• Title/Summary/Keyword: 이용자심리연구

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Archival Reference Services Based on Market Segmentation (시장세분화 기반의 기록정보서비스에 관한 고찰)

  • Joung, Kyoung-Hee
    • Journal of Korean Library and Information Science Society
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    • v.38 no.3
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    • pp.277-296
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    • 2007
  • This study aims to propose that archives introduce marketing strategies for their archival reference services. Target marketing which is based on market segmentation for customer satisfaction is popular among enterprises in these days. Market segmentation strategy of target marketing need to be used for user centered archival reference services in archives. This study proposed that demographic, geographic, psychographics, and use variables can be used for archival user segmentation. And for the user segmentation, archives should collect data of use and users systematically.

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A Comparative Study of Two Paradigms in Information Retrieval: Centering on Newer Perspectives on Users (정보검색에 있어서 두 패러다임의 비교분석 : 이용자에 대한 새로운 인식을 중심으로)

  • Cho Myung-Dae
    • Journal of the Korean Society for Library and Information Science
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    • v.24
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    • pp.333-369
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    • 1993
  • 정보검색 시스템을 대하는 대부분의 이용자의 대답은 '이용하기에 어렵다'라는 것이다. 기계적인 정보검색을 기본 철학으로 하는 기존의 matching paradigm은 정보 곡체를 여기 저기 내용을 옮길 수 있는 물건으로 간주한다. 그리고 기존의 정보시스템은 이용자가 시스템을 구성한 사람의 의도 (즉, indexing, cataloguing rule)를 완전히 이해한다면, 즉 완전하게 질문식(query)을 작성한다면, 효과적인 검색을 할 수 있는 그런 시스템이다. 그러나 어느 이용자가 그 복잡한 시스템을 이해하고 정보검색을 할 수 있겠는가? 한마디로 시스템을 설계한 사람의 의도로 이용자가 적응해서 검색을 한다는 것은 아주 힘든 일이다. 그러나 우리가 이용자에 대한 인식을 다시 한다면 보다 나은 시스템을 만들 수 있다고 본다. 우리 인간은 아주 창조적이어서 자기가 처한 상황에서 이치에 맞게끔 자기 나름대로의 행동을 할 수 있다(sense-making approach). 이 사실을 인식한다면, 왜 이용자들의 행동양식에 시스템 설계자가 적응을 못하는 것인가? 하고 의문을 던질 수 있다. 앞으로의 시스템이 이용자들의 자연스러운 행동 패턴에 맞게 끔 설계된다면 기존의 시스템과 함께 쉽게 이용할 수 있는 편리한 시스템이 설계될 수 있을 것이다. 그러므로 도서관 및 정보학 연구에 있어서 기존의 분류. 목록에 대한 연구와 이용자체에 대한연구(예를 들면, 몇 시에 이용자가 많은가? 어떤 종류의 책을 어떤 계충에서 많이 보는가? 도서 및 잡지가 어떻게 양적으로 성장해 왔는가? 등등의 use study)와 함께 여기서 제시한 제3의 요소인 이용자의 인식(cognition)을 시스템설계에 반드시 도입을 해야만 한다고 본다(user-centric approach). 즉 이용자를 중간 중간에서 도울 수 있는 facilitator가 많이 제공되어야 한다. 이용자의 다양한 패턴의 정보요구(information needs)에 부응할 수 있고, 질문식(query)을 잘 만들 수 없는 이용자를 도울 수 있고(ASK hypothesis: Anomolous State of Knowledge), 어떤 질문식 없이도 자유스럽게 Browsing할 수 있는(예를 들면 hypertext) 시스템을 설계하기 위해서는 눈에 보이는 이용자의 행동패턴(external behavior)도 중요하지만 우리 눈에는 보이지 않는 이용자의 심리상태를 이해한다면 훨씬 나은 시스템을 만들 수 있다. 이용자가 '왜?' '어떤 상황에서,' '어떤 목적으로,' '어떻게,' 정보를 검색하는지에 대해서 새로운 관심을 들려서 이용자들이 얼마나 우리 시스템 설계자들의 의도에 미치지 못한다는 사실을 인식 해야한다. 이 분야의 연구를 위해서는 새로운 paradigm이 필수적으로 필요하다고 본다. 단지 'user-study'만으로는 부족하며 새로운 시각으로 이용자를 연구해야 한다. 가령 새롭게 설치된 computer-assisted system에서 이용자들이 어떻게, 그리핀 어떤 분야에서 왜 그렇게 오류 (error)를 범하는지 분석한다면 앞으로의 computer 시스템 선계에 큰 도움을 줄 수 있을 것으로 믿는다. 실제로 많은 방법이 개발되고 있다. 그러면 시스템 설계자가 가졌던 이용자들이 이러 이러한 방식으로 정보검색을 할 것이라는 예측과(즉, conceptual model) 실제 이용자들이 정보검색을 할 때 일어나는 행동패턴 사이에는(즉, mental model) 상당한 차이점이 있다는 것을 알게 될 것이다. 이 차이점을 줄이는 것이 시스템 설계자의 의무라고 생각한다. 결론적으로, Computer에 대한 새로운 지식과 함께 이용자들의 인식을 연구할 수 있는, 철학적이고 방법론적인 연구를 계속하나가면서, 이용자들의 행동패턴을 어떻게 시스템 설계에 적용할 수 있는 지를 연구해야 한다. 중요하게 인식해야할 사실은 구 Paradigm을 완전히 무시하라는 것은 아니고 단지 이용자에 대한 새로운 인식을 추가하자는 것이다. 그것이 진정한 User Study가 될 수 있는 길이라고 생각하며, 컴퓨터와 이용자 사이의 '원활한 의사교환'이 필수불가결 한 지금 우리 학문이 가야 할 한 연구분야이다. (Human Interaction with Computers)

