• Title/Summary/Keyword: users' density

Search Result 173, Processing Time 0.03 seconds

On the Estimation of Satisfaction Distribution for Game Factors (게임요소의 만족도분포 추정에 관한 연구)

  • Yum, Joon-Keun;Ham, Hyung-Bum
    • Journal of Korea Game Society
    • /
    • v.8 no.3
    • /
    • pp.23-30
    • /
    • 2008
  • To strengthen the competitiveness of the game industry, one needs to develope a tool for evaluation of the satisfaction level of the game users, which leads to the improvement of the quality of games and increment of the amount of game trade. In this study, we developed factors to measure the satisfaction level and estimate their distributional properties. For the purpose, using a survey data for RPG games, we discussed several aspects for normalization of score distribution for satisfaction factors and estimated their density function by use of parametric density estimation of SAS/INSIGHT. We believe that the proposed results help us to predict or estimate the satisfaction level of newly developed games as well as the current popular games.

  • PDF

Analysis on Characteristics of Indoor Environment and Satisfaction Level ofUsers of Senior Centers in Jeonju Residential Areas (전주시 단독주택 지역에 위치한 경로당의 실내 환경의 특성과 이용자 만족도에 대한 분석)

  • Jeoong, Insoo;Meng, Xiangwei
    • Journal of the Korean housing association
    • /
    • v.27 no.6
    • /
    • pp.31-43
    • /
    • 2016
  • The purpose of this paper is to gather information and opinions to better guide the direction for implementing improvements of the senior centers' indoor environments located in Jeonju residential areas, by surveying the users about the level of satisfaction and analyzing the result in relation to the current situation. Senior centers located in Jeonju residential areas were operating the facilities with low financial support from the local autonomous entity. According to the results of the survey, most of the users tend to use the facilities between 12p.m. to 6p.m., and the majority have lunch at the senior centers. Most of the senior centers already have cooking facilities, without a dining room, except one place, and even the facilities they have are very poor. In a thermal environment area, the temperature is mostly above in summer or below in winter the appropriate temperature, especially the temperature of the restroom of all senior centers are below $20^{\circ}C$ in winter. The density of carbon dioxide is above average in most indoor areas. However, the users' level of facilities' satisfaction was positive. To improve the seniors' quality of life, the local autonomous entity has to start regular check-ups and repair of the poor indoor environment and facilities, with more financial support and active supervision by senior center the management.

Establishment of design model considering surrounding environment and users in public design - Focused on the bus station (공공디자인에 있어서 이용자와 주변 환경을 고려한 디자인 모델구축 - 버스정류장을 중심으로)

  • Hyoung, Sung-Eun
    • Science of Emotion and Sensibility
    • /
    • v.12 no.4
    • /
    • pp.451-460
    • /
    • 2009
  • This study had been carried out based on the users' behavioral pattern in order to survey characteristics of bus station, a public facility. As a detailed analysis, quantification theory type 3 was performed based on 50 number of samples installed at each local governments as targets in order to evaluate bus station attributes and to survey its characteristics. As a result of this experiment, it was revealed that installation pattern of bus station would differ depending on characteristics of four axis of migrating population density, functionality and simplicity, metropolitan city of densely populated companies, local city with strong locality, the front of school with dense migrating population, secluded rural village, specific place like museum, rural area with dense migrating population. Therefore, in this study, detailed items were suggested comprehensively so that the design considering local environment and users' characteristics, in addition to modeling features of bus stations suitable for local characteristics, could be progressed. If any design and model complying with local environmental features based on above contents should be applied, bus station would be assessed by the users more positively in the future.

  • PDF

Dynamic Pricing Based on Reinforcement Learning Reflecting the Relationship between Driver and Passenger Using Matching Matrix (Matching Matrix를 사용하여 운전자와 승객의 관계를 반영한 강화학습 기반 유동적인 가격 책정 체계)

  • Park, Jun Hyung;Lee, Chan Jae;Yoon, Young
    • The Journal of The Korea Institute of Intelligent Transport Systems
    • /
    • v.19 no.6
    • /
    • pp.118-133
    • /
    • 2020
  • Research interest in the Mobility-as-a-Service (MaaS) concept for enhancing users' mobility experience is increasing. In particular, dynamic pricing techniques based on reinforcement learning have emerged since adjusting prices based on the demand is expected to help mobility services, such as taxi and car-sharing services, to gain more profit. This paper provides a simulation framework that considers more practical factors, such as demand density per location, preferred prices, the distance between users and drivers, and distance to the destination that critically affect the probability of matching between the users and the mobility service providers (e.g., drivers). The aforementioned new practical features are reflected on a data structure referred to as the Matching Matrix. Using an efficient algorithm of computing the probability of matching between the users and drivers and given a set of precisely identified high-demand locations using HDBSCAN, this study developed a better reward function that can gear the reinforcement learning process towards finding more realistic dynamic pricing policies.

