• Title/Summary/Keyword: user environment characteristic

Search Result 111, Processing Time 0.03 seconds

An Efficient Web Search Method Based on a Style-based Keyword Extraction and a Keyword Mining Profile (스타일 기반 키워드 추출 및 키워드 마이닝 프로파일 기반 웹 검색 방법)

  • Joo, Kil-Hong;Lee, Jun-Hwl;Lee, Won-Suk
    • The KIPS Transactions:PartD
    • /
    • v.11D no.5
    • /
    • pp.1049-1062
    • /
    • 2004
  • With the popularization of a World Wide Web (WWW), the quantity of web information has been increased. Therefore, an efficient searching system is needed to offer the exact result of diverse Information to user. Due to this reason, it is important to extract and analysis of user requirements in the distributed information environment. The conventional searching method used the only keyword for the web searching. However, the searching method proposed in this paper adds the context information of keyword for the effective searching. In addition, this searching method extracts keywords by the new keyword extraction method proposed in this paper and it executes the web searching based on a keyword mining profile generated by the extracted keywords. Unlike the conventional searching method which searched for information by a representative word, this searching method proposed in this paper is much more efficient and exact. This is because this searching method proposed in this paper is searched by the example based query included content information as well as a representative word. Moreover, this searching method makes a domain keyword list in order to perform search quietly. The domain keyword is a representative word of a special domain. The performance of the proposed algorithm is analyzed by a series of experiments to identify its various characteristic.

A Correlation of the Computer Anxiety and the Variables Affecting the Application of a Hospital Computer System (병원 전산시스템 활용에 영향을 주는 컴퓨터불안과 제변수간의 관계)

  • 김용순;박지원
    • Journal of Korean Academy of Nursing
    • /
    • v.25 no.4
    • /
    • pp.617-632
    • /
    • 1995
  • Nowadays, most big hospitals have a computer system to manage their administration. For maxi mum effectiveness in managing the computer system, an analysis of the variables affecting its implementation is necessary from the beginning. This study was done to analyze the variables influencing the operation of a hospital information system (HIS). The theoretical base for this study considered the combined effects of user expectations of computerization, and computer-anxiety. The relationship between variables in the theoretical base were analyzed and the individual characteristics influencing each variable were also analyzed. This study was done in two steps. First, 344 nurses were given an initial questionnaire developed to evaluate the reliability of the items. Based on the results, a second revised questionnaire was administered to 88 nurses who had been working in the areas where HIS was applied. The results of the first and second steps of the study are as follows 1. The initial study was done with nurses who were trained on the computer system briefly before HIS was implemented. The individual characteristics influencing computer anxiety and expectation regarding computer system usage in that initial study included, length of career, type of degree or certification, previous experiences with a computer, training on a computer, desire for computer training, and level of acceptance of a computerized work environment. But in the second study with nurses working in areas of the hospital where HIS was introduced, the work site was the only influencing characteristics. There-fore, in applying a computer system, overcoming work-environment barriers will be more import-ant than any individual characteristics. 2. The computer anxiety of the nurses in both groups, before and after the computer system ap-plication, was below the average level but the expectation of the effects of computerization was above average. The nurses using the computer program showed an above average level of satis-faction with the computer system itself, and with its effect on their efficiency. Therefore, the ability of nurses operating HIS will be positively. predictive. 3. For the variables included in the theoretical framework of the study, all of the correlational coefficients were statistically significant in the analysis of variation correlation. Therefore, the theoretical base of the study, "expectation in con junction with computer anxiety" can be considered an model which can be evaluated. Accord-ing to our analysis, the higher the level of nurses' motivation to use the computer system and the lower the anxiety about computer usage, the higher the possibility of computer system acceptance by nurses. The results of this study showed that in applying a computer system in the hospital, the main characteristic influencing acceptance was where the individual worked rather than personal characteristics such as length of career, type of degree or certification, and previous experiences with a computer. Therefore, it is suggested that the first step in uncovering and eliminating hindrance factors in ap-plication of a computer system should be an analysis of working conditions in relation to the functional content of the computer system. The suitability of the theoretical model based on the hypothesis ap-plied in this study should be further tested.

