• 제목/요약/키워드: 이용자심리연구

검색결과 196건 처리시간 0.025초

Use Behaviour and Personal Distance of the Bench Users in Urban Parks - Focused on Yeouido Park - (도시공원 벤치 이용자들의 이용행태 및 개인적 거리 - 여의도 공원을 대상으로 -)

  • Yun, Hee Jeong;Kim, Hyun Ju;Shin, Sang Hyun
    • Journal of the Korean Institute of Landscape Architecture
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    • 제43권6호
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    • pp.52-61
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    • 2015
  • Personal distance is one of the basic and important concepts in the field of Environmental Psychology in influencing personal space, visible or invisible territoriality and psychological carrying capacity of contemporary urban dwellers. This study aims to analyze the bench users' behaviour and personal distances in urban parks for the first time in Korea, one of the representative landscape spaces in urban areas. For these purposes, this study has adopted a blind observation and pictorial analysis for bench users in Yeouido Park in Seoul. The main results of this study show that the average interpersonal distance between female and male(intimate relationship) is 47.5cm, the distance between female and female is 53.2cm, and the distance between male and male is 70.3cm. These results mostly support the previous western study results, but the interpersonal space and territoriality of Koreans in urban parks may be smaller than that for western societies.

Development and Application in Measurement of Security Need Satisfaction From Users of Electronic Security System (기계경비시스템 이용자의 안전욕구충족 척도 개발과 적용)

  • Kim, Chan-Sun
    • Korean Security Journal
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    • 제16호
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    • pp.47-64
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    • 2008
  • The purpose of this study is to develop the measurement of security needs satisfaction from users of electronic security system, to verify its validity and reliability, and by applying them, to examine the effects between the communities using this system. In 2008, the users of electronic security system in big cities in Seoul(Yong-San, Jong-Lo) and Gyung-Gi Do(Su-Won) for their convenience stores, jewelry shops, communication services, banks, government and public offices, etc. were arranged for a population and 262 of them were used for the final analysis by purposive sampling. This study yields following results. First, the validity of security need satisfaction from users of electronic security system is very high, which means the explanatory adequacy of environmental security need is the highest. Second, the reliability of security need satisfaction from users of electronic security system is very high, in which the reliability value(Cronbach's $\alpha$) of internal consistency is over .765. Third, the security need of electronic security system has the most effects on the group of bank workers. That is, through a close cooperative system between the bank and the service of electronic security system, the more keeping satisfied the environmental, bodily, physical security needs are, the less the in security of this group has. Informational security need has the most effects on convenient store group. It means the service companies of electronic security system offer more services at dawn time and make or supply all sorts of visual information system, which reduces insecurity of the convenient store group.

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An Exploratory Study on Car sharing by Express Bus-Linked Transportation - Case of Japan (고속버스 연계교통수단으로 카셰어링에 관한 탐색적 연구 - 일본 사례를 중심으로)

  • Yang, Min Ho;Kim, Joon-Hwan
    • Journal of Digital Convergence
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    • 제17권6호
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    • pp.19-25
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    • 2019
  • Recently a number of car sharing studies have been conducted that share vehicles from a consumer perspective. Meanwhile, Japan's MLIT had empirically implemented social experiment and policy for the installation of sharing car in order to make better use of the business forms and rapidly increasing car sharing associated with express bus as a new type of transaction from a sharing economy perspective. Therefore, this study examined the case of connecting with the express bus in Japan and analyzed and discussed the contents at the practical level. In addition, data collected for 229 car sharing users were verified empirically. The multiple liner regression analysis showed that three types of perceived values effect on the usage intention in the order of economic value, time value and psychology value. These findings suggest that car sharing users' perceived values are very important for increasing the degree of satisfaction with usage intention.

The Effect of Online Wellness Entertainment Contents Use on Psychological Well-being (온라인 웰니스 엔터테인먼트 콘텐츠 이용이 심리적 웰빙에 미치는 영향)

  • Moon, Yunji
    • Journal of the Korea Academia-Industrial cooperation Society
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    • 제22권3호
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    • pp.460-469
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    • 2021
  • Many people today suffer from stress originated from diseases, daily life, workplace, or environmental pollution. People want a comfortable and stable life along with physical and mental relaxation. As the number of people pursuing a comfortable life increases, terms of well-being and wellness have become more common, and wellness-related industries are also developing. Among the wellness and well-being industries, the wellness entertainment contents are one of the highest growing industries. This study aims to investigate how wellness contents contribute to improving the psychological well-being level of users through the mediating effect of telepresence in online. Specifically, this study suggests a hypothesized research model on the influence of online wellness entertainment content, which consists of sensory-, emotional-, and cognitive-attributes, on telepresence, followed by psychological well-being and word-of-mouth. With an empirical test using data on the experience of meditation app experience for 305 people, the result showed that the hypotheses in the research model were supported. The result of this study showed that wellness content induces users' telepresence and word-of-mouth, suggesting that wellness contents are needed to develop into a profit model rather than being limited to simple mental and physical stability.

