• 제목/요약/키워드: user practice

검색결과 396건 처리시간 0.029초

Virtual Reality-Based Library User Education Program Development

  • Lim, Seong-Kwan
    • Journal of Information Science Theory and Practice
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    • 제9권4호
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    • pp.63-74
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    • 2021
  • Virtual Reality (VR) is one of the core components of the fourth industrial revolution as a technology that makes the virtual world feel as if it is real. VR is being used in various fields such as entertainment, advertisement, education, medical care, training, sports, and tourism, as well as providing contents for such things as games and videos. Libraries are already looking for ways to utilize VR from various angles, such as operating experiential programs. The purpose of this thesis is to develop and propose a VR-based library user education program. In order to achieve the purpose of the study, we analyzed previous studies from a theoretical perspective to find a way to construct a user education program, and also to derive possible implications based on examples of countries such as the United States and Korea that are already introducing and applying VR technology to library services. Therefore, the user education program proposed in this study can be used as a basic building block when many libraries want to develop VR-based programs in the future.

Addressing User Engagement in Social Media Platforms with Cultural Differences Based on Hofstede's Dimensions

  • Yoon Han;Hoang D. Nguyen;Tae Hun Kim
    • Asia pacific journal of information systems
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    • 제34권1호
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    • pp.191-208
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    • 2024
  • This paper proposes the presence and importance of cultural differences to address user engagement in worldwide social media platforms. Based on Hofstede's cultural dimensions, this paper addresses their new meanings in the context of user engagement in social media. Our propositions address two research questions: (1) how do cultural dimensions, displayed on social media platforms, differ across national cultures?; (2) what different preferences the social media platforms have in terms of which cultural dimensions promote or suppress user engagement? User engagement in social media platforms is explained by the cultural differences in terms of the four cultural dimensions: individualism vs. collectivism, uncertainty avoidance, power distance, and masculinity vs. femininity. Implications are also discussed for research and practice.

ERP 테스팅 및 교육 시나리오 프레임웍 (Scenario Framework for ERP Testing and Training: SF-ETT)

  • 박광호
    • 경영정보학연구
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    • 제10권1호
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    • pp.193-211
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    • 2008
  • ERP(Enterprise Resource Planning) 시스템의 성공적인 도입 및 운영에 있어 교육은 핵심성공 요인 중 하나로 밝혀져 있다. 그러나 ERP시스템 벤더와 도입 기업 모두 실제 프로세스 처리 사례의 정형화된 정보를 제공하지 못해 사용자에게 효과적인 비즈니스 프로세스 교육 방안을 제시 못하고 있는 실정이다. 또한, ERP 시스템에 대한 벤더의 불완전한 테스팅은 결국 불충분하고 비효과적인 사용자 교육으로 이어지고 있다. 본 논문에서는 ERP 시스템의 테스팅과 교육용 시나리오를 작성하기 위한 프레임웍인 SF-ETT (Scenario Framework for ERP Testing and Training)를 제시하고 있다. SF-ETT는 uniERPII를 위한 통합 테스트 시나리오 프로젝트를 통해 정립된 프랙티스 기반 ERP 테스팅 시나리오 작성 프레임웍을 확장하여 설계된 것이다. SF-ETT는 ERP 시스템의 사용자가 실질적으로 이해하는 비즈니스 프로세스의 실체를 기반하여 구성되어 프랙티스(Practice) 정의, 표기 방법, 프레임웍 구조를 제시한다.

Scenario Framework for ERP Testing and Training;SF-ETT

  • 박광호;김호택;안윤지
    • 한국경영정보학회:학술대회논문집
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    • 한국경영정보학회 2007년도 추계학술대회
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    • pp.316-321
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    • 2007
  • Effective Training has been recognized as one of the most important success factors for enterprise resource planning (ERP) system operations. However, both ERP system vendors and user companies have failed to provide an effective training method for users because practical business process cases cannot be formalized. Also, incomplete testing by ERP system vendors results in insufficient and ineffective user training. This paper suggests a scenario framework for ERP testing and training (SF-ETT). SF-ETT is constructed by expanding the practice-based ERP testing scenario construction framework designed for uniERPII. SF-ETT contains concrete business process entities that users understand actually and provides practice definition, notation, and architecture.

