• Title/Summary/Keyword: A potential user

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Living Lab as User-Driven Innovation Model: Case Analysis and Applicability (사용자 주도형 혁신모델로서 리빙랩 사례 분석과 적용 가능성 탐색)

  • Seong, Jieun;Song, Wichin;Park, Inyong
    • Journal of Korea Technology Innovation Society
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    • v.17 no.2
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    • pp.309-333
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    • 2014
  • To meet the challenge of new type of innovation activities requires us to understand the social context of innovation and the potential needs of innovation users and, based on this, to co-construct technology and society simultaneously. Effective 'demand articulation' activities such as the understanding and utilization of user experiences and socio-technical planning are prerequisites for carrying out post-catch up innovations shaping new trajectories and contributing to solving social problems. Living Lab has recently been emerging particularly in Europe as an 'user-driven innovation model', in which users are active participants in innovation activities. The purpose of this study is to contribute to a theoretical discussion of Living Lab as an user-driven innovation model, to make a brief review of cases of Living Lab and to explore Living Lab's applicability in the Korean context. Living Lab is an open innovation model, in which end suers actively participate in innovation processes in a particular geographical space or region and would be able to solve specific problems of that space or region. In that sense, Living Lab would be able to strengthen the problem-solving capabilities of local communities and to become a pioneer in inducing and realizing a new socio-technical system. Furthermore, Living Lab could become an innovative policy tool reflecting recent major changes in innovation policy paradigms such as post-catch up innovation, demand-oriented innovation, regional innovation, societal innovation, innovation eco-system and socio-technical system transition, and thus make a contribution to exploring a new way of bringing about changes in the Korean society.

A Study on the Factors Affecting the Use of Senior Center Applying Andersen and Newman's Behavior Model: Analysis of Mediating Effect of User Satisfaction (Andersen과 Newman의 행동모델을 적용한 경로당 이용 영향요인에 관한 연구: 이용자 만족도 매개효과 분석)

  • Kim, Jeong Keun
    • 한국노년학
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    • v.40 no.2
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    • pp.291-309
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    • 2020
  • In this study, the behavioral model of Andersen and Newman(1973) was applied to identify the factors influencing the use of senior centers by the elderly in the community, and the mediating effect of user satisfaction was improved to improve the satisfaction of seniors using the Senior Center and operate the Senior Center. This study attempted to suggest policy and practical alternatives for activation. The subjects were 578 elderly people using 2,283 senior centers in Busan. As a result, the factors influencing the total usage period of the Senior Center were analyzed by age and type of potential factors among the leading factors, and the factors affecting the total number of days of senior center usage during the week were gender, age, and education level among the preceding factors. Appeared. Factors affecting user satisfaction as a parameter were analyzed as subjective health status among gender, age, and desire factors among preceding factors. As a result of verification of mediating effect of user satisfaction, there was a partial mediating effect between age and total use of Senior Center, full mediating effect between gender and days of Senior Center use, and partial mediating effect between age and Senior Center use days. Analyzed. According to the purpose and main findings of the study, the policy and practical suggestions for activating the satisfaction and use of Senior Center are as follows. First, program development and support according to the characteristics of senior center users are required. Second, there is a need to characterize per-path according to senior center type and regional environment. Third, there is a need to improve and raise the support standards for senior center operating expenses.

Analyzing the Influence of Digital Textbook Use for Potential Risk Group of Internet Addiction and Average Group (디지털교과서 활용이 인터넷 중독 잠재적 위험군과 일반 사용자군에게 미치는 영향의 차이 분석)

  • Ahn, Seonghun
    • Journal of The Korean Association of Information Education
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    • v.19 no.4
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    • pp.431-440
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    • 2015
  • The purpose of this study is to analyze the influence of digital textbook use for potential risk group of internet addiction and average group. For this, I selected two samples. One was a group to use digital textbook at school, the other was a group not to use that. Then each potential risk group of internet addiction were sort out in two groups by a test of internet addiction. I firstly compared a average user group and a potential risk group of internet addiction in group to use digital textbook. Also, I too did that in group not to use digital textbook. Then I analyzed the relevance of using digital textbook and internet addiction. As a result, I found that using digital textbook have not the relevance with internet addiction. But in this paper, I proposed a way to teach ICT ethical training before students use the digital textbook, because most of potential risk students of internet addiction tend to think they was influenced by digital textbook.