A Research on Value Chain Structure on Experience of VR and AR Focused on Means-End Chain Theory on VR and AR (가상현실 미디어 체험이 가치사슬구조형성에 미치는 영향 연구 VR-AR 수단-목적 사슬이론 적용 중심으로)

  • Kweon, Sang Hee
    • Journal of Internet Computing and Services
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    • 제19권1호
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    • pp.49-66
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    • 2018
  • This research explores a value chain structure of VR-AR media including user's perception, uses, and evaluation. The purpose of this research focused on factor analysis and the relationship among user's VR-AR adoption motivations and utilities. This research explores correlation between personal value and using motivation. This study was to identify the value structure of respondent on VR-AR usages based on means-end chain theory. The research used structured APT laddering questions and 251 data was analysed. Through such analysis, category difference by stage and relationship difference were identified and hierarchical value map was compared. There are four different value ladders: first is attributes, functional consequences, psychological consequences, and final value. This study is based on the analysis of the value chain structure factors that affect VR and AR use behavior (attributes, functional benefits, psychological benefits, use value), 'Hierarchical Value Map' between users' The purpose of the model is to construct a model. For this, 'means-end chain theory' was applied to measure the causal relationship between personal value and VR related use behavior. In order to solve this research problem, 135 people were analyzed through the structured questionnaire using the AR and VR content fitness measure and the second APT laddering, and the use of VR-AR : 1) Functional benefits; 2) Psychological benefits; 3) Means to reach value, 4) Objective value chain structure was identified. The results show that VR users tried to smooth the social life through the new virtual reality audiovisual element, the newness of experience, fun, and pleasure through the departure of reality, vividness of experience, and leading fashion. The AR fitness was a game and a new program, and the value of interacting with other people and the value of 'periwinkle' played an important role through the vividness and peripheral interaction of AR, It was an important choice. The important basic values of users' VR and AR selection were correlated with psychological attributes of interaction with others, achievement, happiness and favorable values.

The effect of gambling accessibility and availability on gambling problems (도박의 접근성과 가용성이 도박문제에 미치는 영향)

  • Im, Sook Hee;Park, Mi Sook;Kim, Kyung Jin
    • Journal of the Korea Academia-Industrial cooperation Society
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    • 제22권3호
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    • pp.242-251
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    • 2021
  • This study investigates the effects of availability and accessibility on an individual's risk of developing a gambling problem. A total of 24 off-track betting facilities located in 12 districts of Seoul were examined in an effort to identify any association between their presence and citizens' gambling habits. Study participants included 1,490 online recruits residing in Seoul who participated in gambling activities in the 12 months prior to the study. To examine the differences in addiction rates and gambling frequency, a survey of demographics, gambling addictions, and gambling frequency divided the participants into two groups: those who resided in a district where off-track betting facilities were available, and those who resided elsewhere. Analysis results indicate that gambling frequency and addiction rates were significantly higher among participants residing in a district where off-track betting terminals are available. Additional analysis was performed with participants who mainly gambled on horse racing, with results similar to the previous analysis-significantly higher rates of gambling addiction and frequency were observed among participants residing in close proximity to off-track betting facilities.

A study on the determinants of game over-flow in adolescents : Focusing on differences according to the level of school (청소년의 게임 과몰입 영향요인에 관한 연구 : 학교급(초·중·고)에 따른 차이를 중심으로)

  • Kwak, Eun-A;Choi, Jin-Ho
    • Journal of Korea Game Society
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    • 제20권1호
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    • pp.33-46
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    • 2020
  • The purpose of this study was to examine the differences in the factors that determine the game immersion of adolescents by the level of school. The results of this research showed that among the internal variables, loneliness, self-control, and among the psychological variables, game leadership, game subjective norm, and game efficacy played a common role in game addiction in all groups. To be specific the factors determining game overflow by the level of the school were identified as discriminatory. These findings can help making policies or developing a program on adolescent's overflow.

