• 제목/요약/키워드: User Data Elements

검색결과 306건 처리시간 0.026초

`도서관에서의 RFID'(ISO/DIS 28560)에서 사용자 데이터 요소의 분석 및 대응 (Analysis and Countermeasure of User Data Elements on 'RFID in Libraries'(ISO/DIS 28560))

  • 최재황;조현양
    • 한국도서관정보학회지
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    • 제40권3호
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    • pp.25-47
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    • 2009
  • 본 연구의 목적은 ISO/DIS 28560을 분석하여 우리나라 도서관에서의 RFID 대응 방안을 모색하는데 있다. 이를 위하여 ISO/DIS 28560 제1부의 사용자 데이터 요소와 제2부 및 제3부의 인코딩 규칙이 분석되었다. 또한, ISO/DIS 28560의 사용자 데이터 요소에 대한 대응 사례가 조사되었고, 이를 바탕으로 우리나라 도서관 RFID 환경에서 최적의 사용자 데이터 요소를 제안하였다. 본 연구에서 제안한 사용자 데이터 요소는 <고유 자료 식별자>, <소장 도서관 코드>, <세트 정보>, 4개이다. 본 연구는 앞으로 우리나라 도서관 RFID 환경에서 RFID 태그 내 사용자 데이터 요소를 결정하는데 있어서 논의의 시발점이 되기를 기대한다.

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실내공간의 유형별 이미지 평가를 통한 정보획득특성에 관한 연구 - 성별 비교를 중심으로 - (A Study of Data Acquiring Characteristics Through Image Evaluation by Types of Interior Space - Focused on Gender Comparisons -)

  • 최계영;최주영;김종하
    • 한국실내디자인학회논문집
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    • 제20권5호
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    • pp.143-151
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    • 2011
  • Since it is important to understand data acquiring characteristics through relationship between spatial types and spatial elements and apply it to spatial plans for smooth communication between designer and user of space, the conclusions gained from analysis of data acquiring characteristics of spatial elements through image evaluation by types of interior space can be summarized as in the followings: First, for the amount of acquired data by types of interior space, it shows that the acquired amount of data is to change by types and data acquiring method (phrase and image) even though the spatial elements are same. Second, for the data acquiring process of spatial types by gender, it shows that there is a big difference in acquiring of data according to the evaluation method by phrase and image. Third, for the amount of acquired data of spatial types by gender, it shows that there is a difference between male and female, which is by "classic ${\rightarrow}$ modern ${\rightarrow}$ natural" in case of male and "classic ${\rightarrow}$ natural ${\rightarrow}$ modern" in case of female. regarding both of phrase and image. Fourth, for the evaluation by gender, it shows that there is a deviation in the value of difference according to the elements by which data acquiring characteristics evaluate space. It is considered that this deviation characteristic is in need of reflection in the process of spatial evaluation. This study analyzed data acquiring characteristics of space user's spatial elements through image evaluation by types of space to understand how data acquiring would be changed of spatial elements according to type and gender. Through this study, it expects to make clear that, when a designer is planning a certain space, if the space can be a space for the user by understanding of which elements should be exposed to users by types to acquire more data.

공공 휴양림과 민간 휴양림의 개발요소별 이용 만족도의 차이 (Differences of Resources of Natural Recreation Forest Developed by Public and Private Body)

  • 장병문
    • 한국조경학회지
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    • 제29권4호
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    • pp.24-33
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    • 2001
  • The purpose of this paper is to examine the differences of user´s satisfaction of development elements of natural recreation forest(NFR) developed by public and private bodies in order to answer the research question: What is the differences of user´s satisfaction of development elements of NFR\ulcorner After reviewing the literature, mechanism of outdoor recreation, and development elements in NRF, we constructed the conceptual framework and have formulated the hypothesis of this research. We had obtained data through a questionnaire, which surveyed 584 visitors at 10 of the 72 natural recreation forests in Korea in 1999. We have analyzed the data using he descriptive statistical method, the mean difference test, and logistic regression method. We have found that 1) all the development elements have turned out to be significantly different from the mean difference test, 2) the two elements of atmosphere and activity have turned out to be statistically significant in determining the difference of NFR developed by public and private body in logistic regression analysis while user´s satisfaction in recreational resources, facilities and service make no differences between public and private NRF, 3) the higher the degree of user´s satisfaction in atmosphere and activity at NFR, the more the NFR developed by private body, and 4) their relative contribution of atmosphere and activities on whether the NFR is developed by public or private body have been turned out to have 0.258 and 0.242 respectively, which have a similar importance. The research results suggest that a guideline for the creation of marketable NFR by public and private developer, and development of use-programs and recreational atmosphere be recommended in the planning and development process of NRF. The approach and anlaysis method adopted by this research is highly useful for an evaluation of NRF developed by the tow bodies and development of devices for increasing user´s satisfaction and marketing positioning of NRF by the tow developers. It is recommended that more empirical study on individual development elements affecting user´s satisfaction be performed in the future.

