• Title/Summary/Keyword: Behavioral Modeling

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How to Forecast Behavioral Effects on Mobile Advertising in the Smart Environment using the Technology Acceptance Model and Web Advertising Effect Model

  • Kim, Yong Beom;Joo, Hyung Chul;Lee, Bong Gyou
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.10 no.10
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    • pp.4997-5013
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    • 2016
  • This paper proposes and then verifies a model that can be used to forecast the effects of behavior on mobile advertising based on the Technology Acceptance Model (TAM) and Web Advertising Effect. The objective of this research is to probe the relationship between the cause and effect of the entertainment, informativeness, usefulness, capacity to accommodate smart-environment technologies, Hedonic Adaptation Model (HAM), etc. that mobile advertisements provide, as well as the attitudes toward advertisements in general. In order to accomplish this goal, the research was verified using Structural Equation Modeling (SEM), and the results are as follows. First, the informativeness of mobile advertising has a positive effect on the recognized ease of use. Second, the entertainment and informativeness of mobile advertising has positive effects on the recognized usefulness. Third, the recognized ease of use has a positive effect on the recognized usefulness. Fourth, the informativeness of mobile advertising causes a positive effect on smart-environment technologies. Fifth, the entertainment and informativeness of mobile advertising cause positive effects on the HAM. Sixth, smart-environment technologies cause positive effects on the HAM. Seventh, the recognized usefulness causes a positive effect on the value of mobile advertising and the intention of use. Eighth, the HAM has a positive effect on the value of mobile advertising and the general attitudes toward it. Ninth, the value of mobile advertising has a positive effect on the attitudes toward advertising. Tenth, the attitudes toward mobile advertising have a positive effect on the intention of use.

The Impact Relationship of Cosmetic Quality, Consumer's Preference, Advice & inducement on Purchasing Behavior-Focused on the Mediating Effect of Perceived Behavior Control (화장품 품질, 소비자 선호, 조언 및 권유가 구매행동에 미치는 영향관계-지각된 행동통제의 매개효과를 중심으로)

  • Bae, Hye-Kyung
    • Journal of Convergence for Information Technology
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    • v.11 no.10
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    • pp.250-257
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    • 2021
  • The author tried to verify the mediating effect of the variable, perceived behavioral control, in the relationship between the independent variables(cosmetics-related variables, consumer's preference, advice & inducement), and the dependent variable(purchasing behavior), through AMOS structural equation modeling. As a result of analyzing the mediating effect in the impact relationship between latent variables, it was found that PBC(perceived behavior control) plays a mediating role in the impact relationship between CQ(cosmetics quality) and PB(purchasing behavior). Author found that the higher the quality of cosmetics and the greater the perceived behavior control in domestic cosmetics purchasing behavior, the more likely it will lead to purchasing behavior. In this context, while efforts are being made to improve cosmetic quality, measures to increase perceived behavior control, which can be said to be autonomy in purchasing behavior, should be sought.

An Empirical Analysis on the UX in VR Application of Artworks: A Case Study on

  • Kang, Jisu;No, Hanna;Rhee, Boa
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.5
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    • pp.31-38
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    • 2021
  • This study empirically investigated the user's experience with based on the Technology Acceptance Model. According to the frequency analysis results, the usability for learning was evaluated relatively higher than that for appreciation from the perspective of perceived usefulness and the technical factors such as graphics and modeling raised the issue for the quality improvement. According to the results of the correlation analysis, the usability for learning correlated with the degree of satisfaction. In addition, all detailed factors of perceived ease of use positively influenced on the degree of satisfaction and the impact of the environmental factor on the degree of satisfaction was greatest. The degree of satisfaction with the VR application significantly correlated with the degree of immersion and behavioral intention to the VR application. Therefore, this study proved the suitability for the Technology Acceptance Model as a tool for evaluating a VR application.

