applied to obtain chronological data of activity potential users. Therefore, video ethnography was effectively applied to obtain chronological data of activity flow, and participant observation was applied to obtain statistical data of synchronous activities. Case study shows a concrete process example of how to apply ethnography into design research.

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A Study of Information About Culture And Art Based On Application (최신 문화 예술공연 정보 제공 어플리케이션 연구)

  • Koo, Min-Jeong;Shin, Yea-Ri
    • The Journal of the Convergence on Culture Technology
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    • v.1 no.4
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    • pp.65-69
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    • 2015
  • This study can read register reviews and search read information that users want by musical, drama and movie by using DB by developing App providing the newest culture view and information in android smart phone, when users want to enjoy cultural life. Also, the administrator logins as Administrator-mode and controls cultural information and makes smooth controlling by identifying user's information. In addition, the user logins as User-mode and reads cultural information and can make possible in reading and writing reviews. It makes possible to enjoy leisure activity as cultural activity by identifying reliable performance information via recommendation of friend groups.

Intermediate Evaluation after the Introduction of Electronic Nursing Record System in a General Hospital (일개 종합병원 전자간호기록시스템 도입 후 중기 평가연구)

  • Kim, Doh Yeon;Park, Myong Hwa
    • Journal of Korean Clinical Nursing Research
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    • v.16 no.3
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    • pp.133-144
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    • 2010
  • Purpose: This study intended to evaluate the intermediate effects of using Electronic Nursing Record System which was introduced 4 years and 4 months ago. Methods: Participants were 65 nurses engaged in 3 shifts in a general hospital. The specific methods were identification of nursing activity times by means of nurses' self-recording in structured forms, survey of user satisfaction using questionnaires, and examination of nurses' responses to open-ended questions about using the system. Results: The direct nursing activities took more than 50% of the time during day and evening shifts. In night shift, direct nursing activities took more than 41% of the time. Comparing to the initial evaluation, measured at 10 months after the introduction, the time spent in indirect nursing activities have decreased about 10% in each shift. The user satisfaction was 3.54 points which was higher than 3.33 points measured at 10 months after the introduction. The nurses recommended some changes needed in the current system to make it better, such as speeding up the system. Conclusion: The intermediate evaluation shows reduced indirect nursing time, increased direct nursing time, and improved user satisfaction.

Evaluating the User Reputation through Social Network on UCC Video Services (UCC 비디오 서비스에서 소셜 네트워크를 통한 사용자 신뢰도 도출)

  • Cho, Hyun-Chul;Han, Yo-Sub;Kim, Lae-Hyun
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.273-277
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    • 2009
  • Recently user-generated contents have been drastically increased. In this paper, we introduce the user reputation which can be used to evaluate quality of the content they created. First we have composed a social network that is based on user activity. And we have developed the algorithm to evaluate the users' reputation using this social network.

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Research On The Relevance Between Mixed-use Complex and User Behaviour Based On Three-dimensional Spatial Analysis

  • Zhendong Wang;Yihan Pan;Yi Lu;Xihui Zhou
    • International Journal of High-Rise Buildings
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    • v.12 no.1
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    • pp.83-91
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    • 2023
  • Under the dual pressure of population growth and land shortage, threedimensional development is the inevitable choice for cities in China. In such a scenario, a mixed-use complex has considerable potential in its realization and research. Based on space syntax and the three-dimensional visibility graph analysis, this paper describes the spatial and functional layout of the Shanghai Super Brand Mall and studies the relationship between spatial visibility and user behaviour through linear regression analysis and correlation analysis. This paper studies three different types of user behaviour, namely, path selection, staying selection, and store selection, and finds that spatial visibility and accessibility have different effects on user behaviour depending on the type and purpose of the activity. This paper reveals the influence of spatial and functional layout on user behaviour and puts forward the corresponding design strategy under the three-dimensional environment.

