• Title/Summary/Keyword: 사용자 경험특성

Search Result 311, Processing Time 0.026 seconds

A study on Motivation Factors and User Responses of Mods for PC Game and its Influences to Continuance Intention - Focusing on - (게임의 모드 이용 동기별 사용자 반응이 지속 사용 의도에 미치는 영향에 대한 연구)

  • Choi, Won-Bin;Chang, Byeng-Hee
    • Journal of Korea Game Society
    • /
    • v.21 no.4
    • /
    • pp.25-42
    • /
    • 2021
  • This study investigated motivation factors of mods and their influence on user response to analyze IS Continuance. The data of 610 players of who used mods was analyzed by a Post Acceptance Model of IS Continuance, followed by empirical results. As a result of SEM, the motive factor was divided into the 'Media characteristic', 'Content characteristic', and 'Situational characteristic'. The motive factors significantly affected user response of 'Perceived Usefulness', 'Satisfaction', and 'IS Continuance'; each motivation factors have different influence and 'Content characteristic' significantly affected the IS Continuance.

A Study on Consumers' Perception of and Use Motivation of Artificial Intelligence(AI) Speaker (인공지능 스피커(AI 스피커)에 대한 사용자 인식과 이용 동기 요인 연구)

  • Lee, Heejun;Cho, Chang-Hoan;Lee, So-Yoon;Keel, Young-Hwan
    • The Journal of the Korea Contents Association
    • /
    • v.19 no.3
    • /
    • pp.138-154
    • /
    • 2019
  • This study was conducted to identify the use motivations of AI speaker and examine the characteristics of AI speaker users. Based on the uses and gratifications theory, The study results show that the user motivations of AI speaker are four dimensional, namely escaping from daily problems and maintaining social relationships, information acquisition and learning, entertainment and relaxation and pursuit of practicability. The main AI speaker users are in their 30s, and they are innovative to actively use AI speakers for entertainment purposes such as listening to music. The four sub-dimensions differed as we compared them with user characteristics. Specifically, the motivation for escaping from daily problems and maintaining social relationships varied with gender and age. Moreover, age and informativeness were identified to have an influence on the motivations of information acquisition and learning and entertainment and relaxation. In sum, this research provides practical implications into how to strategically create contents and services for AI speakers.

Requirements Analysis of Manufacturing Industry for the Development of Support System based on Cognitive and Affective Information (인지 및 감성 정보 지원 시스템 개발을 위한 제조업체 요구사항 분석)

  • Huh, Jung;Yoo, Hoon Sik;Ju, Da Young
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
    • /
    • v.6 no.10
    • /
    • pp.549-564
    • /
    • 2016
  • Due to high cost of domestic production structure, steep growth of China's manufacturing business, and increase in oversea's production, building integrated system to support user-centered product design system based on cognitive and affective information is required to restore development of domestic manufacturing business. This paper put purpose on analysing requirements of end users, especially on information equipment business which works as a major industry in manufacturing businesses, and planning system design direction, prior to constructing user-centered product design support system based on cognitive and affective information. Research was conducted to identify current manufacturing process, application data on manufacturing, availability of cognitive and affective information data and its method of use, and necessity of user-centered product design support system based on cognitive and affective information, by carrying out in-depth interview with 6 related manufacturing companies. Need for user's character information was deducted from the interview, especially cognitive and affective information which is demanding for small to medium manufacturing business to research on its own.

The Effects of Characteristics of Mobile Coupon on the User's Perceived Usefulness and Intention of Use Mobile Coupon (모바일쿠폰 특성이 사용자의 지각된 유용성과 쿠폰 사용의도에 미치는 영향)

  • Jung, Seon Mi;Kim, Hyun Gyu;Kim, Young Hun
    • Culinary science and hospitality research
    • /
    • v.22 no.8
    • /
    • pp.192-203
    • /
    • 2016
  • This study examined the effects of characteristics of mobile coupon on the user's perceived usefulness and intention of using mobile coupon in order to suggest directions to enhances marketing strategies for foodservice company. The research model for this study was designed based on the hypothesis that the characteristics of mobile coupon influenced both the user's perceived usefulness and purchase intention. Based on total 227 customers obtained from the empirical research, this study reviewed validity, reliability and fitness of research model. Major findings of empirical analysis could be summarise as follow. First, among the characteristics of mobile coupon, the easiness of acquisition and the economic value of the mobile coupon had an influence on the mobile coupon user's perceived usefulness. Second, the easiness of acquisition and the economic value of the mobile coupon had an influence on the intention of using mobile coupon. Third, the mobile coupon user's perceived usefulness had an influence on the intention of using mobile coupon.