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A Study on Analysis of Color characteristic of On-line of Game Play Image of according to the Users (온라인 게임 플레이영상의 이용자에 따른 색채 특성 분석 연구)

  • Jang, Hyun-Joo;Jung, Hyung-Won
    • Journal of Digital Convergence
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    • v.15 no.10
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    • pp.399-404
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    • 2017
  • If game images use colors improper for certain ages, the characteristics of games disappear, and the efficiency of image expression drops. thus a study in color is very important. Nevertheless, there is a lack of research on this subject. In this study, we investigated the difference of color of game images according to users. User group is divided into all users and users over 18 years old. Among the rank of games,10 each from games for all ages and games for non-teen-rated are selected, and the game-playing images are taken as snapshots to have 100 each images each, A total of 2000 images were extracted and the mean values of RGB and HSB of each game were obtained and independent sample t test was performed. The results showed that the RGB color values between the two users were significantly significant. In the future, it is expected that it will be helpful in color selection when developing psychotherapy games and emotional games using color psychology. Furthermore, we will use color image scales to express colors as adjectives, analyze colors in a variety of ways, and investigate the difference in color of game images in each country.

A study of influence factor on Mobile Game Heavy User - focused on Game User Properties (모바일 게임 중이용자 영향요인에 관한 연구 - 게임 이용자 속성을 중심으로)

  • Kim, Hye Bin;Park, Young Il
    • Journal of Digital Contents Society
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    • v.16 no.3
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    • pp.493-501
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    • 2015
  • This study is to observe the correlation between user properties and user behavior on the mobile game, one of the most prominent digital contents with the most mutual interaction. Among various factors affecting on behaviors of game users, the user properties itself was accentuated, and the effect of individual and psychological quality on the use of game was evaluated. The user properties were mainly categorized into five factors of "interpersonal relationship", "level of game skill", "inclination of innovation", "self-esteem", and "competitive spirit", and the use behavior of game was categorized mainly into two types - quantitative behavior of "amount of use (time of use, consumption cost)" and qualitative behavior of "perceived satisfaction level (perceived enjoyment, perceived service quality, and perceived price)". As a result of study, in general, as the user quality subjected in this study is stronger, the amount of use and satisfaction level are higher. This study is to observe what type of user qualities leads to the more use, consumption, and satisfaction level of game contents to contribute to the study about the use of conventional digital contents and heavy use.

A Study on the Effect of Critical Factors on Consumer Satisfaction of Online Game Users (온라인게임 이용자들의 만족도에 영향을 미치는 주요 요인에 관한 연구)

  • Kim, Jeong Yeol
    • Journal of the Korea Society of Computer and Information
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    • v.17 no.11
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    • pp.163-171
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    • 2012
  • Many previous researches in the area of online games have been carried out about internet addiction by psychologist and about the development of related technologies by scientists. There are a few studies about the consumer satisfaction from the online business model. The purpose of this study is to examine the causal relationship between critical factors and consumer satisfaction of online game users. This study model used five themes(interactivity, enjoyment, challenge, feedback, design) in order to identify the effect of critical factors on consumer satisfaction. The result of this study identified that interactivity, enjoyment, challenge have a significant effect on consumer satisfaction of online game users. Future areas for studying on the Effect of Critical Factors on Consumer Satisfaction of Online Game Users are continuously discussed.

A Study Exploring the Relationship between Leisure Needs and Perception of Psycho-Social Aging among Older Adults (노인의 여가활동욕구와 심리사회적 노화인식)

  • Lim, Hyo Yeon;Lee, Soon Min
    • The Journal of the Korea Contents Association
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    • v.16 no.10
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    • pp.96-107
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    • 2016
  • This study examined the relationship between leisure needs and perception of psycho-social aging among 1307 older adults aged over 60 years utilizing social services of a social welfare center for senior citizens in Seoul, Korea. A convenience sample of this study was collected for three weeks in December 2012 among older adults via paper survey. Hierarchical multiple regression was utilized to analyze collected data. The present study demonstrated that age, years of education, perception of health status, and perception of economic status were significantly associated with perception of successful aging. However, years of education and perception of economic status were no longer significantly associated with perception of psycho-social aging, when leisure needs was included. Age, perception of health status, and hobbies/entertainment activities and employment/plan of later years activities among types of leisure needs were significantly associated with perception of psycho-social aging. This finding demonstrates that leisure needs influence perception of psycho-social aging. Implications and suggestions to improve perception of psycho-social aging among older adults are discussed.

