• Title/Summary/Keyword: Adoption Factors

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A study on User-centered product design process proposal for materials adoption (소재 적용에 대한 사용자 중심의 제품디자인 프로세스 제안에 관한 연구)

  • Han, Sang-Yun;Kim, Hyun-Sung
    • Journal of the Korean Crystal Growth and Crystal Technology
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    • v.27 no.4
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    • pp.186-190
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    • 2017
  • When a product is designed, user's requirements should be well analyzed and applied to the design so that the psychological and aesthetic factors of a product can be accurately conveyed to consumers. The essence of product development is to analyze the changes in the purchasing tendency of consumers and the needs of times, find out user experiences to apply to a design, and establish the objective of product development that well considers those. Designing should be recognized as one that designs even the sensitivity and experience created in the relationship with users, beyond the conventional notion of design that it draws the physical form of a product. As the subjects that design should consider have expanded like this, it has become important that today's design provides a new experience as well as simply develops formative elements based on the functions of an object. As a result, it becomes impossible to accomplish such objective only with the traditional design process that existing designers have stuck to so far. In this respect, this study is aimed to draw out a system and methodology for a user-oriented design process so that design can provide expanded experience to users from product form, applied material, and service.

A Study on RFID Code Structure for Traceability System of Electric Vehicle Batteries (전기자동차 배터리 추적 시스템을 위한 RFID 코드체계 설계에 관한 연구)

  • Kim, Woo-Ram;Chang, Yoon-Seok
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.12 no.4
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    • pp.95-104
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    • 2013
  • As global warming and depletion of fossil fuel are considered as urgent problems, the development of electric vehicle (EV) is getting more attention by automobile industry. However, the wide adoption of EVs is not coming yet, because of many issues such as long recharging time and high cost of batteries etc. As an alternative solution to the conventional battery charging EV, the idea of battery exchanging EV is introduced. To realize the battery exchanging business model, one should solve the issues of ownership and reliability of battery. To address such issues, the concept of battery sharing should be considered together with good traceability system. In this study, we studied RFID code structure to provide better visibility and traceability for shared EV batteries. The proposed RFID code and code generation system is based on GRAI-96 of EPCglobal and included factors such as chemical, physical, and manufacturing features. The designed code can be also used as the ID of each battery.

Recommendations for the Successful Design and Implementation of Competency-Based Medical Education in Korea (한국에서 역량바탕의학교육의 성공적인 실행을 위한 제언)

  • Yoon, Bo Young;Choi, Ikseon;Kim, Sejin;Park, Hyojin;Ju, Hyunjung;Rhee, Byoung Doo;Lee, Jong-Tae
    • Korean Medical Education Review
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    • v.17 no.3
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    • pp.110-121
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    • 2015
  • Competency-based medical education (CBME) is an outcome-oriented curriculum model for medical education that organizes learning activities and assessment methods according to defined competencies as the learning outcomes of a given curriculum. CBME emerged to address the accountability of medical education in response to growing concerns about the patient safety in North America in the 1970s, and the number of medical schools adopting CBME has dramatically increased since 1990. In Korea, CBME has been under consideration as an alternative curriculum model to reform medical education since 2006. The purpose of this paper is three-fold: (1) to review the literature on CBME to identify the challenges and benefits reported in North America, (2) to summarize the process and experiences of planning and implementing CBME at Inje University College of Medicine, and finally (3) to provide recommendations for Korean medical schools to be better prepared for the successful adoption of CBME. In conclusion, one of the key factors for successful CBME implementation in Korea is how well an individual school can modify the current curriculum and rearrange the existing resources in a way that will enhance students' competencies while maximizing the strengths of the school's existing curriculum.

A Study on the User Evaluation for Media Form of Virtual Environment (가상환경의 미디어 형식에 대한 사용자 평가 연구)