A Study of Digital Library Service Records and User Privacy (디지털도서관서비스기록과 이용자프라이버시에 관한 연구)

  • Noh, Young-Hee
    • Journal of the Korean Society for information Management
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    • v.29 no.3
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    • pp.187-214
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    • 2012
  • Libraries are founded to ensure the intellectual freedom of citizens, and citizens have the right to confidentiality regarding their needs, information access, and information use. Protecting users' privacy is critical to safeguarding their freedom of speech, freedom of thought, and freedom of assembly. Libraries and librarians should seriously concern themselves with their users' privacy because protecting this privacy is part of their most important mission, and, in doing so, users can truly enjoy their intellectual freedom. This study extensively investigated and analyzed the possibility of privacy invasion that may occur in libraries. As a result, cases of potential invasion of privacy in libraries were summarized in the following three categories: violations occurring in the process of national or law agencies' enforcement operations; violations occurring in the process of routine library services such as circulation, reference, online searching etc.; and violations occurring by outsourcing library services.

Design and Implementation of MUG(Multi-User Graphic) Game for Elementary Students (MUG(Mutil-User Graphic)게임의 설계 및 구현 - 초등학생을 위한 -)

  • Ahn, Mi-Lee;Lee, Jeong-Ae
    • Journal of Digital Contents Society
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    • v.1 no.1
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    • pp.77-88
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    • 2000
  • Leading educational paradigm based on Constructivism drives for many changes in the field of education. It causes the shift from instructor-based to learner-based learning, and cooperative teaming amongst the learners. Multi User Game (MUG) which is a network-based cooperative game is popular among many college students. MUG is known to provide positive and creative activities encouraging learners to participate, reform and produce new knowledge and skills. Thus, it has potential as an effective learning tool. In this study, however, we have designed a prototype of Cooperative MUG Game for elementary students to learn within networked environment to play while learning new knowledge and skills. The elementary students will interact with the other students through chatting while playing MUG.

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The Present and Future of Avata Fashion Market - The Strategic of Avata Fashion Marketing- (아바타 패션시장의 현재와 미래 -아바타 시장 패션 마케팅의 전략적 접근-)

  • 송영주
    • Journal of the Korea Fashion and Costume Design Association
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    • v.5 no.1
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    • pp.47-57
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    • 2003
  • Today there are increasing number of internet users. Internet is wide use of banking, shopping, school and studding. Also, internet is used in everyday living and its use is getting larger. Korea has the one of the most use of internet in the world. Most of houses have computer with internet, and there are alot of PC rooms in the streets. anyone can enjoy the internet anytime anywhere. Now, in internet there are group formed by community purpose. The 'dot com' companies was not making much of profit from their goods. However, they came out with an idea "avata" Soon, the avata became a hit and its known for its success. Avata is used for E-mail, name card, post stamp, and chatting. Also, Avata is very popular among chatting service, icon chatting, and 3D graphic chatting. Avata represent the user himself in internet and computer created imaginary space, and it connects between imaginary space and reality, also it exist between real name and nick name. Past years, the internet users were satisfied with their nick name, however resent year users wants to express them more. For the result the "Avata" is created to fulfill the need to express user themselves. There are three different ways to see how Korean react to fashion industry. first, Korea's land structure makes the density of population high, the transmission of information is very fast. Next, collectively is high among Koreans. Finally wide use to internet made the transmission of the fashion information much faster. The User wants to keep up with the fashion at the sametime they want to express themselves, and "avata" is the one that fulfill their needs. New technology and the desire to express themselves made the new term "avata industry". which was never existed before. In addition, the internet markets have potential power. Although, it is in start stage of avata industry. However, the experts say that its possibility of its development is not predictable. In conclusion, watch the development of a situation to analyze the avata industry and develop new avata fashion market.