  • PDF

A Study on Production Pipeline for Third Person Virtual Reality Contents Based on Hand Interface (손 인터페이스 기반 3인칭 가상현실 콘텐츠 제작 공정에 관한 연구)

  • Jeon, Changyu;Kim, Mingyu;Lee, Jiwon;Kim, Jinmo
    • Journal of the Korea Computer Graphics Society
    • /
    • v.23 no.3
    • /
    • pp.9-17
    • /
    • 2017
  • This study proposes a third-person virtual reality content production pipeline to provide users with a new experience and presence in a new virtual reality environment. For this purpose, we first create third-person virtual reality content, which includes a story, fun factors, and game characteristic. It consists of a tutorial scene in which a user can pre-learn the proposed interface suitable for a third person different from existing virtual reality content and a content scene that achieves its purpose by using game factors based on the background story. Next, we design an interface suitable for the third-person virtual reality content. This study proposes an interface in which users can interact with a virtual environment or object by using their hand. The proposed interface consists of three steps: character movement, virtual object selection with multiple selection, and 3D menu control using virtual space. Finally, through the survey experiment, third-person virtual reality content produced based on the proposed interface was confirmed to be easily controlled while ensuring high satisfaction.

The Acclerated Life Test of Hard Disk In The Environment of PACS (PACS 환경에서 하드디스크의 가속 수명시험)

  • Cho, Euy-Hyun;Park, Jeong-Kyu;Chae, Jong-Gyu
    • Journal of Digital Contents Society
    • /
    • v.16 no.1
    • /
    • pp.63-70
    • /
    • 2015
  • In this paper, we estimate the life cycle from acceleration life test about the hard disk of disk array of image storage of PACS. Webuil distribution was selected by the Anderson-Darling goodness-of-fit test with data of down time at $50^{\circ}C$ and $60^{\circ}C$. The equality test of shape parameter and scale parameter was conducted, so that the probability distribution estimated from data of down time at $50^{\circ}C$ and $60^{\circ}C$ was not statistically significant. The shape parameter was 1.0409, The characteristic life was 24603.5 hours at normal user condition($30^{\circ}C$) by the analysis of weibull-arrhenius modeling which included the acceleration factor of temperature, and The activation energy was 0.5011 eV through arrhenius modeling. The failure analysis of the failure samples of acceleration test and the samples of market return was conducted, so that the share percentage of failure mode was detail difference but the rank of share percentage was almost same. This study suggest the test procedure of acceleration test of hard disk drive in PACS using environment, and help the life estimation at manufacture and use.

Analysis of the contents of the Act on the Development, Management, etc. of Marinas using Semantic Network Analysis (언어네트워크 분석 기법을 활용한 마리나항만법 내용 분석)

  • Park, Gyung-Yeol;Hong, Jang-Won
    • Journal of the Korean Society of Marine Environment & Safety
    • /
    • v.24 no.2
    • /
    • pp.163-170
    • /
    • 2018
  • The purpose of this study is to describe quantitatively the characteristics and the structure of the Act on the development, management, etc. of Marinas (the Marinas Act) by analysing its provisions using semantic network analysis. The method of semantic network analysis has its advantages in overcoming limitations of the traditional content analysis method, as it is easy for the user to understand the structure and the shape of a network by figuring out the structural network among words. The object of the analysis is the full text of Marinas Act recently revised from Chapters 1 to 4, while partial analysis is carried out respectively for each chapter from Chapters 2 to 4. The structural characteristic of the Marinas Act shows that the act focuses on the development of marinas, as its main goal is interpreted to set up hardwares and to construct facilities rather than to promote the marina industry itself. Even though some clauses for human capital development and business development are included, they are of less importance compared to the development of marina facilities. This study provides some basic information on the structural characteristics of the current act, which can be referred to in subsequent studies. In the future, it also needs to be complemented through comparative analysis with government policy outcomes and performance of diverse analytical approaches.

The Analysis of visitor′s Behavior in Hallasan National Park (한라산국립공원의 이용객 행태분석)

  • 이경재;최송현;김선희
    • Korean Journal of Environment and Ecology
    • /
    • v.6 no.1
    • /
    • pp.72-85
    • /
    • 1992
  • The analysis of visitor's behavior in Hallasan National Park was executed for a month in september, 1990. In the characteristics of trip purpose, the nature-oriented motive was 68.9% of the total. And in the characteristics of the accompanied, the ratio of such items as company, friends,2-3 persons and above 12 persons was generally high. The ratio of lunch box was 62.7% and the item of bring back waste treatment was 69.6% in the characteristic of activity. The degree of landscape satisfaction was 3.98 and comparatively high on considering the maximum degree of 5.0, but in the degree of facility, the degree of dissatisfaction was high. Therefore the degree of total satisfaction was 3.43. In the opinion of users, the entrance by order of arrival, the adoption of reserved system and the limitation of the entrance of a group were gen- orally objected but the adoptation of nature rest-rotation system was comparatively assented Specially, visitor center was rarely used but many visitor who has attended there positively think about it. In factor analysis, 4 factors were extracted. Facilitate, social. user behavior and natural property were the most affecting factor to psychological satisfaction test. Multiple regression results showed that cleanness, land-scape, safety, no. of wastebasket and crowdness items affected the total satisfaction variable in total and local area.

