• Title/Summary/Keyword: 이용자 관여

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Resident Involvement Analysis of New Town Landscape Architecture Construction - Focused on the Gyeonggi GwangGyo District - (택지개발지구 조경공사의 주민관여 분석 - 경기도 광교지구를 중심으로 -)

  • Oh, Jeong-Hak
    • Journal of the Korean Institute of Landscape Architecture
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    • v.44 no.6
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    • pp.51-59
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    • 2016
  • The purpose of this study is to improve interaction with the construction subject by analyzing the contents and contents of users' involvement in landscaping works. For this purpose, this study selected the Gwanggyo Residential Land Development District Public Landscape Project in Suwon, Gyeonggi Province. For four years before and after the completion, the opinions of tenants were used as research data. Both qualitative and quantitative analyses of 412 complaints received by the project implementation office and local government were conducted. As a result, first, the main purpose of suggesting opinions was 'demanding and expressing complaints', and there were many 'parks' and 'rivers'. In terms of content, "quality" was the most pointed out, but many kinds of trees, such as tree planting, ecological river construction, and pavement construction were also mentioned. Second, the extraction of key words from content analysis was the most common method. Followed by 'additional foodstuff' and 'moving to the toilet and management building'. Much of the point of view about dead wood has continued to be conspicuous in the process of waiting to be dealt with at the time of transplanting. Third, the validity of the contents of the complaints was evaluated as a five - point scale. Therefore, the opinions raised were unreasonable, but overall, there were more complaints with certain objectivity.

Influence of 3D Stereoscopic Video Running Time on Audience Perceptions (3D 영상 시청시간 요인이 수용자 인식에 미치는 영향)

  • Lee, Min-Joo;Chung, Dong-Hun
    • Journal of Broadcast Engineering
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    • v.17 no.4
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    • pp.551-564
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    • 2012
  • The purpose of this study is to gain knowledge about the influence of running time of 3D stereoscopic video on audience perceptions. This study compares the influence of running time between 20 minutes and 40 minutes of 3D stereoscopic music shows on audience perceptions such as perceived characteristics, impression, presence, entertainment, fatigue and unnatural looking images. After experiment with 40 samples, the present research found that when people watched shorter 3D stereoscopic music video, they perceived more 3D functionality, such as depth, image conveyance and message conveyance. The results also suggest that people who watched shorter 3D stereoscopic video felt more impression such as definiteness and freshness from the 3D images. Moreover, the result confirm that when watching shorter 3D images, people felt more a sense of presence. Findings of this study have important practical implications how running time is important to 3DTV viewers. Since the nature of this study is exploratory, more research about segmented running time and genre, etc. of 3D stereoscopic videos will be needed.

The Acceptance of Customer Reviews in Taobao (타오바오 쇼핑몰 이용자의 구매후기 수용에 관한 연구)

  • Hao, Qi-Ying;Lee, Sang-Joon;Lee, Kyeong-Rak
    • Journal of the Korea Convergence Society
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    • v.6 no.4
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    • pp.205-212
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    • 2015
  • This paper aims to investigate key factors affecting customer adoption of the online review from the three perspectives such as customer review characteristics, reviewer characteristics, and customer characteristics. We collected data on customers who have experience in purchasing products in Taobao. The major findings are as follows. First, the customer review amount and vividness are not directly related to customer adoption of the online review. Second, the trust of reviewer and perceived similarity have positive effects on customer adoption of the online review. Third, the prior knowledge and product involvement increase customer adoption of the online review. Finally, customers' purchase intention is greatly determined by customer adoption of the online review. This paper presents the importance of the management of customer reviews and management method for the stakeholders of shopping mall to advancing Chinese market.

Improving Security Awareness about Smishing through Experiment on the Optimistic Bias on Risk Perception (위험인식의 낙관적 편향 실험을 통한 스미싱 보안인식 개선)

  • Kang, Ji Won;Lee, Ae Ri;Kim, Beomsoo
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.26 no.2
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    • pp.475-487
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    • 2016
  • Recently, various risks of smartphone hacking are emerging. Smishing crime techniques become more cunning and its damage has been increasing, thereby requiring effective ways of preventing and coping with smishing. Especially, it is emphasized the need for smartphone users' security awareness and training besides technological approach. This study investigates the effective method for providing news messages in order to improve the perception of risk from smishing. This research empirically examines that the degree of optimistic bias on risk perception can vary depending on news frame, topic type, and involvement regarding smishing. Based on the findings, it identifies the factors influencing risk perception and verifies effective ways of promoting individual security awareness on smishing. The results of this study provide implications that assist in educating, campaigning and promoting information security awareness for smart device users.

