• Title/Summary/Keyword: 사용자 경험특성

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A Study on the Effects of a User's App Characteristics and Personal Characteristics on Attitudes, Trust, and Reuse Intention towards Delivery Apps (사용자의 앱특성과 개인특성이 배달앱에 대한 태도,신뢰 및 재사용의도에 미치는 영향에 관한 연구)

  • Park, Yong-Jeong;Ryu, Gi-Hwan
    • The Journal of the Korea Contents Association
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    • v.22 no.9
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    • pp.113-125
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    • 2022
  • The purpose of this study is to examine how the app characteristics of delivery apps and personal characteristics influence consumers' attitudes, trust, and reuse intention. To address the goal, this researcher selected consumers having experience in ordering food through a delivery app as subjects and carried out a survey with a structured questionnaire from April 1st to 30th, 2022, and then collected the results through Google Surveys due to the prevalence of COVID-19. The main results are summed up as follows. First, it has been found that app characteristics influence their attitudes, trust, and reuse intention. Second, personal characteristics have significant effects on their attitudes, trust, and reuse intention. Third, their attitudes and trust have been found to exert effects on their reuse intention. This study is distinct from previous studies in that it has considered app characteristics and personal characteristics both in examining the factors to realize the continuous use of delivery apps. Moreover, this study is significant in that based on the results, it has revealed that factors associated with app characteristics and personal characteristics are crucial to enhance their intention to reuse delivery apps.

A Study on Project Performance in Cloud Computing : Focus on User Experience of GoogleDocs (클라우드 컴퓨팅 환경에서의 프로젝트 수행 성과에 관한 연구 : GoogleDocs 사용 경험을 중심으로)

  • Woo, Hyeok-Jun;Shim, Jeong-Hyun;Lee, Jung-Hoon
    • The Journal of Society for e-Business Studies
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    • v.16 no.1
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    • pp.71-100
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    • 2011
  • There are expectations about future internet technology with IT development by end-users. Cloud computing is attracted to satisfy those demands. However, adoption of cloud computing is not active that much. Therefore, this study verified how cloud computing environment affects performance of team project. We conducted empirical study on performance of team project with cloud computing as technology tool focusing on Task-Technology Fit Model. We collected samples that were undergraduate and graduate school students and had experience on initial cloud computing such as Google-Docs and Webhard when they conducted team project for assignment. We focused on accessibility and reliability as task-technology fit and those variables treated as first order factor. Result showed that cloud computing is suitable technology tool for team project. This study suggests positive effects of cloud computing for collaboration by proving perceived fit and performance in initial cloud computing.

Antecedents Affecting the Information Privacy Concerns in Personalized Recommendation Service of OTT

  • Yujin Kim;Hyung-Seok Lee
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.4
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    • pp.161-175
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    • 2024
  • In this paper, we examined the causes of privacy concern and related factors in personalized recommendation service of OTT. On the basis of the 'Big Five Personality model,' we established factors such as agreeableness, neuroticism, conscientiousness, extraversion, and openness to experience. Additionally, we established factors such as accuracy, diversity, and novelty of OTT recommendation's services, and perceived transparency. we analyzed the relationship between privacy concern, service benefit, and intention to give personal information. Finally, we analyzed the mediating effect of service benefits on the relationship between privacy concern and intention to give personal information. The results of this study showed that (1) neuroticism, extraversion and openness to experience had the significant effects on privacy concerns, (2) perceived transparency had the significant effects on privacy concern, 3) privacy concern and service benefit had the significant effect on intention to give personal information, and (4) as a result of multi-group analysis towards low and high groups to verify the moderating effect by service benefits, a significant difference was observed between privacy concern and intention to give personal information. The findings of the study are expected to help the OTT firms' understanding towards users' privacy protection behaviors.

