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Change of the Time Use Pattern by Internet Use: Analysis on the Korean Time Use Survey (2000, 2005) (인터넷 이용에 따른 생활시간 패턴의 변화: 2000년, 2005년 생활시간 조사를 활용한 통시적 분석)

  • Kang, Nam-Jun;Lee, Jae-Hyun;Oh, Hyun-Kyung
    • Korean journal of communication and information
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    • 제41권
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    • pp.145-180
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    • 2008
  • This study tries to test time reallocation hypothesis proposed by Lee(2005) that claims the time use pattern as a whole has changed as new media is introduced-in this case, internet-in our daily lift. It has been pointed out that researches, confined to study whether time use for traditional media is displaced by a new media, have such a limitation as 'media isolationism' and resulted in incoherent conclusions. In order to verify time reallocation hypothesis, which explains the influence of internet use on daily activities with broad perspectives, this research employed two different methods. First, this study analyzed the differences of time use patterns of daily activities and media use behaviors between internet users and non-users by using t-test. Second, logistic regression was used to confirm that the difference of time use pattern between internet users and non-users in many daily activities. The results show that time use pattern for daily activities has reorganized In the most of the age groups. Especially, in the young age groups, time reallocation by internet appeared more obvious than the equivalent old age groups.

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An Empirical Study on the Adoption of Technology Acceptance Model in The Port Logistics Service (항만 물류서비스의 기술수용모델(TAM) 적용에 관한 실증적 연구)

  • Lee, Je-Hong
    • Journal of Korea Port Economic Association
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    • 제27권4호
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    • pp.13-35
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    • 2011
  • The advancement of the information technology provides a wide range of corporate to cope with new business environments that are different in size, life and operation conditions. The Research methodology used in this study is Technology Acceptance Model. The Study Method are mainly survey and questionnaire. The major result of article can be summarized. Its are as the follows: This paper ware investigated the determinants of 'port service quality', 'perceived usefulness', 'perceived ease of use', 'utilization intention', 'practice use'. There are 400 sended samples and 150 returns, 173 of them are analyzed on a port utilization using TAM model. 1. The Port service quality are found to have a positive effect to 'perceived usefulness', 'perceived ease of use', 'utilization intention' 2. The perceived ease of use are found to have a positive effect to 'perceived usefulness', 'utilization intention' 3. The perceived usefulness is found to be positively related to 'utilization intention' 4. The utilization intention is found to have a positive effect to ''practice use' we hove to provide useful contribution to increase the Korea ports' competitiveness in introduction of port information system. In addition, in order to port development offer some insight in further research.

A Structural Model on Usage Behavior of Ubiquitous Campus Service (유비쿼터스 특성이 U-서비스 이용에 미치는 영향: U-캠퍼스 환경을 중심으로)

  • Park, Cheol;You, Jae-Hyun
    • Information Systems Review
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    • 제8권1호
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    • pp.81-99
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    • 2006
  • Recently, the area of ubiquitous has gained a great attention both in academics and in business organizations as we are entering an ubiquitous society where people can interact at "anytime" and "anywhere". To preoccupy the leading status for the next generation of IT technology, many countries such as Korea, Japan, and US are concerned the ubiquitous. In this tendency, companies want to identify what factors make people use ubiquitous in order to develop the effective ubiquitous service and to supply the higher quality service. However, prior researches on ubiquitous are focused on technical area such as higher data delivery, efficient compression of images, so they do not have given companies beneficial materials for making fascinating ubiquitous services. To offer the service materials for development, from the viewpoint of the customer, important factors to use ubiquitous services are investigated in this study. Moreover, the study was progressed up to the new area of investigation how much these factors influenced ubiquitous service actual usage. To achieve these goals, Ubiquitous service adopting reflected in ubiquitous service characteristics was suggested in this study. The results of this study are as follows. First, contextual offer, ubiquity, invisibility are positively related to perceived value. Second, perceived value is positively related to usage intention but perceived risk is negatively related to usage intention. Third, usage intention is positively related to usage frequency. Based on these results, managerial implications for ubiquitous service vitalization are discussed. Lastly, the limitation of this research and further research issues are suggested.

