• Title/Summary/Keyword: 모바일 정보이용행태

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Development of Contents Platform for Bus Tour Service based on the bus stop (버스관광 서비스 제공을 위한 버스정류소 기반 콘텐츠 플랫폼 개발)

  • Kim, Min-Kyo;Kim, Sang-Hoon
    • Journal of Digital Contents Society
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    • v.19 no.6
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    • pp.1091-1096
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    • 2018
  • The purpose of this paper is to provide a convenient platform for bus users and a platform to provide tourist services suitable for bus tourism as integrated services. Recently, the number of FIT tourists for recreational purposes using public transportation is increasing as the bus use environment is improved. Accordingly, we need a tourist platform that meets the needs of tourists. In particular, a bus information providing algorithm is implemented using a bus information public API to more conveniently use the bus information providing system, and a user use behavior data collection module and a data mining module To develop a contents platform based on a bus stop for bus tourism services to FIT tourists using public transportation.

A Study on the Design of Mobile Catalog Search Interface in Academic Libraries (대학도서관 모바일 목록의 검색 인터페이스 설계 방안 연구)

  • Jeong, Seo-Young;Lee, Sung-Sook
    • Journal of Information Management
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    • v.43 no.4
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    • pp.97-117
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    • 2012
  • The purpose of this study is to present the design of search interface of mobile catalog of University libraries by identifying the current situation of search interface of mobile catalog of domestic and overseas academic libraries and users' preferences derived by survey, and reflecting the combined results. The investigation on current situation of search interface of mobile catalog of domestic University libraries was carried out by using checklist for functional assessment targeting 82 mobile catalogs. For overseas examples, contents and functional elements about 15 mobile catalog search interface of academic libraries in England and US were examined and analyzed. In addition, three domestic University libraries's mobile catalogs were selected as research targets and the survey was carried out to identify the situation of use of mobile catalog and preference on search interface.

A Study on the Email Management of Undergraduate Students (대학생의 이메일 관리 행태 연구)

  • Jiyoon Han;Hye-Eun Lee
    • Journal of the Korean Society for information Management
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    • v.40 no.1
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    • pp.149-173
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    • 2023
  • This study examines email records management patterns of undergraduate students and their perceptions of university email policy. The research collected data from 317 undergraduate students using a survey based on the five essential elements of email records management: common elements, email creation, email management, email preservation, and perception. Also, an in-depth interview was conducted with 6 undergraduate students, according to the method of university email service: Google, Microsoft, and in-house webmail. As a result, undergraduate students used email as an address book, cloud storage, file storage, and collaboration tool, and they had difficulties in systematically managing the email records according to the records lifecycle. Also, there was a tendency to prefer using an external email platform that can use additional functions to in-house webmail that has limitations in mobile service and preservation of attachments. Thus, this study suggests ways to help undergraduate students manage their email records, including maintaining graduates' email accounts, providing sufficient email storage, and providing email records management training and guidelines for undergraduate students.

Signal Typology and Decision Making Process Using Signals in Mobile Game Platform (모바일 게임 플랫폼에서의 시그널의 유형과 시그널을 이용한 의사결정과정)

  • Bae, Joonheui;Koo, Dong Mo
    • Journal of Korea Game Society
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    • v.17 no.4
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    • pp.117-128
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    • 2017
  • This research is the qualitative research on signals that mobile game users use to solve asymmetric information of game quality. Based on signal theory, we gathered data using Netnography. The findings are four types of signals for mobile games: platform-based signals with high/low participation rate of consumers, game developing company-based signals with high/low participation rate of consumers. The features that mobile gamers make decisions using signals are the following. First, ranking and the number of download have initial standard. Second, game marketing platform can be one of signals. Finally, the preference of signals is different with the goals and using pattern of games.

Stages of Change to Health Behavior and Health Information-Seeking Behavior of Health Application Users (건강 앱 이용자들의 단계적 건강행위변화와 정보탐색행태)

  • Yi, Yong Jeong
    • Journal of the Korean Society for Library and Information Science
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    • v.51 no.4
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    • pp.161-181
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    • 2017
  • The present study aimed at investigating health information seeking behaviors of health information consumers who changed their health behaviors by using mobile health applications according to the dynamic stages of change. For this purpose, the study analyzed the changes of perception, health information needs and seeking behaviors of health information consumers in each stage by employing Stages of Change as a theoretical framework. A total of 30 college students participated in this study to change health behaviors such as smoking or alcohol cessation, and regular exercise, while using health applications for 3 months; then written interviews were conducted with these students based on their experiences. Findings indicated that the study participants used diverse information sources, including social media and the Internet, seeking for different types of sources of information according to information needs. Above all, the health information needs and seeking behaviors examined in active utilization of health applications by consumers in the stage of action suggest the implications of health information services, particularly through health applications. In addition, stress management and relapse that consumers experienced while attempting health behavior changes, and the positive and negative effects of behavior changes inform health information providers of insights for supporting consumers' changes of health behaviors.

A Study on Improving of Access to School Library Collection through High School Students' DLS Search Behavior Analysis (고등학생의 DLS 검색행태 분석을 통한 학교도서관 자료 접근성 향상 방안 고찰)

  • Jung, Youngmi;Kang, Bong-Suk
    • Journal of Korean Library and Information Science Society
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    • v.51 no.2
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    • pp.355-379
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    • 2020
  • Digital Library System(DLS) for the school library is a key access tool for school library materials. The purpose of this study was to find ways to improve the accessibility of materials through analysis of students' information search behavior in DLS. Data were collected through recording of 42 participants' DLS search process, and questionnaire. As a result, the search success rate and search satisfaction were found to be lower when the main purpose of DLS is simple leisure reading, information needs are relatively ambiguous, and when user experiences the complicated situations in the search process. The satisfaction level of search time sufficiency was the highest, and the search result satisfaction was the lowest. Besides, there was a need to improve DLS, such as integrated search of other library collection information, the recommendation of related materials, the print output of collection location, voice recognition through mobile apps, and automatic correction of search errors. Through this, the following can be suggested. First, DLS should complement the function of providing career information by reflecting the demand of education consumers. Second, improvements to DLS functionality to the general information retrieval system level must be made. Third, an infrastructure must be established for close cooperation between school library field personnel and DLS management authorities.