Self-Powered Smart Jump-Rope to Transform an Intensive Physical Activity into Electricity-Generating Fun Experience (고강도의 줄넘기 운동을 지속 가능하고 즐거운 경험으로 만들기 위한 에너지 자립형 스마트 줄넘기)

  • Jo, Jonghyun;Yeo, Jungjin;Park, Heajeong;Ryu, Munho;Yang, Yoonseok
    • Journal of the HCI Society of Korea
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    • v.9 no.2
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    • pp.13-21
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    • 2014
  • Jump-rope is a simple and effective exercise, but its intensive exercise load and monotonous pattern make it difficult to perform consistent workout. On the other hand, jumping rope accompanies large amount of kinetic energy which can be converted into electrical energy. In this study, we designed and implemented a self-powered jump-rope which can support the low-power embedded Bluetooth system inside it. The embedded system wirelessly transmits the acceleration data measured during jumping-rope exercise to a smartphone. We also developed a smartphone app which can count the number of jumps and provide real-time feedback with sound and animated graphic effects in a game context. Pilot test using the prototype smart jump-rope verified that it can be useful to motivation for the jump-rope exercise and make the exercise more effective by providing users with precise information about their exercise. We expect that the developed self-powered jump-rope will change the exercise from an intensive physical activity into electricity-generating fun experience combined with smartphone game, which maximize the benefit of the consistent jump-rope exercise.

Study on Media Adaptation from a Webtoon to Virtual Reality Content (웹툰의 가상현실 콘텐츠로의 매체 전환에 관한 연구)

  • Park, Hyung-Woong;Kim, Ki-Jeong
    • The Journal of the Korea Contents Association
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    • v.17 no.2
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    • pp.308-315
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    • 2017
  • This study aims to review the differences and distinctive characteristics between storytelling method of virtual reality contents and storytelling method of conventional contents instead of focusing on economic and industrial effects of virtual reality contents. As a specific target, this study discusses how existing storytelling method of webtoons as a single contents genre can be applied to virtual reality contents when webtoons are adapted into virtual reality contents. The purpose of this study is to find limitations and possibilities for the storytelling technique of virtual reality contents. The results of this study showed that the essence of storytelling in virtual reality contents is in three roles of the users of virtual reality. The users of virtual reality must play the roles of service user, audience of contents, and director of story. This is because the most important storytelling techniques in media contents like editing and change of camera viewpoint can no longer be forced in virtual reality contents. Storytelling techniques in virtual reality contents are much limited compared to the conventional contents in terms of user interaction, expansion of senses, and guarantee of freedom.

The Current Status and Causes of Elementary Students' Internet Addiction (초등학생의 인터넷 중독 현황 및 원인)

  • Jo, Miheon;Shin, Kyung-Sun
    • The Journal of Korean Association of Computer Education
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    • v.7 no.5
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    • pp.45-56
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    • 2004
  • With recent surge of Internet use, many people become concerned with side effects of Internet. Especially Internet addiction has become a significant issue. As Internet users become much younger than before, Internet addiction is salient even among elementary school students. While much research has been conducted on adolescents' addiction, only a little research has been conducted on elementary students' Internet addiction. In addition, it is necessary to use a standardized and reliable evaluation tool that is designed to assess the level of children's and adolescents' Internet addiction. The purpose of this study is to grasp the realities of elementary students' Internet addiction using an evaluation tool developed for elementary and secondary students, and to analyze the factors affecting Internet addiction. A survey was conducted to 1,382 5th and 6th graders selected from nationwide schools. The results of this study shows that 5.5% of the sample students are in the stage of serious addiction, and 12.4% in the stage of early addiction. In addition, the degree of Internet addiction significantly differs by various variables such as demographic factors, the experience of Internet use, family-related traits, and social activities.

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An Empirical Study on the Determinants of Internet Banking Adoption (인터넷뱅킹 채택 결정요인에 관한 실증연구)

  • Ryu, Il;Kim, Jae-Jon;Kim, Kyoung-Ae
    • Information Systems Review
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    • v.6 no.1
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    • pp.19-36
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    • 2004
  • The importance of Internet banking has been emphasized due to the spread of Internet and the potential advantages of Internet banking. In case of Korea, Internet banking users have been risen dramatically since 1999 after its introduction. The purpose of this study is to draw the antecedent variables that affect the adoption of Internet banking and show their effects empirically. In this paper, influencing factors are proposed to distinguishing Internet banking users from non-users. And nine hypotheses are empirically tested using logistic regression. The results show that most of hypotheses are supported except for complexity and IT innovativeness. And compatibility was found to have a strong positive effect on the adoption of Internet banking. Implications of these findings are discussed for researchers and practitioners.