  • PDF

A Study on the Nature-friendly Management Regarding the User Pattern of Yangjae Stream (양재천의 이용특성을 고려한 환경친화적 관리방안에 관한 연구)

  • Kim Sun-Hee;Hong Suk-Hwan;Bae Jung-Nam
    • Korean Journal of Environment and Ecology
    • /
    • v.18 no.3
    • /
    • pp.306-315
    • /
    • 2004
  • Yangjae stream, stretching through Seocho-gu and Gangnam-gu, is a representative city stream with its environmentally friendly stream makeover project model, launched in 1995. The district of Gangnam-gu, the subject of this study, is under high pressure from the residents for its use as a huge residential areas close to the stream. The study has two main purposes. The first is to identify the condition and characteristic of utilization of Yangjae stream which is currently being increased in use by the stream restoration. Secondly, the study aims to suggest the environment-friendly management to accomplish arrangement of the naturally friendly stream based on the identification survey, The result from the user survey with 303 valid answer sheets show that the people from neighboring residential areas use this stream a lot doing exercising(51.8%) and taking a walk(24.4%) in their free time. Also regular use rate is high, and people are likely to use it alone(30.4%) or as a family(28.4%). With regard to the need of facility increase, even though the respondents required resting places in the shade(80.8%) most, overall, additional introduction of facilities was analyzed as unnecessary(78.8%). safety issue(22.0%) and a lack of convenience facilities(17.6%) and resting places in the shade(16.6%) are pointed as main problems while the users are generally satisfied(59.5%) with the stream. Improving walk-way and planting trees for shade on the slope were designed as a solution for these problems. For securing safety through improvement of walk-way, the scattering of pressure of current walk with building new walk using berms was presented. In order to increase safety on the walk-way(see above figure), the study proposes to build a new walk-way with berms to disperse excessive pressure. It also suggests the tree planting to provide shade in the stream and to make a provision for the planting of forest trees in the current law.

UX Methodology Study by Data Analysis Focusing on deriving persona through customer segment classification (데이터 분석을 통한 UX 방법론 연구 고객 세그먼트 분류를 통한 페르소나 도출을 중심으로)

  • Lee, Seul-Yi;Park, Do-Hyung
    • Journal of Intelligence and Information Systems
    • /
    • v.27 no.1
    • /
    • pp.151-176
    • /
    • 2021
  • As the information technology industry develops, various kinds of data are being created, and it is now essential to process them and use them in the industry. Analyzing and utilizing various digital data collected online and offline is a necessary process to provide an appropriate experience for customers in the industry. In order to create new businesses, products, and services, it is essential to use customer data collected in various ways to deeply understand potential customers' needs and analyze behavior patterns to capture hidden signals of desire. However, it is true that research using data analysis and UX methodology, which should be conducted in parallel for effective service development, is being conducted separately and that there is a lack of examples of use in the industry. In thiswork, we construct a single process by applying data analysis methods and UX methodologies. This study is important in that it is highly likely to be used because it applies methodologies that are actively used in practice. We conducted a survey on the topic to identify and cluster the associations between factors to establish customer classification and target customers. The research methods are as follows. First, we first conduct a factor, regression analysis to determine the association between factors in the happiness data survey. Groups are grouped according to the survey results and identify the relationship between 34 questions of psychological stability, family life, relational satisfaction, health, economic satisfaction, work satisfaction, daily life satisfaction, and residential environment satisfaction. Second, we classify clusters based on factors affecting happiness and extract the optimal number of clusters. Based on the results, we cross-analyzed the characteristics of each cluster. Third, forservice definition, analysis was conducted by correlating with keywords related to happiness. We leverage keyword analysis of the thumb trend to derive ideas based on the interest and associations of the keyword. We also collected approximately 11,000 news articles based on the top three keywords that are highly related to happiness, then derived issues between keywords through text mining analysis in SAS, and utilized them in defining services after ideas were conceived. Fourth, based on the characteristics identified through data analysis, we selected segmentation and targetingappropriate for service discovery. To this end, the characteristics of the factors were grouped and selected into four groups, and the profile was drawn up and the main target customers were selected. Fifth, based on the characteristics of the main target customers, interviewers were selected and the In-depthinterviews were conducted to discover the causes of happiness, causes of unhappiness, and needs for services. Sixth, we derive customer behavior patterns based on segment results and detailed interviews, and specify the objectives associated with the characteristics. Seventh, a typical persona using qualitative surveys and a persona using data were produced to analyze each characteristic and pros and cons by comparing the two personas. Existing market segmentation classifies customers based on purchasing factors, and UX methodology measures users' behavior variables to establish criteria and redefine users' classification. Utilizing these segment classification methods, applying the process of producinguser classification and persona in UX methodology will be able to utilize them as more accurate customer classification schemes. The significance of this study is summarized in two ways: First, the idea of using data to create a variety of services was linked to the UX methodology used to plan IT services by applying it in the hot topic era. Second, we further enhance user classification by applying segment analysis methods that are not currently used well in UX methodologies. To provide a consistent experience in creating a single service, from large to small, it is necessary to define customers with common goals. To this end, it is necessary to derive persona and persuade various stakeholders. Under these circumstances, designing a consistent experience from beginning to end, through fast and concrete user descriptions, would be a very effective way to produce a successful service.

