• Title/Summary/Keyword: Experience-based Matching

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E-customized Product: User-centered Co-design Experiences

  • Li, Pei;Liu, Zi Yang
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.14 no.9
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    • pp.3680-3692
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    • 2020
  • The purpose of this study is to orient users' touchpoints in co-design experience, to identify their need via visualized experience map, to recommend valid design information in online e-customization services. A user-centered co-design experience map (UCEM) is adopted to analyze the relation between users' desire and time spent, so as to evaluate the online co-design experiences. Based on evolutionary algorithm and fuzzy theory, data of this study is collected from 30 participants. The data was analyzed by descriptive analysis in SPSS, and frequency query and word cloud in NVivo. Employing design category and evaluating users' time spent, the findings are that (a) vamp color matching is consistent with interview data; (b) supported by qualitative feedback, the virtual experience map played an important role in the co-design process and the visualized interaction process; and (c) participants prefer to get more information and professional help on color matching and exterior design. Based on the findings in design category, future work should be focused on developing a better understanding of design resource recommendations and multi-stakeholder communication.

Convergence evaluation method using multisensory and matching painting and music using deep learning based on imaginary soundscape (Imaginary Soundscape 기반의 딥러닝을 활용한 회화와 음악의 매칭 및 다중 감각을 이용한 융합적 평가 방법)

  • Jeong, Hayoung;Kim, Youngjun;Cho, Jundong
    • Journal of the Korea Convergence Society
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    • v.11 no.11
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    • pp.175-182
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    • 2020
  • In this study, we introduced the technique of matching classical music using deep learning to design soundscape that can help the viewer appreciate painting and proposed an evaluation index to evaluate how well matching painting and music. The evaluation index was conducted with suitability evaluation through the Likeard 5-point scale and evaluation in a multimodal aspect. The suitability evaluation score of the 13 test participants for the deep learning based best match between painting and music was 3.74/5.0 and band the average cosine similarity of the multimodal evaluation of 13 participants was 0.79. We expect multimodal evaluation to be an evaluation index that can measure a new user experience. In addition, this study aims to improve the experience of multisensory artworks by proposing the interaction between visual and auditory. The proposed matching of painting and music method can be used in multisensory artwork exhibition and furthermore it will increase the accessibility of visually impaired people to appreciate artworks.

Utility-based Resource Allocation with Bipartite Matching in OFDMA-based Wireless Systems

  • Zheng, Kan;Li, Wei;Liu, Fei;Xiang, Wei
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.6 no.8
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    • pp.1913-1925
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    • 2012
  • In order to efficiently utilize limited radio resources, resource allocation schemes in OFDMA-based wireless networks have gained intensive attention recently. Instead of improving the throughput performance, the utility is adopted as the metric for resource allocation, which provides reasonable methods to build up the relationship between user experience and various quality-of-service (QoS) metrics. After formulating the optimization problem by using a weighted bipartite graph, a modified bipartite matching method is proposed to find a suboptimal solution for the resource allocation problem in OFDMA-based wireless systems with feasible computational complexity. Finally, simulation results are presented to validate the effectiveness of the proposed method.

Effect of image matching experience on the accuracy and working time for 3D image registration between radiographic and optical scan images (술자의 영상정합의 경험이 컴퓨터 단층촬영과 광학스캔 영상 간의 정합 정확성과 작업시간에 미치는 영향)

  • Mai, Hang-Nga;Lee, Du-Hyeong
    • The Journal of Korean Academy of Prosthodontics
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    • v.59 no.3
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    • pp.299-304
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    • 2021
  • Purpose. The purpose of the present study was to investigate the effects of image matching experience of operators on the accuracy and working time of image registration between radiographic and optical scan images. Materials and methods. Computed tomography and optical scan of a dentate dental arch were obtained. Image matching between the computed tomography and the optical scan (IDC S1, Amann Girrbach, Koblah, Austria) was performed using the point-based automatic registration method in planning software programs (Implant Studio, 3Shape, Copenhagen, Denmark) using two different experience conditions on image registration: experienced group and inexperienced group (n = 15 per group, N = 30). The accuracy of image registration in each group was evaluated by measuring linear discrepancies between matched images, and working time was recorded. Independent t test was used to statistically analyze the result data (α = .05). Results. In the linear deviation, no statistically significant difference was found between the experienced and inexperienced groups. Meanwhile, the working time for image registration was significantly shorter in the experienced group than in the inexperienced group (P = .007). Conclusion. Difference in the image matching experience may not influence the accuracy of image registration of optical scan to computed tomography when the point-based automatic registration was used, but affect the working time for the image registration.