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Research about Factor Affecting the Continuous Use of Cloud Storage Service : User Factor, System Factor, Psychological Switching Cost Factor (클라우드 스토리지 서비스의 지속적 사용의도에 영향을 미치는 요인 연구 : 사용자 요인, 시스템 요인, 심리적 전환비용)

  • Jun, Chang-Joong;Lee, Jung-Hoon;Jeon, In-Sook
    • The Journal of Society for e-Business Studies
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    • v.19 no.1
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    • pp.15-42
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    • 2014
  • Cloud storage service has the potential to be a core infrastructure for the future mobile and Internet service; thus related service providers have been investing in it and trying to attract as many users as possible. In addition, those need to find out what motivates the users to keep using their service not only to attract new customers but also to secure their subscribers. Therefore, this study will examine its relationship with user's motivation based on the extended TAM model with external variables for objective research about continuous use of cloud storage service. As a result, it was found that personal innovativeness, self efficacy, functional attributes, and psychological switching cost influence the continuous use of cloud storage service. Also, it is expected they can guide service providers to the right track when setting up their business strategy in the future.

Predicting IT-based Robot Adoption in Korea: By Integrating TAM and EDT (IT기반 로봇의 수용에 관한 연구: TAM과 EDT 모형의 통합관점)

  • Kim, Yoo-Jung;Lee, Hyung-Seok;Yoon, Jong-Soo
    • Journal of the Korea Society of Computer and Information
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    • v.15 no.12
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    • pp.237-245
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    • 2010
  • Korea Communications Commission (KCC) has been providing the pilot service of URC(Ubiquitous Robot Companion), which is a network-based personal robot, to 1000 Korean households since 2006 to define potential users' needs and adoption behaviors. Personal innovativeness might play a critical role in adoption of URC services by users because much sophisticated and convergence technologies are incorporated into URC services. Also, defining not only perceived beliefs about URC services but also expected beliefs about them are very crucial to reduce disconfirmation between users' perception and expectation of URC services. From this point of view, this paper aimed to examine robot users' adoption behavior by considering constructs such as personal innovativeness, usefulness (perceived usefulness - expected usefulness, P-E), user attitude, and intention to use. The findings reveal that personal innovativeness is negatively related to usefulness (P-E) whereas usefulness (P-E) influences significantly and positively on user attitude. It is also shown that usefulness (P-E) and user attitude have strong positive effects on intention to use.

Functions and Characteristics of Public Library Theme Collection: Focusing on the User-centered Classification Perspective (공공도서관 테마 컬렉션의 기능과 특성 - 이용자 중심 분류의 관점에서 -)

  • Baek, Ji-Won
    • Journal of the Korean Society for Library and Information Science
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    • v.52 no.4
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    • pp.51-69
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    • 2018
  • The purpose of this study is to analyze the potential use of the theme collection as a new classification method that reflects the interest of users in terms of classification and categorization. For this purpose, the background of the theme collection was identified based on the discussion of the library resource organization and the introduction of the curation service of bookstore. In addition, based on case analysis, which is building the theme collection, concrete concepts and characteristics of theme collection are derived. Based on the above discussion, the classification and categorization characteristics of public library themes collections were analyzed, and the characteristics and functions as a classification were compared with other categories relatively. Finally, the utility and applicability of the theme collection is presented and it is based on the discussions about the user-centered classification system design of the library in the future.

A Study on User Experience of the Metaverse Exhibition: Focusing on Prayer for Life Metaverse

  • Park, Ji-Su;Park, So-Jeong;Park, So-Eun;Shin, Ji-Hye;Rhee, Bo-A
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.11
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    • pp.89-98
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    • 2022
  • Using the extended technology acceptance model, this study aims to quantitatively analyze the user experience with the . In the case of Perceived Usefulness and Perceived Ease of Use, only limited detailed factors have significant impacts on the degree of satisfaction. The degree of satisfaction has positive correlations with the degree of immersion and the variables of Behavioral Intention to Use Metaverse. Although sophisticatedly remediates using digital technology to provide visitors with the sameness of exhibits, exhibition circulation and interaction method, the metaverse exhibition does not acquire the same value of the exhibition. In conclusion, cannot replace , however, it has the potential to offer learning usefulness to visitors with low accessibility to the art museum.