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A Study on Anthropomorphic Animal Characters Search System Visualization for UX Design

  • Lee, Young-Suk
    • 한국멀티미디어학회논문지
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    • 제17권12호
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    • pp.1521-1527
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    • 2014
  • This paper presents to design User eXperience(UX) of anthropomorphic animal characters search system (hereinafter, AACSS) for efficient user search. To this end, meta data were utilized herein to elevate the search efficiency of multimedia information and text information. Anthropomorphic animal characters require the human elements and the animal elements, thus this paper extracted the key elements of meta data as below; phenotypic element in animal system classification (Morphologic property elements, Ecological property elements, Behavioral property elements), emotion classification, which is the trait of personification and the Step of Anthropomorphic Animal Characters.

비영역적 업무공간의 사용자 의식에 관한 연구 (A Study on User Awareness regarding Non-Territorial Workplaces)

  • 조지연;박영기
    • 한국실내디자인학회논문집
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    • 제13권6호
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    • pp.196-204
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    • 2004
  • Non-territorial workplace has different characteristic from conventional workplace in terms of interior and architectural design and organization management even the user awareness. The purpose of this study is to examine the non-territorial workplace and suggest needs for improving the quality and efficiency of work. To fulfill this task, information describing various environmental conditions and user awareness were gathered from the non-territorial office in Seoul. Data were collected by using questionnaires regarding general information of user and satisfaction of environmental elements that were established on pre-study. Finally, based on the results of this study, the users of non-territorial workplace seem to be satisfied with utilization of space and working but discontent with psychological element such as privacy, security and affinity. Therefore designers should focused more on psychological elements according to users awareness which is the finding in this study among other elements.

빅데이터 감성분석에 따른 공항 공공예술 디자인 요소 및 선호도 연구 (Research on Airport Public Art Design Elements and Preferences Based on Big Data Sentiment Analysis)

  • 장온;추장운;김치용
    • 한국멀티미디어학회논문지
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    • 제25권10호
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    • pp.1499-1511
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    • 2022
  • In the context of globalization, circulation between cities has become more frequent. The airport is no longer just a place for boarding, disembarking, and transportation, but a public place that serves as the communication function of the "aviation city". The intervention of public art in the airport space not only gives users a sense of space experience, but also becomes a unique carrier for city and country image shaping. The purpose of this paper is to study the emotional value brought by airport public art to users, and to investigate the correlation analysis of public art design elements and user preferences based on this premise. The research methods are machine learning method and SPSS 21.0. The user's emotional value is introduced in the big data evaluation, and the preference and inclination of airport users to various elements of public art are analyzed by questionnaire. Through the research conclusion, the preference and main contradiction of users in the airport for the four dimensions of public art design elements are obtained. Opinions and optimization methods to provide reference data and theoretical support for public art design.

자연공원의 분위기가 이용자의 만족도에 미치는 영향 - 국립공원과 도립공원을 대상으로 - (The Atmospheric Factors Affecting User's Satisfaction in Natural Parks)

  • 장병문;배민기
    • 한국조경학회지
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    • 제30권1호
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    • pp.29-43
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    • 2002
  • The purpose of this paper is to examine atmospherical factors affecting user's satisfaction in natural park to answer the research question: what are the effects of atmosphere on user's satisfaction in natural parks(NP). After reviewing the literature, mechanism of NP, and use elements in NP, We constructed the conceptual framework and have formulated the hypothesis of this research. We had obtained data through a questionnaire, which surveyed 508 visitors at 6 of the 73 NP in Korea in 2001, based on stratified sampling method. We have analyzed the data using descriptive statistical methods, the mean difference test, Pearson's correlation analysis, and the multiple linear regression method. We found that 1) the five atmospheric variables, j.e., number of users(NOU), crowding, damage to park resources(DPR), and maintenance of park resources and facilities(MPRF), encounter level(EL) affecting user's satisfaction, have tuned out to be statistically significant at a five percent level. The direction of the relationship between user's satisfaction and MPRF, NOU, EL is the same as that of the dependent variable and the opposite of crowding, and BPR, 2) in bivariate analysis, the positive relationships between user's satisfaction and park resources, MPRF are fairly high and statistically significant. The higher the value of DPR, and crowing, the lower the degree of user's satisfaction, 3) in multivariate analysis, such variables as NOU, crowding, DPR, EL, and MPRF affecting user's satisfaction have been statistically significant at five percent level, and 4) the relative contribution of MPRF, park resources, park facilities, NOU, crowding, DPR, and size of activity space on user's satisfaction have been determined to have respectively 6.00, 4.78, 2.53, 1.83, 1.64, 1.59 and 2.03 times more important than that of EL. Among the atmospheric variables, MPRF is the most important at 1.26 times higher than that of park resources. The research results suggest that the development of devices for the increase in user's satisfaction and user management program based on the knowledge we have found, be recommended in the planning and development process of natural park. The approach adopted by this research is valid and useful for evaluation criteria of NP. It is recommended that more empirical studies by activity types, activity spaces, and seasons on atmospheric elements affecting user's satisfaction be performed in the future.