Study on the Components of Social Media Users' Value Expectation (소셜 미디어 이용자의 기대가치 구성 요인)

  • Kim, Chulho
    • Journal of Digital Convergence
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    • v.16 no.12
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    • pp.579-591
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    • 2018
  • The purpose of this research is to increase an understanding of social media users and construct a strategic, administrative foundation to measure the efficiency of communicating with them by validly classifying components of social media users' value expectation(VE). Reviewing prior research, in-depth interviews as qualitative research, pre-test and main survey as quantitative research are conducted. The result of quantitative research shows that social media users' VE was categorized in terms of utilitarian, hedonic, relational, self-evident, ethical, system functional, participative, self-ostentatious, and self-hiding perspectives. The significance of this study is as follows: 1) It views communication, psychology, marketing, media and etc. related fields from an integrated perspective. 2) It segments and categorizes social media users' VE from a practical perspective. 3) It contributes to constructing a foundation to predict, confirm, and manage social media users' attitudes from an administrative perspective. Thus, this research will aid future research on social media users' attitude using the constructed VE components as variables and future research that uses this as a basis to find media effects.

Do Innovation and Relative Advantage Affect the Actual Use of FinTech Services?: An Empirical Study using Classical Attitude Theory (핀테크 서비스의 혁신성과 상대적 장점은 실질이용에 영향을 미칠까?: 고전적 태도이론을 이용한 실증 연구)

  • Se Hun Lim
    • Information Systems Review
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    • v.21 no.3
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    • pp.87-110
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    • 2019
  • The Fintech services provide innovation to financial services users using various mobile devices and computers in wired and wireless communication environments. In this study, we develope a theoretical research framework to explain the psychology of Fintech services users based on a cognitive, affective, and conative framework. Using this framework, this study analyzes the relationships between the cognitive characteristics (i.e., innovation, relative advantage, ease of use, and usefulness), emotional characteristic (i.e., attitude), and behavioral characteristic (i.e., actual use) toward Fintech services users. This study conducted an online survey of people who have experienced using Fintech services. And the data of the collected Fintech services users was analyzed using structural equation model software (i.e., SMART PLS 2.0 M3). The results of the empirical analysis show the relationships between innovation, relative advantage, perceived usefulness, perceived ease of use, attitude, and actual use of Fintech service users. The results of this study provide useful information to improve the practical use of Fintech services users in the Internet of Things (IoT) environment.

A Study on Ubiquitous Psychological State Recognition Model Using Bio-Signals (생체정보를 이용한 유비쿼터스 심리상태 인식 모델 연구)

  • Chon, Ki-Hwan;Choi, Hyung-Jin
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.35 no.2B
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    • pp.232-243
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    • 2010
  • In this paper, various physiological signals of humans were measured and analyzed to inference their psychological state and biological information, and Bio-Signal Context aware system (BSC), which recognizes the current context of its users as well as the information of exterior environment and offers the service appropriate for them, was designed and implemented. The BSC extracts and analyzes the features from bio-signals, such as the measured electroencephalogram (EEG), electrocardiogram (ECG), and galvanic skin response (GSR), with its different sensors, has the input of the analyzed results, and discriminates four psychological states of rest, concentration, tension and melancholy. In addition to the results of the discriminated psychological states, the information of biological condition analyzed from the user's bio-signals, for example, heart rate variability (HRV), Galvanic skin response (GSR) and body temperature, and the information of external environment related to the user's are collected to offer the service fit for the user's present biological condition by inferring and recognizing the user's present situation.

Factor Analysis on Psychological Cause of Speed Reduction in Expressway Tunnel Section Utilizing Importance-Performance Analysis (IPA) (고속도로 터널부 속도 감소에 관한 심리적 요인분석)

  • Lee, Ki Young;Kim, Tae Ho
    • KSCE Journal of Civil and Environmental Engineering Research
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    • v.30 no.2D
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    • pp.127-134
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    • 2010
  • Tunnel sections on the highway are different from rest of sections on the highway in terms of velocity, the number of passing cars, and vehicle density which, in particular, affect drivers' behavior before and after drivers pass through the tunnel. However, literature review reveals that former studies are too focused on quantitative indicator to consider qualitative aspects. Therefore, this paper conducts survey questionnaire and IPA (Importance Performance Analysis) to find out qualitative improvements on velocity drop on the tunnel sections. The results show as follows: First, drivers require improvements of tunnel form (length and curved form inside tunnel) which is derived from long distance tunnel. Second, experts primarily ask for amendment of geometric characteristics. With comparison of requirements of both drivers and experts, there are many differences in length of tunnel and form of curved tunnel. This also presents that drivers don't satisfy with both length of tunnel and form of curved tunnel that are provided as a part of highway design factors.