Why are we addicted to SNS? - the Mediation effect of SNS Stress (왜 우리는 SNS에 중독되는가? - SNS 스트레스의 매개효과를 중심으로)

  • Goo, Hye Kyoung
    • The Journal of the Convergence on Culture Technology
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    • 제7권1호
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    • pp.17-23
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    • 2021
  • Social media users are an important part of our lives as they spend a lot of time and actively use them. However, it is known that there are many users who feel the psychological stress of SNS stress or fall into addiction due to SNS use. SNS stress negatively affects not only the user's mind but also the body. This study investigates the associations between SNS stress and addiction. To test the hypotheses, the study performed structural equation modeling using Amos. We collected 210 data from SNS users. The empirical results showed that SNS overuse had a significant effect on SNS stress. Second, SNS stress had a significant relationship with SNS addiction. Third, it was found that SNS overuse did not directly affect SNS addiction. This study suggests that it is necessary to recognize the importance of the relationship between SNS addiction and SNS stress.

Analysis of the Characteristics of Container Ports in Busan Port Using Industrial Organization Approach (산업조직론을 활용한 부산항 컨테이너 하역산업의 특성 분석)

  • Ko, Byoung-Wook;Kil, Kwang-Soo;Lee, Da-Ye
    • Journal of Korea Port Economic Association
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    • 제37권3호
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    • pp.117-128
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    • 2021
  • In order for the users (shipping firms and shippers) and suppliers (stevedoring firms) in the container terminal industry to win-win, it is necessary to have some appropriate diverse market conditions for the industry. This study analyses the basic conditions and demand and supply characteristics of the industry and investigates the market performance of Busan container ports. First, this article analyses the basic characteristics of demand and supply. As the demand characteristics, there are five ones such as 1) exogeneity of demand, 2) function as export/import transportation and hub for transshipment, 3) increase of users' bargaining power, 4) high substituting elasticity, 5) reduction of volume growth. As the supply characteristics, there are seven ones such as 1) inelasticity of supply, 2) homogeneity of stevedoring services, 3) over-supply, 4) adoption of cutting-edge stevedoring technology, 5) scale economy and impossibility of storage, 6) labor market rigidity, 7) enhancing port's role in SCM. In addition, this study conducts the so-called structure-conduct-performance analysis. For the structure analysis, 1) lacks of scale economy in stevedoring companies, 2) high entry barrier, 3) strengthening of shipping firms' bargaining power, 4) transitory permission scheme for tariff are analyzed. For the conduct analysis, 1) price discrimination between export/import and transshipment, 2) mid-term length of terminal use contract, 3) continuous investment in equipment, 4) low level of cooperation among terminal operating firms are derived. For the performance analysis, 1) inequality in profitability, 2) reduction of export/import cost, 3) delay in adopting cutting-edge technology, 4) idle equipment are analyzed. Following this logical flow, the hypothesis that the market structure influences the market conduct is tested based on the actual dataset. As a future agenda in the conclusion, this article recommends the so-called port industrial policy.

The Relationship between Subjective Driving Workload and Effects of PG Technology (주관적 운전부하 수준과 PG기법 적용효과의 관계)