The Study about influence of immersiveness on PPL advertising in on-line game (몰입 정도가 온라인 게임 내 PPL 인지에 미치는 영향에 대한 연구)

  • Park, Seong-Min;Ryu, Seoung-Ho
    • Journal of Korea Game Society
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    • v.6 no.3
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    • pp.67-76
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    • 2006
  • This study is to examine relationship between immersiveness aspect and the recognition of garners who are exposed to PPL (Product Placement Advertisement) in online game. The frequency of exposure, the placement type of PPL, the perception under the threshold of consciousness and the interest at the product and knowledge about PPL have been widely known as the factors of effectiveness in PPL advertising. In this study, 'immersiveness' is newly introduced to investigate the effectiveness of PPL advertising due to the unique characteristics of game which easily leads to immersion. Control group is exposed to movie clip and experimental group to lacing online game. In conclusion, the deep immersion has reduced the perception level of user on PPL except the variable of PPL placement. This study suggests that how to design the PPL placement in game for enhancing marketing effect is all the more vital, in spite of the result that the player in high immersion cannot distinguish different images.

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Influence of Gaming Display and Wearing Glasses on Perceived Characteristics, Presence, and Fatigue (게임 디스플레이 종류와 안경착용 여부에 따른 영상의 인지된 특성, 프레즌스 그리고 피로도의 차이)

  • Lee, Hyunji;Chung, Donghun
    • Journal of Broadcast Engineering
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    • v.17 no.6
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    • pp.1004-1013
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    • 2012
  • 3D images and videos are required viewers to wear 3D glasses. According to the data, about half of Korean people wear glasses or contact lens and this implies 3D video viewers may have a trouble due to putting a pair of 3D glasses atop their glasses. The purpose of this study is to examine gamers' perceived characteristics, presence, and fatigue according to video gaming display (2D vs. 3D) and glasses whether wearing or not. The results show that the interaction effect of the display and wearing glasses was statistically significant in the perceived presence, and the main effect of the display was statistically significant in the perceived characteristics and fatigue.

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
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    • v.11 no.8
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    • pp.88-101
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    • 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.

A study on the User Experience and Aggressive Action in Violent Video Game (폭력적 비디오게임의 사용자 경험과 공격행동성에 대한 연구)

  • Yun, Ju-Sung;Noh, Ghee-Young
    • The Journal of the Korea Contents Association
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    • v.15 no.11
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    • pp.215-226
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    • 2015
  • As violent video game is used based on active interaction and involvement of users, it is widely thought that it may have more effect on individual violence and aggressive action than existing violent videos. This study aimed to examine the effect of user experiences in the violent video game such as hostility, anger, arousal, enjoyment and identification on users' aggressive action. For this purpose, the first person FPS shooting game that consists of violent contents was employed to carry out playtest for 80 subjects with 40 male and 40 female university students. As a result, it was found that the user's arousal level, state anger, enjoyment and identification experience by the use of violent video game had an effect on aggressive action. Among factors that have aggressive action in the used of violent video game, besides emotion and arousal, the level of identification with a game character was found to be important effect factor. Hostility factor that was assumed to have effect on aggressive action was not significant, but enjoyment of game was proved to have effect on aggressive action of users.

A Study on Search Query Topics and Types using Topic Modeling and Principal Components Analysis (토픽모델링 및 주성분 분석 기반 검색 질의 유형 분류 연구)

  • Kang, Hyun-Ah;Lim, Heui-Seok
    • KIPS Transactions on Software and Data Engineering
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    • v.10 no.6
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    • pp.223-234
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    • 2021
  • Recent advances in the 4th Industrial Revolution have accelerated the change of the shopping behavior from offline to online. Search queries show customers' information needs most intensively in online shopping. However, there are not many search query research in the field of search, and most of the prior research in the field of search query research has been studied on a limited topic and data-based basis based on researchers' qualitative judgment. To this end, this study defines the type of search query with data-based quantitative methodology by applying machine learning to search research query field to define the 15 topics of search query by conducting topic modeling based on search query and clicked document information. Furthermore, we present a new classification system of new search query types representing searching behavior characteristics by extracting key variables through principal component analysis and analyzing. The results of this study are expected to contribute to the establishment of effective search services and the development of search systems.