A Study on the User Behavior of Atypical Building Facilities and Spaces (비정형 건축시설물 및 공간에 대한 사용자 행동에 관한 연구)

  • Park, Hyo-Jeen;Park, Ji-Min;Lee, Hyang-Sun;Lee, Yun-Gil
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.9 no.9
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    • pp.1041-1048
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    • 2019
  • Recently, social demands on atypical buildings and building spaces are increasing, and examples of atypical buildings are easily seen in major cities around the world. This study investigates the user behaviors in the typical atypical buildings currently constructed and analyzes the characteristics of human behavior in the atypical building space. Ultimately, this study aims to develop human behavior simulation technology for reviewing residential performance of atypical building space design, and the results of this study can be used for user behavior modeling and simulation technology development. This is because it is difficult to find an investigation or analysis of what behavioral characteristics occur in the atypical building space in previous studies. This study derives the characteristics of human behavior in the atypical architectural space that has been overlooked in the existing human behavior simulation tools. In other words, the site visits and surveys typical atypical buildings to investigate user behaviors in typical spaces and other atypical buildings.

A Method of Comparing Risk Similarities Based on Multimodal Data (멀티모달 데이터 기반 위험 발생 유사성 비교 방법)

  • Kwon, Eun-Jung;Shin, WonJae;Lee, Yong-Tae;Lee, Kyu-Chul
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2019.05a
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    • pp.510-512
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    • 2019
  • Recently, there have been growing requirements in the public safety sector to ensure safety through detection of hazardous situations or preemptive predictions. It is noteworthy that various sensor data can be analyzed and utilized as a result of mobile device's dissemination, and many advantages can be used in terms of safety and security. An effective modeling technique is needed to combine sensor data generated by smart-phones and wearable devices to analyze users' moving patterns and behavioral patterns, and to ensure public safety by fusing location-based crime risk data provided.

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Work-Family Conflict, Depression, and Burnout Among Jail Correctional Officers: A 1-Year Prospective Study

  • Jaegers, Lisa A.;Vaughn, Michael G.;Werth, Paul;Matthieu, Monica M.;Ahmad, Syed Omar;Barnidge, Ellen
    • Safety and Health at Work
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    • v.12 no.2
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    • pp.167-173
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    • 2021
  • Background: Correctional officers (COs) experience elevated rates of mental and physical ill-health as compared with other general industry and public safety occupations. The purpose of this study was to investigate demographic, mental health, job tenure, and work-family characteristics and their prospective association to burnout within and between jail officers during one year of new employment. Methods: In 2016, newly hired jail officers (N = 144) completed self-reported surveys across four time points in a one-year prospective study at a Midwestern United States urban jail. Linear mixed-effects and growth modeling examined how work-family conflict (W-FC) and depressive symptoms relate to perceptions of burnout over time. Results: Jail officer burnout increased and was related to rises in W-FC and depression symptoms. Within-person variance for W-FC (Bpooled = .52, p < .001) and depression symptoms (Bpooled = .06, p < .01) were significant predictors of burnout. Less time on the job remained a significant predictor of burnout across all analyses (Bpooled = .03, p < .001). Conclusions: Results from this study indicate that burnout increased during the first year of new employment; and increased W-FC, higher depression, and brief tenure were associated with burnout among jail COs. Future study of correctional workplace health is needed to identify tailored, multilevel interventions that address burnout and W-FC prevention and early intervention among COs.

Autism-Like Behavioral Phenotypes in Mice Treated with Systemic N-Methyl-D-Aspartate