합리적인 터널설계를 위한 정량화 지표(Multiple Index)개발 및 적용에 관한 연구

  • 위용곤;박준경;전성권;김영근
    • Proceedings of the Korean Society for Rock Mechanics Conference
    • /
    • 2002.10a
    • /
    • pp.31-42
    • /
    • 2002
  • 최근 지하철 터널은 사용자 편의성, 도심지 접근성 및 원활한 교통처리 등을 고려하여 지반조건이 불리한 상황에서도 터널로 계획되는 경우가 많아지고 있다 따라서 시공중의 터널안정성확보, 굴착에 따른 인접구조물의 침하영향, 발파진동영향 등을 종합적으로 고려한 지보패턴 및 보조·보강공법의 결정이 매우 중요하나 정량적인 판단기준의 부재로 인하여 주로 경험적인 설계에 의존하는 경우가 많다. 본 연구에서는 도심지 지하철 터널의 복합적인 거동특성을 고려하기 위하여 여러 가지 예상위험요소의 정량화 방안을 제안하고, 다변량 통계분석기법을 활용하여 여러 가지 위험 요소들의 특성을 함축적으로 나타내는 소수의 총합적인 지표(안정성인자, 환경성인자)로 대표화 할 수 있음을 검증하였다. 안정성 인자 및 환경성 인자를 이용한 서울시 지하철 00공구 설계사례를 통해 정량화지표(Multiple Index)의 터널설계에의 적용성을 평가하고 이의 설계시 활용방안을 제안하고자 하였다.

  • PDF

A Study on Techniques for Semantic Search based on Defense Software Component Grid (국방 컴포넌트그리드 기반의 시맨틱 검색 기술의 연구)

  • Her, Yun;Kim, Su-Kyoung;Choi, Ho-Jin
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2009.11a
    • /
    • pp.877-878
    • /
    • 2009
  • 본 연구는 국방 소프트웨어 컴포넌트그리드 환경의 자산저장소를 지원하는 시맨틱 검색 시스템을 설계하고 개발하는데 바탕을 두고 있다. 컴포넌트그리드 환경의 자산저장소의 중요한 특성은 재사용성과 상호운용성 그리고 유용성을 보장하는 것이다. 이러한 특성을 만족하는 시맨틱 검색 시스템을 개발하기 위해서는 기반 기술에 대한 심도 있는 기초 연구가 필요하다. 본 논문에서는 이러한 기술들 중 현재 연구 중인 몇 가지를 소개하고 적용 방법을 제안하고자 한다. 이러한 기술로는 사례기반추론을 이용한 소프트웨어 개발 경험재사용 연구, 유사한 컴포넌트들의 추출을 위한 의미기반의 유사도 연구, 그리고 사용자 질의의 추론과 매칭을 위한 추론규칙 연구 등이 있다. 본 연구에서는 다양한 형태의 산출물들의 저장 및 검색을 위한 기술들을 조사하고 이를 연구하여 향후 컴포넌트그리드 환경의 자산저장소의 시맨틱 검색을 제공하기 위한 기초로 활용할 예정이다.

The Effect of Metaverse Presence on Intention to Continuous Use Through User Motivation: Moderating Effect of Normative Interpersonal Influence (메타버스 실재감이 사용자의 이용 동기를 통해 지속적 이용의도에 미치는 영향: 규범적 대인 민감성의 조절 효과)