LIBRARY EDUCATION IN JAPAN, THE REPUBLIC OF KOREA AND TAIWAN A COMPARATIVE STUDY(I) (일본, 한국, 대만의 도서관학 교육 비교연구)

  • Um Young Ai
    • Journal of the Korean Society for Library and Information Science
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    • v.17
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    • pp.203-227
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    • 1989
  • 본 연구의 목적은 유사한 문화적 배경을 공유한 일본, 한국, 대만의 도서관학 교육을 비교하여 유사점과 상이점을 발견하고 그들의 배경이유를 찾아서 사회와 도서관학 교육의 관계를 밝히는 것이다. 비교의 대상이 된 교육기관은 4년제 대학(교)의 도서관학과로 일본의 다섯 대학교, 한국의 아홉 대학교, 대만의 네 대학교의 도서관학 교육을 비교하였다. 연구가 증명하려고 시도한 가설은, 1. 일본, 한국, 대만은 유사한 문화적 배경을 공유하는 한편, 미국의 도서관학 교육을 받아들였으므로, 세 나라의 도서관학 교육에는 유사점들이 있을 것이다. 2. 상이점들이 있다면, 그것들은 각 국의 특성을 반영할 것이다. 3. 세 나라의 도서관학 교육에 유사점들이 있다면 도서관학 교육의 경향, 문제점들 및 전망도 비슷할 것이다. 가설의 증명을 위하여 교육의 목적, 교수진, 남$\cdot$여학생의 비율, 입학시의 학생들의 학력수준, 교과과정, 과정수료에 요구되는 특수조건, 교과서, 연구, 학과 도서실 및 시설, 학과와 도서관과의 협력관계, 정보학 교과목, 사회가 요구하는 도서관 봉사 및 그에 대응하는 도서관학 교육의 청도, 교육의 경향, 문제점 및 장래 그리고 학과 졸업생들의 도서관 취업률 등을 비교하였다. 비교의 결과 가설을 타당한 것으로 받아들일 수 있었다. 결론에 대한 설명과 아울러 도서관학 교육의 방향을 제언하였다. 1. 미국의 도서관학 교육이 근거로 한 이론적인 배경 및 개념을 재검토하여 적합한 것은 받아들이고, 필요한 경우에는 변형하여 적용하도록 노력해야 한다. 미국과 다른 나라의 실제 도서관 업무 및 봉사에 대한 이해를 토대로 하여 사서와 교육자가 함께 자국의 상황에 적합한 고유한 도서관학을 정립하여야 한다. 2. 도서관 이용 및 봉사에 보다 관심을 기울이고 바람직한 개념을 홍보하고 그것에 호응하는 환경을 만들기 위하여 노력해야 한다. 미래의 사서인 학생들을 이용자에게 접근하여 그들을 가르칠 수 있고 도서관을 이용하도록 유도할 수 있게끔 교육을 시켜야 할 것이다. 3. 미국 이외의 나라에서 실시되는 교육제도에도 관심을 가져야 할 것이다. 4. 도서관 및 도서관학 교육에 정부의 적극적인 지원이 필요하다. 다른 전문직과 같은 대우를 받으려면, 국가고시제도가 도입되어야 할 것이다. 5. 도서관협회가 도서관학 교육에 보다 적극적으로 참여해야 한다. 사서 자격증을 관할하는 단체가 될 수도 있고 교육의 내용에도 관여할 수 있다. 6. 도서관학과와 도서관과의 협력관계가 보다 강화되어야 하며, 도서관현장을 토대로 한 연구활동이 필요하다. 진정한 의미의 문제 해결을 위한 연구활동이 없이 이론적, 실제적인 발전을 기대할 수 없다. 7. 대학(교) 도서관 및 특수도서관의 사서를 위한 전문교육은 대학원 수준에서 제공되고, 학부의 도서관학 교육은 학교도서관 및 공공도서관의 사서를 위한 교육으로 전문화되어야 한다. 8. 도서관학의 교육자들이 모여 문제를 토론하고 해결책을 모색할 수 있는 기회가 제공되어야 하며, 세 나라가 공동의 경험을 나누고 문제를 함께 해결할 수 있는 공식적인 회의나 학회의 구성이 필요하다.

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