  • Park, Soo-Been;Yoon, So-Yeon
    • Korean Institute of Interior Design Journal
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    • v.17 no.5
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    • pp.166-174
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    • 2008
  • As the use of virtual environment for decision-making interior or architectural design has been increasingly broaden, the choice of media form-physical, objective properties of a display medium-became and important issue to take into consideration. This research deals with the effects and differences between two types of media for a virtual environment; wall projection screen(120") and PC monitor(17"). In addition, efficient adoption of the two media forms was also proposed in this research. A total of 90 subjects participated in pre-designed three experimental groups(A group: experiment with a wall projection screen, B group: experiment with PC monitor, C group: both) and answer the seating preferences, the presence inventory, and the decision confidence using a simulated virtual restaurant environment. The results are as follows: (1) seating preferences for the tables located in frequent traffic area and near other spaces such as restroom and th kitchen are significantly different by the media form. While there is no significant difference found in seating preferences for most tables except high traffic areas near entrances between the two media. This result demonstrates the effects of media type or screen size on user perception for the areas near structural or interior design elements. (2) The presence measure in this research consist of in this research consist of four factors: 'spatial presence,' 'object presence,' 'positive effects,' and 'the factor of negative effects. 'The mean values of the items involving engagement or interaction in the spatial presence factor and the object presence factor are significantly different by the media form. A higher sense of presence of presence was observed in the wall projection screen. (3) PC monitor condition was shown to provide a higher level of decision confidence. Based on the research finding, conclusions and implications are discussed.

An Investigation of Factors Affecting Consumer Intention to Use Branded App : Focused on Technology Acceptance Model(TAM) (브랜드앱(Branded App)의 사용의도에 영향을 미치는 요인에 관한 연구 : 기술수용 모델(TAM)을 중심으로)

  • Jang, Sunghyun;Lee, Jungki
    • Journal of Information Technology Services
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    • v.13 no.3
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    • pp.51-76
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    • 2014
  • As the smart phone devices gain popularity, companies no longer consider mobile application marketing as an auxiliary marketing tactic. The branded mobile application (branded app) becomes an important part of marketing strategies. This study is an attempt to investigate antecedents of the use intention of the branded app from the perspective of TAM (Technology Acceptance Model). This study takes a macro perspective in explaining the adoption process by incorporating a set of new, yet promising additional variables into the TAM model such as flow experience, benefits, innovation inclination, and customization features. Data were collected by using a survey research. A total of 270 responses were collected. Questionnaires from 25 individuals were removed from the data set due to the insincere responses, leaving the final sample size of 245. Findings support all but one hypotheses of the study. Both perceived utilitarian benefits and customization features of the branded app were found to have positive influences on the perceived usefulness of the branded app. Also, the innovation inclination and perceived entertainment of branded app users showed positive influences on the perceived ease of use of branded app. In addition, it was shown that the perceived usefulness about the use of the branded app influenced positively the flow experience and the users' attitudes toward branded app. Also, the ease of use perceived by branded app users had positive influences on the perceived usefulness and the user's attitude toward branded app. However, the ease of use of branded app did not have a significant influence on the flow experience among users. Moreover, the flow experience from the use of branded app users influenced positively the user's attitude toward branded app. Finally, the users' attitudes toward branded app had positive influences on their intention to use the branded app. Implications for practitioners and academicians are provided.

The Influence of Cross Promotion in Mobile games on Consumer's Attitude toward Game adoption (모바일 게임의 크로스 프로모션이 소비자의 게임 수용태도에 미치는 영향)

  • Park, Jeong-Min;Yong, Hye-Ryeon;Hwang, Hyun-Seok
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.2
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    • pp.112-122
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    • 2016
  • In line with the increase in consumer demand for mobile games, game companies face stiff competition. For a more successful marketing strategy, many game companies actively adopt Cross Promotion. The Cross Promotion marketing strategy in the mobile game is regarded as a low cost and high efficiency marketing method because the game companies provide new experiences to game users by utilizing existing game infrastructure and absorbing current users of game companies. Despite the advantages of Cross Promotion, there has been little practical study on the relationship between Cross Promotion and mobile game acceptance. Accordingly, the aim of this study was to determine the influential factors of Cross Promotion on the acceptance of mobile games. After reviewing previous research, a structural model was established, a survey was performed and the model was analyzed. The managerial implications are suggested along with the concluding remarks.

Teaching with Geospatial Technologies and Changes in the Classroom: A Case Study of Six Teachers (공간정보기술의 활용과 교실수업의 변화 -여섯 교사의 사례-)

  • Lee, Jongwon
    • Journal of the Korean Geographical Society
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    • v.47 no.6
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    • pp.955-974
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    • 2012
  • This study investigated six teachers who used the lessons utilizing geospatial technologies including GPS and Google Earth. The lessons were designed to ask students to solve problems with the technologies rather than to teach students to just use technology and teachers to function more as a facilitator. Key findings include: (1) The teachers with background and interest in learner-centered teaching were more effective in implementing the lessons with their students while the teachers who were familiar with teacher-centered instruction often reduced learners' roles in the lesson; (2) Generally, students expressed huge interests in the lessons. Changes in attitude and participation toward lessons were more clearly observed from low achievers and passive learners; (3) Key influencing factors in adoption of lessons utilizing geospatial technologies were school culture toward innovativeness, characteristics of school administrators, learning experience of the lessons during the workshops, and support systems for lesson preparation and implementation.