The Relationship between Smartphone Use and Oral Health in Adolescents

  • Ahn, Eunsuk;Han, Ji-Hyoung
    • Journal of dental hygiene science
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    • v.20 no.1
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    • pp.44-50
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    • 2020
  • Background: Smartphones are a modern necessity. While they are convenient to use, smartphones also have side effects such as addiction. This study assessed the relationship between smartphone use, a part of everyday life in modern society, and oral health. Methods: An analysis was conducted using 2017 Korea Youth Risk Behavior Web-based Survey data. The propensity score estimation algorithm used logistic regression and 1:1 matching algorithm using nearest-neighbor matching. After matching, a total of 15,032 participants were classified into two groups containing 7,516 teenagers each who did and did not use smartphones, respectively. Results: Comparison of oral health behaviors according to smartphone use revealed a statistically significant difference in the frequency of tooth brushing per day, use of oral hygiene products, intake of foods harmful to oral health, and experience of oral health education (p<0.05). The factors affecting oral pain experience of adolescents were examined. Compared to male participants, female participants had an odds ratio of 1.627 for oral pain (p<0.05). According to the household income level, compared to the group with higher income, the group with lower income showed higher oral pain experience (p<0.05). Oral pain experience was 1.601 times more frequent among teenagers using smartphones (p<0.05). Conclusion: The results of this study indicated that use of smartphones by adolescents affected their oral health. These findings indicate the need for improved oral health management through the use of effective school oral health programs and individual counseling by oral health professionals, promotion of information dissemination through public media, and development of prevention strategies.

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
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    • v.19 no.6
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    • pp.118-133
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    • 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.

The Impact of Omnichannel Shopping Experience and Channel Integration on Customer Retention: Empirical Evidence from China

  • WANG, Junbin;JIANG, Xinyu
    • The Journal of Asian Finance, Economics and Business
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    • v.9 no.2
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    • pp.229-242
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    • 2022
  • Creating a new retailing environment to meet the seamless experience requirements of consumers is a challenge for Omnichannel-related businesses. Based on the "appraisal-emotion-response" chain, the purpose of this research is to explore the psychological mechanism of omnichannel integration influencing customer retention and the moderating effect of customer showrooming experience. This research uses a structural equation model in partial least square software to analyze a two-stage survey (Study 1: n = 210; Study 2: n = 342) conducted in China. The results show that channel control experience has three dimensions: perceived channel attribute familiarity, channel type matching, and cross-channel access convenience; consistent interactive experience has two dimensions: information cross-channel consistency and cross-channel service support. Furthermore, both channel control experience and consistent interactive experience are favorable for customer retention through increased customer satisfaction (transactional and retailer satisfaction). Finally, customer showrooming experience positively moderates the relationship between consistent interactive experience and customer satisfaction. This research proposes a self-regulation process model to explain how omnichannel integration enhances consumers' experience, finally leading to consumer retention. The findings contribute to the omnichannel retail business literature and provide management implications for Asian retailers to implement an omnichannel business strategy.

How Internet has Reshaped the User Experience of Banking Service?

  • Nam, Kiheung;Lee, Zoonky;Lee, Bong Gyou
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.10 no.2
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    • pp.684-702
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    • 2016
  • The changes new technologies have brought to banking over the past decade are enormous in their impact on the ways of doing business and providing customer services, most notably in the areas of customer service channels. Banks have been trying to move away from the traditional, branch-based and costly staff-assisted channels toward self-assisted channels, i.e. internet banking and mobile banking, to drive down costs and improve customer loyalty. How internet and mobile have reshaped the user experience of banking service channel? To provide valuable insights for this question, this research investigates and compares customer's channel choice behavior and profit changes from bank's branch closure. Applying the propensity scoring matching method, the results of analysis demonstrates that the mobile channel can be a realistic alternative to conventional branches. Also, the reserch result shows banks can reduce conventional branches while experiencing a positive implications on their profits from the customers. Another significant implication from the research is, to accelerate the shift to digital channels, banks need to put more efforts on developing functions in the mobile channel that will allow friendly interaction with customers and consultation, such as video consultation, interactive chat, and location-based product recommendation.

Implementing a Company Assessment Support System on Job Seekers' Preferences : Using Fuzzy-Analytic Hierarchy Process and Career Maturity (구직자 선호요인 기반 기업평가 지원시스템 구현 : 퍼지 AHP와 진로성숙도 활용)

  • Ryou, Okhyun;Lee, Choongseok
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.38 no.2
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    • pp.63-71
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    • 2015
  • This study is about implementing an job matching web service system based on the Job seeker's company assessment model proposed by the researchers. Basically, the Job seekers' company assessment model is based on the concept that each job seeker can evaluate the recruitment company candidates using job seekers's own major consideration factors. Using the implemented information system, each job seeker's main considerations in job searching process are evaluated and stored and compared to those of other job seekers' or groups' characterized by sex, job experience residential area and etc. by finding out and listing up the companies in the order of the preference of job seeker own or belonging groups, job seekers can be helped to find suitable companies which fit well to themselves.

A Study on Metaverse Culture Contents Matching Platform

  • Kim, Jeong-Gwon
    • International Journal of Advanced Culture Technology
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    • v.9 no.3
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    • pp.232-237
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    • 2021
  • Pre-Corona cultural content was largely formed face to face. For example, the service was great while visiting tourist attractions, visiting performances to see K-Pop, or visiting lectures to learn K-Beauty. However, after the coronation, the virtual world-centered Metaverse began to take the spotlight as non-face-to-face services changed. IT and cultural contents have been combined and developed into various digital services. In that sense, Metaverse, which breaks the boundaries between real-world space and virtual space, has the potential to escape from physical time and space constraints. However, Korea still lacks a Metaverse platform for cultural content. In particular, it is necessary to match each other's necessary services by providing Metaverse -oriented cultural contents that users want, including experienced cultural contents such as K-pop and K-beauty, away from cultural contents that are developed around history museums. Therefore, in this paper, we would like to propose a Metaverse-based cultural content matching platform where users can experience cultural content directly or indirectly.