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학교건축 사용자 참여디자인의 효율적 운영 방법 연구 (A Study on the Efficient Operation Methodology of User Participatory Design for School Facilities)

  • 조창희;이화룡
    • 교육시설 논문지
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    • 제22권1호
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    • pp.3-12
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    • 2015
  • The user participatory design process collects users' opinions efficiently through a feedback process such as various user workshops and conferences. When users who actually participated in a design process use the facility in which they were a participant, their satisfaction with the design quality of the facility they use may be enhanced; therefore, user participatory design methods in school construction are deemed to enlarge consistently the interest in a school of students, parents, teachers, and local residents. This paper selected the most appropriate user participatory design methods through an analysis of actually applied cases, and applied them to the empirical exploration process. Also, problems incurred through the empirical exploration process were solved by various user participatory design methods based on actually experienced cases and the results of workshops performed. As such, this paper deduced problems by applying user participatory design methods in practice, and solved problems by executing the empirical exploration process again. Through this, the paper proposed a variety of user participatory design methods for improving school design and raising user satisfaction.

Compressed Channel Feedback for Correlated Massive MIMO Systems

  • Sim, Min Soo;Park, Jeonghun;Chae, Chan-Byoung;Heath, Robert W. Jr.
    • Journal of Communications and Networks
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    • 제18권1호
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    • pp.95-104
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    • 2016
  • Massive multiple-input multiple-output (MIMO) is a promising approach for cellular communication due to its energy efficiency and high achievable data rate. These advantages, however, can be realized only when channel state information (CSI) is available at the transmitter. Since there are many antennas, CSI is too large to feed back without compression. To compress CSI, prior work has applied compressive sensing (CS) techniques and the fact that CSI can be sparsified. The adopted sparsifying bases fail, however, to reflect the spatial correlation and channel conditions or to be feasible in practice. In this paper, we propose a new sparsifying basis that reflects the long-term characteristics of the channel, and needs no change as long as the spatial correlation model does not change. We propose a new reconstruction algorithm for CS, and also suggest dimensionality reduction as a compression method. To feed back compressed CSI in practice, we propose a new codebook for the compressed channel quantization assuming no other-cell interference. Numerical results confirm that the proposed channel feedback mechanisms show better performance in point-to-point (single-user) and point-to-multi-point (multi-user) scenarios.

A PRACTICAL LOOK AT MONTE CARLO VARIANCE REDUCTION METHODS IN RADIATION SHIELDING

  • Olsher Richard H.
    • Nuclear Engineering and Technology
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    • 제38권3호
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    • pp.225-230
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    • 2006
  • With the advent of inexpensive computing power over the past two decades, applications of Monte Carlo radiation transport techniques have proliferated dramatically. At Los Alamos, the Monte Carlo codes MCNP5 and MCNPX are used routinely on personal computer platforms for radiation shielding analysis and dosimetry calculations. These codes feature a rich palette of variance reduction (VR) techniques. The motivation of VR is to exchange user efficiency for computational efficiency. It has been said that a few hours of user time often reduces computational time by several orders of magnitude. Unfortunately, user time can stretch into the many hours as most VR techniques require significant user experience and intervention for proper optimization. It is the purpose of this paper to outline VR strategies, tested in practice, optimized for several common radiation shielding tasks, with the hope of reducing user setup time for similar problems. A strategy is defined in this context to mean a collection of MCNP radiation transport physics options and VR techniques that work synergistically to optimize a particular shielding task. Examples are offered in the areas of source definition, skyshine, streaming, and transmission.