빅데이터를 통한 브랜드 평가 맵 제안 : 현대자동차 제품 평가 중심으로 (Proposal of Brand Evaluation Map through Big Data : Focus on The Hyundai Motor's Product Evaluation)

  • 윤대명;이용혁;이봉규
    • 한국IT서비스학회지
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    • 제19권4호
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    • pp.1-11
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    • 2020
  • Through text mining, sentiment analysis, and semiotics analysis, this study aims to reinterpret the meaning of user emotional words and related words to derive strategic elements of brand and design. After selecting a local car manufacturer whose user opinion on the brand is a clear topic, web-crawl the car comments of the manufacturer directly created by the users online. Then, analyze the extracted morphology and its associated words and convert them to fit the marketing mix theory. Through this process, propose a methodology that allows consumers to supplement and improve brand elements with negative sensibilities, and to inherit elements with positive sensibilities and manage brands reasonably. In particular, the Map presented in this study are considered to be fully utilized as information for overall brand management.

텍스트 마이닝 기반의 자산관리 핀테크 기업 핵심 요소 분석: 사용자 리뷰를 바탕으로 (An Analysis of Key Elements for FinTech Companies Based on Text Mining: From the User's Review)

  • 손애린;신왕수;이준기
    • 한국정보시스템학회지:정보시스템연구
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    • 제29권4호
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    • pp.137-151
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    • 2020
  • Purpose Domestic asset management fintech companies are expected to grow by leaps and bounds along with the implementation of the "Data bills." Contrary to the market fever, however, academic research is insufficient. Therefore, we want to analyze user reviews of asset management fintech companies that are expected to grow significantly in the future to derive strengths and complementary points of services that have been provided, and analyze key elements of asset management fintech companies. Design/methodology/approach To analyze large amounts of review text data, this study applied text mining techniques. Bank Salad and Toss, domestic asset management application services, were selected for the study. To get the data, app reviews were crawled in the online app store and preprocessed using natural language processing techniques. Topic Modeling and Aspect-Sentiment Analysis were used as analysis methods. Findings According to the analysis results, this study was able to derive the elements that asset management fintech companies should have. As a result of Topic Modeling, 7 topics were derived from Bank Salad and Toss respectively. As a result, topics related to function and usage and topics on stability and marketing were extracted. Sentiment Analysis showed that users responded positively to function-related topics, but negatively to usage-related topics and stability topics. Through this, we were able to extract the key elements needed for asset management fintech companies.

시각적 몰입감 향상에 관한 VR 게임의 사용자 평가 연구 (A Study on User Evaluation of VR Games on Improving Visual Immersion)

  • 이랑구;정진헌
    • 디지털융복합연구
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    • 제20권2호
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    • pp.407-413
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    • 2022
  • 본 연구는 초기 연구를 통해 제작하고 개발한 'COVID-19 SABER' VR 게임의 기술적, 내용적 구성 요소가 사용자의 시각적 몰입감 향상에 영향을 미치는지 알아보기 위해 사용자 체험과 설문을 통해 실증 분석을 진행하였다. 그 결과 먼저, 기술적 구성 요소의 해상도, 시야각, 이펙트, 디자인 품질에 관한 가설은 채택되었고, 프레임 레이트, 조명의 밝기에 관한 가설은 기각되었다. 다음으로, 내용적 구성 요소의 가설은 배경, 연출, 색상과 질감, 흥미와 재미에 관한 가설은 채택되었고, 스토리텔링에 관한 가설은 기각되었다. 정리하면, VR 게임의 시각적 몰입감 향상을 위해서는 기술적 구성 요소의 해상도, 시야각, 이펙트, 디자인 품질과, 내용적 구성 요소의 배경, 연출, 색상과 질감, 흥미와 재미를 중심으로 설계하고 제작해야 한다는 결과를 도출하였다. 본 연구 결과는 향후 사용자의 시각적 몰입을 유도하고 향상할 수 있는 VR 게임의 제작 및 개발 분야에 기초 자료가 될 것으로 기대한다.