Revisiting the e-Government Maturity Model: Significance, Limitations, and Suggestions (전자정부 성숙도 모델의 재검토: 모델의 의의와 한계, 실증분석을 통한 제언)

  • SUNG, WOOKJOON
    • Informatization Policy
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    • v.30 no.3
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    • pp.3-28
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    • 2023
  • This study aims to analyze the usage behavior of e-government service users based on the e-government maturity model and provide suggestions for advancement of the e-government services. The changes in Korea's e-government services were analyzed as follows; 1) Proportion of use of e-government services in Korean public services, 2) E-government service types/stages use, 3) Service use by platform 4) User response to e-government service 5) Users' requests for future e-government service usage methods. For the analysis, this study used data from Korea's 2012-2020 e-government usage behavior survey data. As a result of the analysis, first, the proportion of e-government service has been continuously increasing, and second, the use of the e-participation stage is relatively low compared to the presenting information, interaction, and transaction stages. Third, by platform, e-government service has been expanded to various access platforms such as mobile, kiosk, and SNS centering on the web. Fourth, users' satisfaction with e-government service is very high. However, to vitalize e-government services, users requested improvements such as providing one-stop integrated services and simplifying authentication procedures. Based on the analysis results, this study 1) reflects the user's point of view in the maturity model of e-government, 2) considers access to various platforms according to the development of digital technology, 3) improves the e-government maturity model through data-based analysis such as user usage behavior suggested the need.

Design and Implementation of a Location Privacy System supporting Privacy Self Controls (프라이버시 자기제어를 지원하는 위치정보 프라이버시 시스템의 설계 및 구현)

  • Lee, Eung-Jae;Ju, Yong-Wan;Nam, Kwang-Woo
    • Journal of KIISE:Computing Practices and Letters
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    • v.16 no.8
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    • pp.853-862
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    • 2010
  • As the mobile device and broadband wireless internet such as WiBro, HSDPA is widely spreading, various types of advertisement and services based on personal location information can be provided. However, with convenience supported by these services, it is possible to be increased an invasion of privacy such as personal location and moving pattern. In this paper, we analysis an essential element for protection of privacy related on location information in mobile environment and propose location privacy protocol for managing location privacy self-control. And we design and implementation prototype of location privacy self-control system which is able to manage user's location privacy condition oneself using the proposed location privacy protocol.

The Effect of Motivation for Using Mobile Social Network Games on the Game Attitude, Continuous Use Intention and Intention to Recommend the Game (모바일 소셜 네트워크 게임 이용 동기가 게임태도와 지속적 이용의도 및 추천의도에 미치는 영향)

  • Youm, Dong-sup
    • Journal of Digital Convergence
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    • v.15 no.1
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    • pp.453-459
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    • 2017
  • This study was conducted to review the usage behavior of mobile social network games that are attracting attention as a new growth engine in the game market. To that end, a survey was conducted on 250 male and female university students. The result of the study showed that first, the relationship formation motivation and seeking fun during leisure times in association with mobile social network games had a positive effect on game attitudes. Second, the relationship formation motivation had a positive effect on the continuous use intention. Third, the relationship formation motivation and the fun-seeking motivation had a positive effect on word-of-mouth recommendation, while the relationship formation motivation and advertisement recommendation motivation had a positive effect on the intention to recommendation online formats. Fourth, the attitude towards mobile social network games had a positive effect on the continuous use intention. Lastly, the attitude towards mobile social network games had a positive effect on only the intention to recommendation through word-of-mouth. This study is expected to provide useful and basic data for the development of quality game content that will cater to users' needs.

The Impact of Location-based Mobile Curation Characteristics on Behaviors of Art Gallery Visitors (위치기반 모바일 큐레이션 특성이 미술관 관람객의 관람행태에 미치는 영향)

  • Sangwoo Seo;Taeksoo Shin
    • Information Systems Review
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    • v.22 no.2
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    • pp.167-199
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    • 2020
  • The ICT-based curation as a series of experiences with the mobile exhibition-guide applications or guide programs in art galleries helps visitors fully immersed in the exhibition and allows them to have more informative and convenient guide experience at art galleries. This study aims to verify how the factors of ICT-based curation affects the commitment and satisfaction of visitors at art galleries, figure out whether the visitors' commitment has effects on their satisfaction, and then finally test the impact of their commitment and satisfaction on their revisit intention. In order to validate the cause-and-effect relationships between these factors, the ICT-based curation in this paper is categorized into five factors - gamification, quality of image/video information, quality of sound/text information, contextual offer, and instant connectivity. The main results of the study are as follows. First, only the gamification has significantly positive effects on the commitment of art gallery visitors, while other two factors - the instant connectivity, and the quality of sound/text information - have significantly positive effects on the satisfaction of visitors. Second, the commitment of visitors also has significantly positive effects on their satisfaction. Third, the commitment of the visitors don't have significantly positive relationship with their intention of revisit, but the satisfaction of the visitors have significantly positive relationship with their intention of revisit.