Developing the Design Guideline of Auditory User Interface for Domestic Appliances (가전제품의 청각 사용자 인터페이스(AUI) 설계를 위한 가이드라인 개발 연구)

  • Lee, Ju-Hwan;Jeon, Myoung-Hoon;Ahn, Jeong-Hee;Han, Kwang-Hee
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.1-8
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    • 2006
  • 본 연구는 가전제품의 제품군과 그 기능들에 따라 차별화 가능한 인지적, 감성적 '청각 사용자 인터페이스 디자인 가이드라인(Auditory User Interface Design Guideline)'을 마련하고, 가전제품의 작동기능 정보와 직관적으로 연합 가능한 청각신호(auditory signal)를 제작할 수 있는 지침을 제시하여 GUI 중심의 제품 설계에서 한 차원 확장되고 사용자의 다중감각적 특성이 적용된 디자인 방법을 실무에 적용하고자 하였다. 특히 AUI 에 대한 체계를 확립함으로써 브랜드 정체성(Brand Identity) 및 기업 이미지를 제고할 수 있다는 목적을 함께 고려하였다. 이러한 연구가 필요했던 이유는 가전제품에 대한 소비자의 심적 모형(mental model)과 감성 측면에서의 접근에 대한 요구 때문인데, 이는 AUI 의 체계적 적용이 아닌 임의적 연결(mapping)으로 인한 버저(buzzer) 청각신호의 짜증(annoying) 발생이 빈번한 사례들에서 출발한다. 또한 GUI 의 변화와 수준에 미치지 못하는 AUI 의 업그레이드 필요성과 가전제품에서의 감성 마케팅 경향을 반영하는 의미를 지니고 있다. 이와 함께 멀티미디어 환경의 급속한 확산으로 다중감각적 정보제시(multimodal display)가 요구되는 상황에 걸맞은 시도이다. 본 연구는 특정 가전제품이나 특정 기능이 지니고 있는 인지적, 감성적 차원의 속성을 청각신호(auditory signal)의 다양한 속성들로 유발하는 관계를 추출하고, 이를 형성하는 기본 메커니즘에 대한 경험적 자료를 제시하여, 가전제품의 AUI 디자인에 유용한 가이드라인을 제공하고자 하였다. 그러나 본 논문에서는 연구의 구체적이고 세부적인 결과보다는 전체적인 계획과 진행과정의 절차를 소개하여 관련분야 연구 진행의 참조적 틀을 마련하고자 한다.

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A Study on the Quality-of-Experience in Mobile Video Adaptive Streaming under Active Bluetooth Connection (와이파이-블루투스 콤보칩 사용이 모바일 비디오 스트리밍 서비스에 미치는 영향 분석)

  • Lee, Jongho;Choi, Jaehyuk
    • Journal of IKEEE
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    • v.24 no.1
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    • pp.46-51
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    • 2020
  • With Wi-Fi and Bluetooth connectivity becoming more common in today's handheld mobile devices, single-chip multi-radio combo-modules, which integrate two or more heterogeneous wireless radios on a single chip, are becoming more and more popular. The key requirement for combo solutions is that the quality of the user experience (QoE) must not be compromised by degrading connectivity performance. Therefore, characterizing and understanding the behaviour of combo-module is of vital importance to ensure this requirement in various environments. In this paper, we investigate the impact of the use of combo-modules on the performance of mobile video streaming over a Wi-Fi network. Our study reveals that the use of combo-modules incurs considerable side effects on QoE for mobile video streaming applications when the Wi-Fi and Bluetooth operate at the same time in the 2.4GHz ISM band. We reveal that rate-based adaptive algorithms, including the most popular adaptive bitrate streaming MPEG-DASH, is more severely affected by this phenomenon than buffer-based adaptive algorithms.

User Interface Design through Mental Accounting : A Case Study on Account book Application (멘탈 어카운팅을 활용한 사용자 인터페이스 디자인 : 가계부 어플리케이션 사례연구)

  • Ga, Ye-Rin;Lee, Jooyoup
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.7
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    • pp.865-874
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    • 2017
  • According to Mental accounting theory, humans sort money according to their psychological purpose. It plays a major role as a means of self-control. However, humans sometimes make mistakes that violate very simple economic principles. Many consumers experience this mistakes. So consumers use account book to manage their income and expenses. These days, they use mobile account book applications. And because of platform characteristics, there are various user interfaces. This paper examines an efficient user interface design that can reduce errors caused by mental accounting and support rational economic activities. For this, we compared and analyzed households exposed on top of Application store based on advanced research on Mental Accounting. Through this case study, We found some cases of efficient user interface for reasonable consumption. In further studies, We will design optimal account book's UI and do a usability test based on this.