An EDA Analysis of Seoul Metropolitan Area's Mountain Usage Patterns of Users in Their 20~30s after COVID-19 Occurrence

  • Lee, BoBae;Yeon, PoungSik
    • Journal of People, Plants, and Environment
    • /
    • v.24 no.2
    • /
    • pp.229-244
    • /
    • 2021
  • Background and objective: The purpose of this study was to comprehensively analyze the user behavior in order to cope appropriately with the increasing demand for mountain usage of those in their 20s and 30s and to allocate resources efficiently. Methods: To analyze the behavior of mountain hiking users, an exploratory data analysis (EDA) was conducted on the data which had been collected in the app Tranggle. The main target are users in their 20s and 30s who visited the mountains in the metropolitan area in 2019-2020. Among them, we have selected data on the top 13 mountains based on the frequency of visits. After data pre-processing, mountain usage patterns were analyzed through statistical analysis and visualization. Results: Compared to 2019, the number of users in 2020 increased 1.36 times. The utilization rate of the well-established hiking trails has also increased. The usage of mountain on weekends (Saturday > Sunday) was still the highest, and the difference in the usage between the days of the week decreased. Outside of work hours, early morning usage has increased and night-time usage has decreased. There was no significant change in usages depending on activity type, level (experience point) and exercise properties. Conclusion: Since the COVID-19 outbreak, the usage of mountains has been changing towards low user density and short-distance trip. in the post-COVID-19 era, the function and role of forests in daily life are expected to increase. To cope with this, further research needs to be carried out with consideration of the wider demographic and social characteristics.

A Study on the Interactive Narrative - Focusing on the analysis of VR animation <Wolves in the Walls> (인터랙티브 내러티브에 관한 연구 - VR 애니메이션 <Wolves in the Walls>의 분석을 중심으로)

  • Zhuang Sheng
    • Trans-
    • /
    • v.15
    • /
    • pp.25-56
    • /
    • 2023
  • VR is a dynamic image simulation technology with very high information density. Among them, spatial depth, temporality, and realism bring an unprecedented sense of immersion to the experience. However, due to its high information density, the information contained in it is very easy to be manipulated, creating an illusion of objectivity. Users need guidance to help them interpret the high density of dynamic image information. Just like setting up navigation interfaces and interactivity in games, interactivity in virtual reality is a way to interpret virtual content. At present, domestic research on VR content is mainly focused on technology exploration and visual aesthetic experience. However, there is still a lack of research on interactive storytelling design, which is an important part of VR content creation. In order to explore a better interactive storytelling model in virtual reality content, this paper analyzes the interactive storytelling features of the VR animated version of <Wolves in the walls> through the methods of literature review and case study. We find that the following rules can be followed when creating VR content: 1. the VR environment should fully utilize the advantages of free movement for users, and users should not be viewed as mere observers. The user's sense of presence should be fully considered when designing interaction modules. Break down the "fourth wall" to encourage audience interaction in the virtual reality environment, and make the hot media of VR "cool". 2.Provide developer-driven narrative in the early stages of the work so that users are not confused about the ambiguous world situation when they first enter a virtual environment with a high degree of freedom. 1.Unlike some games that guide users through text, you can guide them through a more natural interactive approach that adds natural dialog between the user and story characters (NPC). Also, since gaze guidance is an important part of story progression, you should set up spatial scene user gaze guidance elements within it. For example, you can provide eye-following cues, motion cues, language cues, and more. By analyzing the interactive storytelling features and innovations of the VR animation <Wolves in the walls>, I hope to summarize the main elements of interactive storytelling from its content. Based on this, I hope to explore how to better showcase interactive storytelling in virtual reality content and provide thoughts on future VR content creation.

