• Title/Summary/Keyword: user behaviors

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A User Study on Information Searching Behaviors for Designing User-centered Query Interface of Content-Based Music Information Retrieval System (내용기반 음악정보 검색시스템을 위한 이용자 중심의 질의 인터페이스 설계에 관한 연구)

  • Lee, Yoon-Joo;Moon, Sung-Been
    • Journal of the Korean Society for information Management
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    • v.23 no.2
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    • pp.5-19
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    • 2006
  • The purpose of this study is to observe and analyze information searching behaviors of various user groups in different access modes for designing user-centered query interface of content-based Music Information Retrieval System(MIRS). Two expert groups and two non-expert groups were recruited for this research. The data gathering techniques employed in this study were in-depth interviewing, participant observation, searching task experiments, think-aloud protocols, and post-search surveys. Expert users, especially majoring in music theory, preferred to input exact notes one by one using the devices such as keyboard and musical score. On the other hand, non-expert users preferred to input melodic contours by humming.

A Study on Academic Library User's Information Literacy (학술연구정보 이용자에 관한 연구: 정보요구, 정보이용행태, 정보활용능력을 중심으로)

  • Yoo, Jae-Ok
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.15 no.2
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    • pp.241-254
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    • 2004
  • This study reviews academic library users' information needs, use behaviors, and information literacy by examining previous literature related to academic library use study. The information academic library users want most is information about how to use library such as a circulation policy. Only about 10% of library users' information needs requires reference librarian's professional knowledge and skills. The sign and information system of the library should be improved and revised in order to reduce the redundant how-to questions. When academic library users attempt to do subject searches through online library system, they experience difficulties to find the right menu on the library's interface. The study recommends that special efforts should be made for user education for utilizing research information since user's information utilizing ability is unexpectedly low.

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A Study on the User Behavior of Atypical Building Facilities and Spaces (비정형 건축시설물 및 공간에 대한 사용자 행동에 관한 연구)

  • Park, Hyo-Jeen;Park, Ji-Min;Lee, Hyang-Sun;Lee, Yun-Gil
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.9 no.9
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    • pp.1041-1048
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    • 2019
  • Recently, social demands on atypical buildings and building spaces are increasing, and examples of atypical buildings are easily seen in major cities around the world. This study investigates the user behaviors in the typical atypical buildings currently constructed and analyzes the characteristics of human behavior in the atypical building space. Ultimately, this study aims to develop human behavior simulation technology for reviewing residential performance of atypical building space design, and the results of this study can be used for user behavior modeling and simulation technology development. This is because it is difficult to find an investigation or analysis of what behavioral characteristics occur in the atypical building space in previous studies. This study derives the characteristics of human behavior in the atypical architectural space that has been overlooked in the existing human behavior simulation tools. In other words, the site visits and surveys typical atypical buildings to investigate user behaviors in typical spaces and other atypical buildings.

Participatory Behaviors and Interactive Experiences at a Science Museum (과학관에서의 사용자 참여 행동과 상호작용적 경험)

  • Cho, Myung Eun;Kim, Mi Jeong
    • Korean Institute of Interior Design Journal
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    • v.25 no.1
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    • pp.65-72
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    • 2016
  • In allowing visitors to manipulate objects or models with their hands, science museums can become informal education institutions. However, little research has been conducted analyzing the specific interactions of visitors at museums and the effects that specific characteristics of interactive exhibit have on visitors. This research classified exhibits according to the three characteristics: the presentation of concepts, interaction with exhibits and concept levels. Further, relationships among engagement behaviors, visitors'attraction to exhibits, and the holding power of exhibits were analyzed. Using the three characteristics, 55 exhibits were classified into five styles. The results suggest that intriguing content and novel interfaces, maximizing information on science and technology, should be developed for the educational purpose of encouraging visitors to engage in active learning with interactive exhibits. The results of this study provide useful data that planners, designers, and instructors of science museums can use to maximize visitors' participatory learning and interactions.

A Study on the Analysis of Users' Behaviors on the Underground Parking Space in an Apartment Complex (아파트 단지내 지하주차장의 이용행태 분석에 관한 연구)

  • 이상구;윤충열
    • Journal of the Korean housing association
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    • v.14 no.6
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    • pp.165-172
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    • 2003
  • With the rate of spread of motors rapidly increased, but parking difficulties in an apartment complex was aggravated due to an insufficient parking lot. Visual interference on residential environment, various kinds of pollution and noise, decrease of open space in an apartment complex are also causes of parking difficulties. Therefore, this study is to suggest a theory of desirable direction for planning of the parking space by studying psychological characteristics of users' behaviors by the type of the circulation of motors and pedestrians. Consideration on the present situation, real conditions of underground parking space and the consciousness and parking habit of residents, the most important problem is required in this study.