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Manufacturing Innovation and HPC (High Performance Computing) Utilization (제조업 혁신과 HPC(High Performance Computing) 활용)

  • Kim, Yong-yul
    • Journal of Korea Technology Innovation Society
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    • v.19 no.2
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    • pp.231-253
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    • 2016
  • The purpose of this study is two fold. First, we will explore the meaning, spread effect and consideration factors of manufacturing innovation in terms of theoretical perspective. Second, we will verify the status of high performance computing (HPC) utilization policy, and analyze the situation of US and Korea. Manufacturing innovation policy in each country has the objective in common which aims epoch-making enhancing of productivity. Nevertheless it can be characterized as innovation oriented policy rather than simple trial of productivity improvement. For long term growth and employment, the need for reindustrialization instead of deindustrialization should be recognized. Employment may be decreased temporarily and partially due to manufacturing innovation. However net effect of employment increasing will be bigger because of indirect employment. HPC utilization policy has the importance as a separate movement other than as a subset of manufacturing innovation. US government is trying to eliminate the bottleneck elements in adoption of HPC based M&S activity, and to promote the way of problem solving through the mechanism of public-private partnership, in spite of low level of HPC based M&S. In Korea, ecosystem related with the activity of HPC based M&S is needed, and expansion of M&S utilization in manufacturing companies and fostering of M&S supporting institutions will be important for this task.

Development and Application of Impact Assessment Model of Forest Vegetation by Land Developments (개발사업에 따른 산림식생 영향평가모형 개발 및 적용)

  • Lee, Dong-Kun;Kim, Eun-Young
    • Journal of the Korean Society of Environmental Restoration Technology
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    • v.12 no.6
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    • pp.123-130
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    • 2009
  • Fragmentation due to land developments causes disturbances and changes of composition in forest vegetation. The purpose of the study was to develop the impact assessment model for quantitative distance or degree of disturbance by land developments. This study conducted a survey about structure and composition of forest vegetation to determine degree of impact from land developments. The results of field survey, there was a difference in structure and composition of forest vegetation such as tree canopy, herbaceous cover, and number of vine and alien species the distances from edge to interior area such as 0m, 10m, 20m, 40m, and over 60m. To assess the disturbance of forest vegetation, the factors selected were the rate of vine's cover and appearance of alien species. The impact assessment model about vine species explained by a distance, forest patch size, type of forest fragmentation, and type of vegetation ($R^2$=0.44, p<0.001). The other model about alien species explained by a distance, type of forest fragmentation, type of vegetation, and width of road (85.9%, p<0.005). The models applied to Samsong housing development in Goyang-si, Gyunggi-do. The vines and alien species in the study area have had a substantial impact on forest vegetation from edge to 20 or 40m. The impact assessment models were high reliability for estimating impacts to land developments. The impact of forest vegetation by development activities could be minimized thorough the adoption of the models introduced at the stage of EIA.

Factors of Leading the Adoption of Diet/Exercise Apps on Smartphones: Application of Channel Expansion Theory (다이어트/운동 앱의 수용에 대한 결정요인: 채널확장이론을 중심으로)

  • Cho, Jaehee;Kim, Sun Jin
    • Journal of Internet Computing and Services
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    • v.16 no.1
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    • pp.101-108
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    • 2015
  • This study paid attention to the notable increase of the use of diet/exercise apps on smartphones. Based on channel expansion theory and technology acceptance model (TAM), this study investigated how three predictors-Internet information use efficacy, Internet information credibility, smartphone use efficacy-affected one's attitude toward and intention to use diet/exercise apps. Results from a path analysis indicated that Internet information use efficacy and smartphone use efficacy positively predict the perceived ease of use of diet/exercise apps. Internet information credibility positively predicts the perceived usefulness of such apps. Moreover, there were gender differences in the effects of both Internet information use efficacy and Internet information credibility on the perceived usefulness of diet/exercise apps.