A Study on the Advocacy System for Service User in Social Welfare (사회복지에서의 이용자 지원을 위한 권리옹호(Advocacy) 시스템에 대한 고찰)

  • Lee, Myoung-Hyun
    • Korean Journal of Social Welfare
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    • v.56 no.2
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    • pp.29-52
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    • 2004
  • Social welfare has transformed from a provider-centered welfare into a user-centered welfare. This trend have to increase the right to welfare and convenience for users. If the goal of social welfare guaranteed the respecting man's life and dignity, we had not regarded service users as the weak in the welfare system. The reinforcement of service users as the reconfirmation of welfare user's identity, mistreatment and violation of another's rights, self-determination must have the advocacy system. The advocacy for social welfare is the activity for benefit of individual, group, and community, and, protection, guarantee and maintenance of client's right. However, the client is hard to realization of right. therefore We have to support the activity for advocacy. The advocacy take aim the basic need of life and need the system for life support and safeguard client's rights. The mission of the advocacy for welfare service user is to advance the dignity, equality, self-determination, and expressed choices of individuals. We promote, expand, protect and seek to ensure the human and legal rights of individuals through the provision of information and advocacy. The advocacy system will carry out this mission in partnership with welfare service users. The goals for the advocacy system are organized into the following focus areas, which are not listed in order of priority: the majority guardian system and the support activity for service users, a predicament solution activity, service assessment, informed concent system.

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Ubiquitous Context-aware Modeling and Multi-Modal Interaction Design Framework (유비쿼터스 환경의 상황인지 모델과 이를 활용한 멀티모달 인터랙션 디자인 프레임웍 개발에 관한 연구)

  • Kim, Hyun-Jeong;Lee, Hyun-Jin
    • Archives of design research
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    • v.18 no.2 s.60
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    • pp.273-282
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    • 2005
  • In this study, we proposed Context Cube as a conceptual model of user context, and a Multi-modal Interaction Design framework to develop ubiquitous service through understanding user context and analyzing correlation between context awareness and multi-modality, which are to help infer the meaning of context and offer services to meet user needs. And we developed a case study to verify Context Cube's validity and proposed interaction design framework to derive personalized ubiquitous service. We could understand context awareness as information properties which consists of basic activity, location of a user and devices(environment), time, and daily schedule of a user. And it enables us to construct three-dimensional conceptual model, Context Cube. Also, we developed ubiquitous interaction design process which encloses multi-modal interaction design by studying the features of user interaction presented on Context Cube.

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Differences of Resources of Natural Recreation Forest Developed by Public and Private Body (공공 휴양림과 민간 휴양림의 개발요소별 이용 만족도의 차이)

  • 장병문
    • Journal of the Korean Institute of Landscape Architecture
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    • v.29 no.4
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    • pp.24-33
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    • 2001
  • The purpose of this paper is to examine the differences of user´s satisfaction of development elements of natural recreation forest(NFR) developed by public and private bodies in order to answer the research question: What is the differences of user´s satisfaction of development elements of NFR\ulcorner After reviewing the literature, mechanism of outdoor recreation, and development elements in NRF, we constructed the conceptual framework and have formulated the hypothesis of this research. We had obtained data through a questionnaire, which surveyed 584 visitors at 10 of the 72 natural recreation forests in Korea in 1999. We have analyzed the data using he descriptive statistical method, the mean difference test, and logistic regression method. We have found that 1) all the development elements have turned out to be significantly different from the mean difference test, 2) the two elements of atmosphere and activity have turned out to be statistically significant in determining the difference of NFR developed by public and private body in logistic regression analysis while user´s satisfaction in recreational resources, facilities and service make no differences between public and private NRF, 3) the higher the degree of user´s satisfaction in atmosphere and activity at NFR, the more the NFR developed by private body, and 4) their relative contribution of atmosphere and activities on whether the NFR is developed by public or private body have been turned out to have 0.258 and 0.242 respectively, which have a similar importance. The research results suggest that a guideline for the creation of marketable NFR by public and private developer, and development of use-programs and recreational atmosphere be recommended in the planning and development process of NRF. The approach and anlaysis method adopted by this research is highly useful for an evaluation of NRF developed by the tow bodies and development of devices for increasing user´s satisfaction and marketing positioning of NRF by the tow developers. It is recommended that more empirical study on individual development elements affecting user´s satisfaction be performed in the future.

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