  • Hwang, Inho;Kim, Jin soo;Lee, IL Han
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
    • /
    • v.17 no.3
    • /
    • pp.119-133
    • /
    • 2022
  • The COVID-19 pandemic is rapidly changing the behavior of members of society. Typically, the strong contagious power of the virus minimizes interaction between people in the real world, and they keep interaction activities to a minimum through online activities. Recently, as people demand online activities that enhance a sense of reality, the metaverse, which strengthens the 3D technology-centered sense of presence capability, is being chosen by people. The purpose of this study is to suggest a strategic direction for the establishment of the metaverse business model of startups by presenting factors for users' use and gratification of the metaverse. In detail, this study proposes the motivation for using the metaverse by reflecting the uses and gratification theory, and suggests a method to strengthen the motivation for the metaverse by reflecting the presences provided by the metaverse plotform and individual characteristics (normtive interpersonal influence). We surveyed people over 20 years of age who experienced metaverse and obtained 314 samples. In addition, we conducted the main effect analysis using the structural equation model and the moderating effect analysis using Process 3.1. As a result of hypothesis testing, we confirmed that metaverse presence (telepresence, social presence) has a positive effect on intention to continuous use by increasing metaverse's use and satisfaction factors (information, enjoyment, social interactivity). In addition, we found that individuals' normative interpersonal influence moderated the positive relationship between uses and gratification factors(enjoyment and social interactivity) intention to continuous use. Our study suggests strategies for establishing a user-centered business model for companies related to the metaverse.

An Improvement of the Public Library Application Service -Focused on the Young-In Si Library Application Service- (시립 도서관 애플리케이션 서비스 방안 연구 -용인시 도서관 애플리케이션을 중심으로-)

  • Kim, Da-Eun;Kim, Seung-In
    • Journal of Digital Convergence
    • /
    • v.15 no.3
    • /
    • pp.301-306
    • /
    • 2017
  • With the popularization of smart-phone, a variety of application service user is a rising trend now. In contrast, studies concerning library application service that cast a long shadow over the life of students and citizens still lacking in many ways. This study evaluates user experience of Young-in Si public library application service, and investigates user requirements. I searched the real user reviews about Young-in Si library application both App store and Android market. As the final outcome, I found inconveniences and improvements of this service. The application is intuitive, but requires consistent design, strong identity and customizing main page. It will be suggested specific guidelines for the public library mobile services in other areas.

Facebook Fatigue: Narcissism, Reputation Concern, and Expectation of Others' Responses (페이스북 피로감에 대한 연구: 자기애, 평판근심, 반응기대를 중심으로)

  • Lee, Jongmin;Lee, Jihye;Sung, Yongjun
    • Journal of the HCI Society of Korea
    • /
    • v.13 no.3
    • /
    • pp.35-42
    • /
    • 2018
  • Social Networking Sites (hereafter SNSs) have become a part of people's daily routines. Beginning as a hobby/communicating tool for a specific group of people, SNSs have expanded in terms of the number of users, frequency of access, and depth and range of sharing. It is recently reported that the users experience SNS fatigue from being connected at all time. However, limited research has addressed this issue. The purpose of the present study was to examine the mediating role of reputational concern and expectation of others' responses on the relationship between narcissism and Facebook fatigue. A total of 329 Facebook users completed an online survey. The results showed that individuals who rated high on narcissism experienced a high level of Facebook fatigue, and that both reputational concern and expectation of others' responses partially mediated the relationship between narcissism and fatigue. Implications of the findings and suggestions for future research are discussed.

  • PDF

A Consideration of Social Presence and Augmented Reality in Locative Media (로커티브 미디어의 증강현실과 사회적 현존감에 대한 고찰)

  • Choi, Seung-Young;Chang, Woo-Jin
    • The Journal of the Korea Contents Association
    • /
    • v.11 no.8
    • /
    • pp.88-101
    • /
    • 2011
  • Locative media is fundamentally different from traditional media in terms of being packed with user's space, place, and position nearby, which does not simply mean user's physical coordinates. This study has been started that I was drawn by the tendency of which current locative media contents are based on 'location-based information,' and closely related with 'Augmented Reality.' I wonder how media user's psychological experience/involvement are revealed when the media environment changes by the progress of technology. I wonder how media users perceive 'social presence' formed by locative media in current locative media environment. Particularly, the fact that user's perception of social presence formed in locative media conflicts with the previous computer-mediated communication(CMC)'s attributes deepened my curiosity. In this study, the idea of 'more-proper-construct' is suggested, the characteristics of social presence in current locative media is considered, and is investigated by qualitative methodology how the 'location-based' attributes and 'AR' contribute to forming the social presence.