  • Adil, Keremkleroo Jym;Gonzales, Edson Luck;Remonde, Chilly Gay;Boo, Kyung-Jun;Jeon, Se Jin;Shin, Chan Young
    • Biomolecules & Therapeutics
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    • v.30 no.3
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    • pp.232-237
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    • 2022
  • Autism spectrum disorder (ASD) having core characteristics of social interaction problems and repetitive behaviors and interests affects individuals at varying degrees and comorbidities, making it difficult to determine the precise etiology underlying the symptoms. Given its heterogeneity, ASD is difficult to treat and the development of therapeutics is slow due to the scarcity of animal models that are easy to produce and screen with. Based on the theory of excitation/inhibition imbalance in the brain with ASD which involves glutamatergic and/or GABAergic neurotransmission, a pharmacologic agent to modulate these receptors might be a good starting point for modeling. N-methyl-D-aspartic acid (NMDA) is an amino acid derivative acting as a specific agonist at the NMDA receptor and therefore imitates the action of the neurotransmitter glutamate on that receptor. In contrast to glutamate, NMDA selectively binds to and regulates the NMDA receptor, but not other glutamate receptors such as AMPA and kainite receptors. Given this role, we aimed to determine whether NMDA administration could result in autistic-like behavior in adolescent mice. Both male and female mice were treated with saline or NMDA (50 and 75 mg/kg) and were tested on various behavior experiments. Interestingly, acute NMDA-treated mice showed social deficits and repetitive behavior similar to ASD phenotypes. These results support the excitation/inhibition imbalance theory of ASD and that NMDA injection can be used as a pharmacologic model of ASD-like behaviors.

Effectiveness Analysis and Utilization of Game System for Military Education and Training (국방 교육훈련을 위한 게임 효과분석 및 활용방안)

  • Park, Heungsoon;Lee, Yunho
    • Journal of Internet Computing and Services
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    • v.23 no.1
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    • pp.95-103
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    • 2022
  • The goal of education and training in military is to foster strong combatants who can fight and defeat enemies. The Korean military is deeply aware of the importance of education & training, and has been introducing various advanced training systems so far. Despite these efforts, however, the military environment to maintain and strengthen the level of training is becoming increasingly difficult. In this study, it was conducted on the effectiveness analysis and utilization of the game system for military education & training through literature review. As a result of literature analysis, the introduction of the game system could be expected to have various effects throughout the cognitive and behavioral areas. Based on this effect analysis, the concept and shape of game system operation for each purpose were derived, and an improved plan using the game system was proposed.

Interoperation between Engineering- and Engagement-level Models for System Effectiveness Analysis (체계 효과도 분석을 위한 공학/교전 모델 연동 시뮬레이션 기술 연구)

  • Hong, Jeong-Hee;Kim, Tag-Gon
    • Journal of the Korea Society for Simulation
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    • v.19 no.4
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    • pp.319-326
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    • 2010
  • Effectiveness analysis of weapon system has been accomplished using engagement-level model alone. However, most previous works are prone to errors due to lack of behavioral information about the weapon systems. In order to overcome these limitations, this paper proposes an interoperation approach between the engagement- and engineering-level models. The proposed approach enables the engagement-level model to be supported by the engineering-level model representing the detailed behavior of weapon systems. Our methodology consider a limited combat situation including operational environments, dynamics and operational errors of weapons, and engagement orders. The paper describes a formalization of the system effectiveness analysis and defines an interface for interoperation between engagement- and engineering-level models. Then, we perform an anti-torpedo combat simulation as a case study.

Multi - Modal Interface Design for Non - Touch Gesture Based 3D Sculpting Task (비접촉식 제스처 기반 3D 조형 태스크를 위한 다중 모달리티 인터페이스 디자인 연구)

  • Son, Minji;Yoo, Seung Hun
    • Design Convergence Study
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    • v.16 no.5
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    • pp.177-190
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    • 2017
  • This research aims to suggest a multimodal non-touch gesture interface design to improve the usability of 3D sculpting task. The task and procedure of design sculpting of users were analyzed across multiple circumstances from the physical sculpting to computer software. The optimal body posture, design process, work environment, gesture-task relationship, the combination of natural hand gesture and arm movement of designers were defined. The preliminary non-touch 3D S/W were also observed and natural gesture interaction, visual metaphor of UI and affordance for behavior guide were also designed. The prototype of gesture based 3D sculpting system were developed for validation of intuitiveness and learnability in comparison to the current S/W. The suggested gestures were proved with higher performance as a result in terms of understandability, memorability and error rate. Result of the research showed that the gesture interface design for productivity system should reflect the natural experience of users in previous work domain and provide appropriate visual - behavioral metaphor.