On the Fairness of the Multiuser Eigenmode Transmission System

  • Xu, Jinghua;Zhou, Ming
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제5권6호
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    • pp.1101-1112
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    • 2011
  • The Multiuser Eigenmode Transmission (MET) has generated significant interests in literature due to its optimal performance in linear precoding systems. The MET can simultaneously transmit several spatial multiplexing eigenmodes to multiple users which significantly enhance the system performance. The maximum number of users that can be served simultaneously is limited due to the constraints on the number antennas, and thus an appropriate user selection is critical to the MET system. Various algorithms have been developed in previous works such as the enumerative search algorithm. However, the high complexities of these algorithms impede their applications in practice. In this paper, motivated by the necessity of an efficient and effective user selection algorithm, a low complexity recursive user selection algorithm is proposed for the MET system. In addition, the fairness of the MET system is improved by using the combination of the proposed user selection algorithm and the adaptive Proportional Fair Scheduling (PFS) algorithm. Extensive simulations are implemented to verify the efficiency and effectiveness of the proposed algorithm.

일부 4년제 치기공학과 학생이 인지한 현장실습교육환경(FLE)에 관한 연구 (A Study on Some 4-year Dental Technology Students Perceptions of Field Learning Environment(FLE))

  • 황경숙
    • 대한치과기공학회지
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    • 제41권2호
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    • pp.137-146
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    • 2019
  • Purpose: This research was to examine some 4-year dental technology students perceptions of field learning environment(FLE). Methods: This study was conducted from October 15th to November 30th, 2017. 163 copies were used as the final analysis data. We surveyed questionnaire 163 of some 4-year dental technology students. The collected data were analyzed using SPSS (Statistical Package for Social Science) 22.0 for windows, and frequency analysis, chi-square test analysis, and correlation analysis were performed. Results: Satisfaction of practicing educator 3.88, satisfaction of clinical practice 3.49, major satisfaction 3.34, and university life satisfaction 3.25. Factors influencing satisfaction with clinical practice were clinical practice place, number of clinical practice sites, work done in clinical practice, and difficulties (p < .05). There was a significant positive correlation between satisfaction with clinical practice and satisfaction with major (P < .05). Conclusion: The results of this study, we were able to check the current field learning environment(FLE) and actual condition of students. Through the investigation of the desired clinical practice, it is anticipated that it will be possible to provide a field learning environment suitable for the course of the field desired by the user.

비 HCI 전공자들을 대상으로 한 Nielsen의 Usability Heuristics에 대한 이해 정도 평가 (Evaluating the Effectiveness of Nielsen's Usability Heuristics for Computer Engineers and Designers without Human Computer Interaction Background)

  • 정영주;심인숙;정구철
    • 한국실천공학교육학회논문지
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    • 제2권2호
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    • pp.165-171
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    • 2010
  • Usability heuristics는 사용자 인터페이스를 설계하는 과정에서 유용성 평가에 사용되는 일반적인 원칙이다. 유용성 평가 방법은 보통 Human Computer Interaction(HCI) 전문가들이 사용하는데, 이 연구의 최종적인 목적은 HCI 전문가들 뿐 만이 아니라 사용자 인터페이스를 제작하는 더 광범위한 많은 사람들(사용자 인터페이스 디자이너나 엔지니어들)에게 적용하는 것이다. 따라서 본 연구에서는 유용성 평가에서 대표적으로 사용되는 Jakob Nielsen의 10가지 usability heuristics가 HCI 전문가가 아닌 디자인과 컴퓨터 공학 교수 및 학생들이 얼마나 이해하기 쉬운지를 설문하였다. 또한 응답한 설문을 바탕으로 어떤 heuristics들이 이해하기 쉬었으며, 이해하기 어려운 것들은 어떠한 이유로 이해하기가 어려웠는지, 또 교수들과 학생들과의 이해정도의 차이나 응답반응의 차이 등을 분석하였다. 본 연구를 통하여 얻게 된 가장 큰 성과는 응답자들이 좀 더 사용자 입장에서 어플리케이션들을 바라볼 수 있게 되었다는 점이었으며, 본 연구의 결과들은 usability heuristics를 좀 더 많은 사람들이 쉽게 이해할 수 있도록 만들어서 인터페이스를 설계하고 구현하는데 도움이 될 것이다.

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