A Study on the Reuse Intention and Profit Impact of Customer Satisfaction and Service Expansion by Internal Customers (내부 종사자에 의한 고객 만족 및 서비스 확대에 따른 재이용의도와 수익영향 연구)

  • Park, Youn-Ja
    • Journal of Korea Society of Industrial Information Systems
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    • 제25권6호
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    • pp.125-141
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    • 2020
  • This study focuses on the impact of service expansion for tax service customers and the change in customer's re-use intention, according to the degree of psychological ownership of internal employees when expanding differentiated service areas and the reinforcement of profits according to the representative's tendency. The effects of emphasis, cost emphasis, and double emphasis (revenue and cost dual emphasis) were analyzed. As a result of the study, it was possible to see the changes in the customer's re-use intention according to the psychological ownership of internal workers and satisfying users' customer satisfaction. In addition, it is meaningful to enable the tax agent to pursue a change in the direction of future-oriented service provision, and a new research direction was suggested in terms of the professionalism, quality, and service expansion of the tax agent.

Experimental Analysis of the Healing Effect of Visual Forest Stimulation in Digital Environment (디지털 환경에서 시각적 산림자극의 치유효과에 대한 실험적 분석)

  • Il-Doo Kim;Won-Soep Shin
    • Korean Journal of Environment and Ecology
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    • 제37권6호
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    • pp.473-483
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    • 2023
  • This study was conducted to find out the psychological or physiological healing effects of real natural forests and virtual forest experiences using virtual reality (VR) in an artificially-controlled digital environment. To find out this, 81 healthy undergraduate students from C University were experimented on visual forest stimulation effects in the digital environment from September 5 to December 9 in 2022. The experiment evaluated the psychological and physiological healing effects of visual forest stimulation in the digital forest environment (2D, 3D). The SRI (stress response inventory) experiment for analyzing psychological effect showed statistically significant differences among groups. As for the SRI experiment for measuring psychological stress, except Control group, 2D group in the digital environment showed little difference before and after the experiment. But 3D group showed less stress than before. As a result, it was proved that visual forest stimulation in a forest-based digital environment (2D, 3D) reduces psychological stress significantly. And when analyzing how visual forest stimulation changes EEG (electroencephalogram) in the digital environment, alpha waves (RA), which are activated during relaxation or stabilization, were more active than beta waves (RB), which are activated during tension or awakening. This study is expected to be used to create a psychological and physiological healing environment for those who cannot go to a natural forest due to mobility difficulties by providing them visual forest stimulation experiences in a digital environment. It is also expected that the results will be the basis for forest healing in the digital environment and virtual reality programs will help forest healing activities.

MMORPG에서 길드 구성원들의 사회적 지지를 통한 심리적 요인들이 플로우 및 충성도에 미치는 영향

  • Kang, Ju-Seon;Go, Il-Sang;Go, Yun-Jeong
    • 한국경영정보학회:학술대회논문집
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    • 한국경영정보학회 2008년도 춘계학술대회
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    • pp.897-902
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    • 2008
  • 이 연구에서는 MMORPG 게임의 길드 내에서 사회적 지지가 캐릭터와 길드를 통해 플로우 및 충성도에 미치는 영향을 검증하고자 한다. 이를 위하여 MMORPG 게이머들을 대상으로 포커스그룹인터뷰를 한 결과 사회적지지 요인을 발견하였고, 인터뷰 결과와 선행연구를 토대로 캐릭터통제력, 사회적 지지를 독립변수로 제시하였고, 매개변수로 캐릭터 동일시, 길드 동일시, 자아존중감을, 종속변수로 플로우, 충성도를 도출하여 연구모형을 개발하였다. WoW(WorldofWarcraft) 이용자 244 명의 자료를 수집하여 전체적인 연구모형의 구조적 적합도를 검증하기 위해 구조방정식모델(SEM)분석을 이용하였다. 분석을 통해 다음과 같은 주요 연구결과를 밝혀냈다. 첫째, 사회적지지는 캐릭터 통제력, 캐릭터 동일시, 길드 동일시, 자아존중감에 통계적으로 유의하게 나타났으며, 캐릭터 통제력은 캐릭터 동일시, 길드 동일시, 자아존중감을 향상시키는 것으로 나타났다. 둘째, 캐릭터 동일시는 자아존중감과 충성도에 긍정적인 영향을 미치는 것으로 나타났으며, 길드 동일시는 자아존중감과 플로우, 충성도에 유의한 영향을 미치는 것으로 나타났으며, 자아존중감은 플로우에 유의한 영향을 미치는 것으로 밝혀졌다.

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