Prediction of Mobile Phone Menu Selection with Markov Chains (Markov Chain을 이용한 핸드폰 메뉴 선택 예측)

  • Lee, Suk Won;Myung, Rohae
    • Journal of Korean Institute of Industrial Engineers
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    • v.33 no.4
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    • pp.402-409
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    • 2007
  • Markov Chains has proven to be effective in predicting human behaviors in the areas of web site assess, multimedia educational system, and driving environment. In order to extend an application area of predicting human behaviors using Markov Chains, this study was conducted to investigate whether Markov Chains could be used to predict human behavior in selecting mobile phone menu item. Compared to the aforementioned application areas, this study has different aspects in using Markov Chains : m-order 1-step Markov Model and the concept of Power Law of Learning. The results showed that human behaviors in predicting mobile phone menu selection were well fitted into with m-order 1-step Markov Model and Power Law of Learning in allocating history path vector weights. In other words, prediction of mobile phone menu selection with Markov Chains was capable of user's actual menu selection.

Developing a Framework for Detecting Phishing URLs Using Machine Learning

  • Nguyen Tung Lam
    • International Journal of Computer Science & Network Security
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    • v.23 no.10
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    • pp.157-163
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    • 2023
  • The attack technique targeting end-users through phishing URLs is very dangerous nowadays. With this technique, attackers could steal user data or take control of the system, etc. Therefore, early detecting phishing URLs is essential. In this paper, we propose a method to detect phishing URLs based on supervised learning algorithms and abnormal behaviors from URLs. Finally, based on the research results, we build a framework for detecting phishing URLs through end-users. The novelty and advantage of our proposed method are that abnormal behaviors are extracted based on URLs which are monitored and collected directly from attack campaigns instead of using inefficient old datasets.

Constructing User Preferred Anti-Spam Ontology using Data Mining Technique (데이터 마이닝 기술을 적용한 사용자 선호 스팸 대응 온톨로지 구축)

  • Kim, Jong-Wan;Kim, Hee-Jae;Kang, Sin-Jae
    • Journal of the Korean Institute of Intelligent Systems
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    • v.17 no.2
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    • pp.160-166
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    • 2007
  • When a mail was given to users, each user's response could be different according to his or her preference. This paper presents a solution for this situation by constructing a user preferred ontology for anti-spam systems. To define an ontology for describing user behaviors, we applied associative classification mining to study preference information of users and their responses to emails. Generated classification rules can be represented in a formal ontology language. A user preferred ontology can explain why mail is decided to be spam or ron-spam in a meaningful way. We also suggest a new rule optimization procedure inspired from logic synthesis to improve comprehensibility and exclude redundant rules.

Immersive user interfaces for visual telepresence in human-robot interaction (사람과 로봇간 원격작동을 위한 몰입형 사용자 인터페이스)

  • Jang, Su-Hyeong
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.406-410
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    • 2009
  • As studies on more realistic human-robot interface are being actively carried out, people's interests about telepresence which remotely controls robot and obtains environmental information through video display are increasing. In order to provide natural telepresence services by moving a remote robot, it is required to recognize user's behaviors. The recognition of user movements used in previous telepresence system was difficult and costly to be implemented, limited in its applications to human-robot interaction. In this paper, using the Nintendo's Wii controller getting a lot of attention in these days and infrared LEDs, we propose an immersive user interface that easily recognizes user's position and gaze direction and provides remote video information through HMD.

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User Interfaces for Visual Telepresence in Human-Robot Interaction Using Wii Controller (WII 컨트롤러를 이용한 사람과 로봇간 원격작동 사용자 인터페이스)

  • Jang, Su-Hyung;Yoon, Jong-Won;Cho, Sung-Bae
    • Journal of the HCI Society of Korea
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    • v.3 no.1
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    • pp.27-32
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    • 2008
  • As studies on more realistic human-robot interface are being actively carried out, people's interests about telepresence which remotely controls robot and obtains environmental information through video display are increasing. In order to provide natural telepresence services by moving a remote robot, it is required to recognize user's behaviors. The recognition of user movements used in previous telepresence system was difficult and costly to be implemented, limited in its applications to human-robot interaction. In this paper, using the Nintendo's Wii controller getting a lot of attention in these days and infrared LEDs, we propose an immersive user interface that easily recognizes user's position and gaze direction and provides remote video information through HMD.

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