Big Five Personality in Discriminating the Groups by the Level of Social Sims (심리학적 도구 '5요인 성격 특성'에 의한 소셜 게임 연구: <심즈 소셜> 게임의 분석사례를 중심으로)

  • Lee, Dong-Yeop
    • Cartoon and Animation Studies
    • /
    • s.29
    • /
    • pp.129-149
    • /
    • 2012
  • The purpose of this study was to investigate the clustering and Big Five Personality domains in discriminating groups by level of school-related adjustment, as experienced by Social Sims game users. Social Games are based on web that has simple rules to play in fictional time and space background. This paper is to analyze the relationships between social networks and user behaviors through the social games . In general, characteristics of social games are simple, fun and easy to play, popular to the public, and based on personal connections in reality. These features of social games make themselves different from video games with one player or MMORPG with many unspecific players. Especially Social Game show a noticeable characteristic related to social learning. The object of this research is to provide a possibility that game that its social perspective can be strengthened in social game environment and analyze whether it actually influences on problem solving of real life problems, therefore suggesting its direction of alternative play means and positive simulation game. Data was collected by administering 4 questionnaires (the short version of BFI, Satisfaction with life, Career Decision-.Making Self-.Efficacy, Depression) to the participants who were 20 people in Seoul and Daejeon. For the purposes of the data analysis, both Stepwise Discriminant analysis and Cluster analysis was employed. Neuroticism, Openness, Conscientiousness within the Big Five Personality domains were seen to be significant variables when it came to discriminating the groups. These findings indicated that the short version of the BFI may be useful in understanding for game user behaviors When it comes to cultural research, digital game takes up a significant role. We can see that from the fact that game, which has only been considered as a leisure activity or commercial means, is being actively research for its methodological, social role and function. Among digital game's several meanings, one of the most noticeable ones is the research on its critical, social participating function. According to Jame Paul gee, the most important merit of game is 'projected identity'. This means that experiences from various perspectives is possible.[1] In his recent autobiography , he described gamer as an active problem solver. In addition, Gonzalo Francesca also suggested an alternative game developing method through 'game that conveys critical messages by strengthening critical reasons'. [2] They all provided evidences showing game can be a strong academic tool. Not only does a genre called social game exist in the field of media and Social Network Game, but there are also some efforts to positively evaluate its value Through these kinds of researches, we can study how game can give positive influence along with the change in its general perception, which would eventually lead to spreading healthy game culture and enabling fresh life experience. This would better bring out the educative side of the game and become a social communicative tool. The object of this game is to provide a possibility that the social aspect can be strengthened within the game environment and analyze whether it actually influences the problem solving of real life problems. Therefore suggesting it's direction of alternative play means positive game simulation.

Contents Recommendation Search System using Personalized Profile on Semantic Web (시맨틱 웹에서 개인화 프로파일을 이용한 콘텐츠 추천 검색 시스템)

  • Song, Chang-Woo;Kim, Jong-Hun;Chung, Kyung-Yong;Ryu, Joong-Kyung;Lee, Jung-Hyun
    • The Journal of the Korea Contents Association
    • /
    • v.8 no.1
    • /
    • pp.318-327
    • /
    • 2008
  • With the advance of information technologies and the spread of Internet use, the volume of usable information is increasing explosively. A content recommendation system provides the services of filtering out information that users do not want and recommending useful information. Existing recommendation systems analyze the records and patterns of Web connection and information demanded by users through data mining techniques and provide contents from the service provider's viewpoint. Because it is hard to express information on the users' side such as users' preference and lifestyle, only limited services can be provided. The semantic Web technology can define meaningful relations among data so that information can be collected, processed and applied according to purpose for all objects including images and documents. The present study proposes a content recommendation search system that can update and reflect personalized profiles dynamically in semantic Web environment. A personalized profile is composed of Collector that contains the characteristics of the profile, Aggregator that collects profile data from various collectors, and Resolver that interprets profile collectors specific to profile characteristic. The personalized module helps the content recommendation server make regular synchronization with the personalized profile. Choosing music as a recommended content, we conduct an experience on whether the personalized profile delivers the content to the content recommendation server according to a service scenario and the server provides a recommendation list reflecting the user's preference and lifestyle.