  • O, Ju-Seok;Hwang, Bong-Gi;Lee, Sun-Cheol;Lee, Jong-Hak;Kim, Jong-Min;No, Gwan-Seop
    • Journal of Korean Society of Transportation
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    • 제29권2호
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    • pp.37-45
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    • 2011
  • The main objective of this study is two-fold: 1) to analyze the effect of PG technology application on road user's satisfaction and driving speed, and 2) to investigate the relationship between driver's subjective workload level and their reactions related to the PG technology application. Based on the result of field observation, the experimental scenario for driving simulation study was prepared. The experimental results showed that drivers were more satisfied to the road condition with PG technology applied, and even the pattern of speed reduction was more stable than control condition. The pattern of speed reduction along driver's subjective driving workload level were slightly different by physical road condition, and road user's satisfaction was revealed to be negatively correlated with their subjective driving workload level. This result indicates that depending on situation and driver characteristic, information for the drivers could be nothing more than nuisance that just distracts drivers. In order to facilitate the implementation of PG technology in Korea, further study on related human factors, especially for those who are weak in traffic situations, is recommended.

Counter Measures of the Subway Terrorism through Case Analysis (사례분석을 통한 지하철 테러에 대한 대책)

  • Kwon, Jeong-Hoon;Kim, Tae-Hwan;Choi, Jong-Gyun
    • Korean Security Journal
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    • 제18호
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    • pp.1-20
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    • 2009
  • Nowadays most nations around the world including Korea have experienced absolute shortages of available urban space. To solve various problems of the city, each nation constantly tends to extend the underground space. However there is a serious problem in making use of the underground space. Especially new terrorism coming into existence after 9.11 terror turns into the so-called ‘soft target’ which has something to do with public transportation facilities available to most people. Good examples are like these: poisonous gas attacks in Tokyo subway in 1995, Daegu subway station fire in 2003, serial bomb blast of London subway in 2005. In spite of being a concern on incidents related to the underground space it is inevitable to utilize the underground space and the tendency is growing. But Korea lags badly behind in foreign countries in this field and so seeking measures is urgently needed. Therefore the aim of this study is to note visible damages stemmed from the domestic and foreign underground space and propose more effective and adequate measures. Safety measures of terrorism are associated to minimize damage out of terrorism and they are as follows. In the first place, preparing protective equipment for saving a life from fire attacks and poisonous gas is needed urgently. In the second place, counterpart management on the spot and systematic security training should be established in order to minimize injury. In the third place, fire escapes must be provided for a rapid evacuation of potential unspecified individuals. In the fourth place, building up a network of related institutions is required for a systematic omnidirectional counterpart. Finally the Korean government ought to take fast and appropriate actions for the injured and bereaved family of the terror incident.

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A study on the impact of online contents characteristics on customer loyalty - Mediated effect of flow perspective - (고객충성도에 영향을 미치는 온라인 콘텐츠 특성에 관한연구 -몰입(Flow)의 매개효과를 중심으로 -)

  • Shin, Young-Chul;Jeong, Seung-Ryul
    • Journal of Internet Computing and Services
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    • 제14권5호
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    • pp.101-117
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    • 2013
  • As the number of online game user has been rapidly increased thanks to the recent vitalization of online contents market, not only new business opportunity but also the opportunity to create high profits have been provided as well. However, the increase of the number of online game user and the rapid expansion of the market evoke a cutthroat completion among online game service providers, and also high barriers to entry to online game market have been erected. Thus, what kinds of efforts need for the business success and sales increase in online game market? In lots of researches regarding online contents business, the deepening of loyalty was considered as a critical factor for the business success. According to the study on user's behavior in online environment, users would experience the Flow while using online service, and then, if they were in state of the Flow, they would use the service constantly. High customer loyalty to online game means high will to use the online game too. The purpose of this research was i) to examine what factors enable users to be naturally immersed in online game while playing it, ii) to examine what properties of online game can make game more interesting and exciting, iii) to verify that such factors are critical in deepening customer loyalty, and iv) to suggest some essential factors to be fun and exciting games, on where the focus should be put, and the directionality for the development for sales expansion of online game developer or online game service provider. The research results are as below: First, the involvement and the perceived quality which were characteristics of brand appeared to be factors most affecting Flow. This shows that once game user get interested in online game that user has played frequently, even though new games are released, user will continuously flow the game not moving to new games, and also shows that users not only get more interested but also put more trust in games in the site to where users are frequently going than games in other sites, and consequently user can increasingly flow the game. Second, the compensation and graphics which are the characteristics of contents appeared to be factors affecting Flow. Proper compensation which is given to game users triggers fun and interests in game and makes them flow more and more. And graphics make users to feel game space as if real space and let them flow in game with more reality. Third, challenges, support, and the stability which are technical characteristics appeared to be factors affecting Flow. Challenges enable users to not only experience new virtual world but also solve various difficulties and obstacles. Once users feel fun and interests through this challenge, they can naturally flow games. In addition, the stability of network provides reliability in security and hacking. By doing so, it can induce users to flow more and more. Lastly, when aforementioned characteristics including contents characteristics, technical characteristics, and brand characteristics are organically combined each other, game users feel fun and total minutes are naturally increased, so that game users experience Flow, and consequently the customer loyalty will be deepened as well.