A Movie Recommendation System based on Fuzzy-AHP with User Preference and Partition Algorithm (사용자 선호도와 군집 알고리즘을 이용한 퍼지-계층적 분석 기법 기반 영화 추천 시스템)

  • Oh, Jae-Taek;Lee, Sang-Yong
    • Journal of Digital Convergence
    • /
    • v.15 no.11
    • /
    • pp.425-432
    • /
    • 2017
  • The current recommendation systems have problems including the difficulty of figuring out whether they recommend items that actual users have preference for or have simple interest in, the scarcity of data to recommend proper items due to the extremely small number of users, and the cold-start issue of the dropping system performance to recommend items that can satisfy users according to the influx of new users. In an effort to solve these problems, this study implemented a movie recommendation system to ensure user satisfaction by using the Fuzzy-Analytic Hierarchy Process, which can reflect uncertain situations and problems, and the data partition algorithm to group similar items among the given ones. The data of a survey on movie preference with 61 users was applied to the system, and the results show that it solved the data scarcity problem based on the Fuzzy-AHP and recommended items fit for a user with the data partition algorithm even with the influx of new users. It is thought that research on the density-based clustering will be needed to filter out future noise data or outlier data.

Capacity Analysis of Centralized Cognitive Radio Networks for Best-effort Traffics

  • Lin, Mingming;Hong, Xuemin;Xiong, Jin;Xue, Ke;Shi, Jianghong
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • v.7 no.9
    • /
    • pp.2154-2172
    • /
    • 2013
  • A centralized cognitive radio (CR) network is proposed and its system capacity is studied. The CR network is designed with power control and multi-user scheduling schemes to support best-effort traffics under peak interference power constraints. We provide an analytical framework to quantify its system capacity, taking into account various key factors such as interference constraints, density of primary users, cell radius, the number of CR users, and propagations effects. Furthermore, closed-form formulas are derived for its capacities when only path loss is considered in the channel model. Semi-analytical expressions for the capacities are also given when more realistic channel models that include path loss, shadowing, and small-scale fading are used. The accuracy of the proposed analytical framework is validated by Monte Carlo simulations. Illustrated with a practical example, the provided analytical framework is shown to be useful for the strategic planning of centralized CR networks.

Travel Behavior Analysis using Origin-Destination Data for the Subway Line No.7 (수도권 지하철 7호선 주요역 통근통행특성 분석 연구)

  • Han, Sang-Cheon;Lee, Kyung-Chul;Kim, Hwan-Yong;Choi, Young Woo
    • Journal of KIBIM
    • /
    • v.9 no.4
    • /
    • pp.75-83
    • /
    • 2019
  • Recent data development has made it possible to analyze each individual's daily commuting by using transportation card transaction. This research utilizes about 1 million observations from the subway line no.7 of Seoul metropolitan transportation data. By using such a massive dataset, the authors try to identify daily travel behavior of morning commute and its possible relationship between subway usage and socio-economic factors. There are 4 main types of users and their travel behavior, and top 15 stations with the most users for arrival and departure are selected. Accordingly, 15 stations have distinctive characteristics including population density and the number of businesses around stations. To identify this fact, the 4 most populated stations are selected and their socio-economic factors are examined. According to the analysis, the most departure stations are generally surrounded by hihgly populated residential areas, whereas the most arrival stations are stood within the job concentrated districts.

Predicting the Application of Huawei Augmented Reality on Media Façade: Using the TAM Model

  • Chen, Yan;Liu, Shanshan;Lee, Jong Yoon
    • International Journal of Contents
    • /
    • v.18 no.2
    • /
    • pp.32-46
    • /
    • 2022
  • In recent years, large-scale and high-density use of LED on facades has exposed some disadvantages, such as light pollution, high energy consumption, unsustainability, and poor interactivity. Because of the development of smartphones and augmented reality (AR), AR has emerged as a new technology available to users to interact with the media façade. As an augmented reality app for public space, the AR map app can superimpose virtual images on the surface of a building to form an AR media façade, which can be applied in the fields of navigation, advertising, interactive public art, smart retail, etc. This study establishes the variables influencing usage intention and the consequent outcomes of Huawei AR map app and uses the technology acceptance model (TAM) to discuss their relationship. Results show that consumer innovativeness, information quality, and design quality have a strong influence on perceived ease of use. Information quality has a positive impact on perceived usefulness, but design quality has a weak influence. Also, the design quality of Huawei AR map app and consumer innovativeness have a higher effect on perceived enjoyment than information quality. Users' usage attitude and perceived usefulness when using Huawei AR map app are key factors determining their usage intention. This study inspires city planners, architects, developers, and designers of AR apps that augmented reality can partly replace media façade, and that investment in augmented reality will achieve significant sustainable economic and social benefits.