Game Contents of Ubiquitous UCC with Participation (참여형 UCC를 통한 유비쿼터스 UCC놀이콘텐츠 시스템개발 - 모바일 기반 콘텐츠를 중심으로(J.E.N))

  • Kim, Jin-Sik;Park, In-Seok;Yang, Seung-Mu
    • 한국HCI학회:학술대회논문집
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    • 한국HCI학회 2008년도 학술대회 2부
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    • pp.47-52
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    • 2008
  • J.E.N(Joint Enjoyment Network) is the ubiquitous UCC play contents system that provides amusements off-line by utilizing the UCC that people are able to participate in. It is also the entertainment service system that is devised to use contents that could be enjoyed through the cell phone and to make people participate in production, in cases of meeting people off-line during their pastime. The development of this system begins from pointing out the problem of the limitation of the UCC that does participate in production but the produced contents could only be watched, and the UCC only works on-line. The goal of researching this ubiquitous UCC play contents is to suggest the UCC entertainment service system that are available off-line by applying the interactive system to UCC and, by this, to obtain the positive responses about the off-line participating UCC contents. In this research, it chooses scenario and 테스크 performance as the method of deriving the participating UCC from the off-line, and it suggests the ubiquitous UCC play contents system through analyzing the behaviors in each off-line place. Moreover, by developing the prototype that could practically perform the system, it verifies the potentialities of the UCC entertainment service. The anticipation of this study is to make people participate and enjoy not only in production, but also in the contents made. This research will provide the modern people who concern about where to go and what to do with the amusements and will also present a way of new form of contents mixed with UCC and the entertainment service.

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A Basic Research on the Librarian Curriculum for the Disabled Users: A Survey of Public Library Disability Services in Seoul and Library and Information Science Disability Services Curriculum (문헌정보학과 장애인서비스 교과과정에 관한 기초 연구 - 서울시 공공도서관 장애인서비스 및 문헌정보학과 장애인서비스 교과과정 현황 조사 -)

  • Kim, Hye-Joo
    • Journal of the Korean Society for Library and Information Science
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    • 제46권3호
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    • pp.35-55
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    • 2012
  • This study aims to serve as the basis for the librarian training curriculum model for the disability services. To achieve this, a theoretical study was carried out through literature and investigated and analyzed on the disability services of Public Libraries in Seoul and on the status of Library and Information Science curriculum for the disability services in Korea. The research results are summarized as follows: First, only one university and one graduate school in Korea offers a curriculum for training librarians for the disability services. Second, since 2010 a continuing education program for librarians in charge of the disability service has been offered every year by the National Library of Korea, Librarians who completed this course have been surveyed for their opinions and the results have been reflected in the following course. Third, currently among the disabled users in public library the users with mental retardation, emotional and behavioral disorders, and autism are more than the visually impaired users. Most of the disability service has been a lending for general materials. According to telephone interviews, librarians who actively carry out the disability service need to understand the disability and, more information about operations and planning of cultural program for the disabled users.