• Title/Summary/Keyword: IT Device Satisfaction

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The Influential Relationships among the Image, Service Quality, Consumption Value and Customer Emotion in Middle-low Price Chain Hotels (중저가 체인 호텔 이미지가 서비스 품질과 소비가치 및 고객감정에 미치는 영향)

  • Lim, Jong-Woo;Cho, Yong-Bum
    • Culinary science and hospitality research
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    • v.22 no.7
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    • pp.47-57
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    • 2016
  • This study was conducted to verify the relationships among the image of middle-low price chain hotels, service quality, consumption value, and customer emotion by using the AMOS 22.0 statistic package program. Confirmatory factor analysis and structural equation modeling methods employed for identifying the formulated hypothesis model. According to results, first, it is seen that the image of middle-low price chain hotels has positive effect on the service quality. Second, the image of middle-low price chain hotels has positive effect on the consumption value, and the consumption value has positive effect on the service quality. Third, the service quality does not have positive effect on the customer emotion. Last, the image of middle-low price chain hotels has positive effect on the customer emotion. In this study, we attempted to establish the management strategy device of middle-low price chain hotels by analyzing how the image of middle-low price chain hotels affect the service quality, consumption value, and customer emotion. As a result, when it comes to the service quality according to the image of middle-low price chain hotels, the conviction, in other words, the belief of the hotel staffs was the biggest one. In addition, when it comes to the consumption value according to the image of middle-low price chain hotels, the functional value, the kind service of the hotel staffs was seen as the highest satisfaction. More practical and theoretical implications for developing marketing strategy in context of middle-low price chain hotels has been suggested in conclusions.

The Observationi of User Behaviors of the Urban Plaza using Time-Lapse Record-A case study of Chungryangri Station Plaza- (Time-Lapse 촬영방법을 이용한 도심 광장의 이용행태에 관한 연구 -청량리 역광장을 사례로-)

  • 조창완;진양교
    • Journal of the Korean Institute of Landscape Architecture
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    • v.26 no.3
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    • pp.199-212
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    • 1998
  • The ultimate goal of this study can be summed up as follows: First, the utility of Time-Lapse that observes and records people's behavior will be shown and its merits and demerits will be discussed through comparing with other data-collecting methods such as the naked- eye observation, and the specific way in which Time-Lapse can be put to use will be suggested. Second, analysis of use behavior boserved in the plaza of Chungryangri station by Time-Lapse will be made, on the basis of which suggestions will be made concerning planing, designing, layout, and management of the station plaza. Time-Lapse can observe and records the plaza of Chungryangri Staton through 6 different ways of recording in Time-Lapse: 30 seconds, every minute, every two minutes, second every five minutes, every one tenth of a second, and every one fifth of a second, and these different ways of recording were analyzed through comparison from one to each other to check their respective utilities. And also analysis of tracks of pedestrians, density, and use behavior of users were made, according to which the way in which Time-Lapse can be utilized was examined. Several useful results obtained from this study are shown as follows. First, Time-Lapse made it possible to continuously observe for a long time using minimu efforts, and a single tape which is able to cover from 12 hours up to 25 days is useful for observing variation of behavior in space with the passage of time and seasons. Second, among six ways of recording, the recording every one tenth of a second and every one fifth of a second are useful for finding the tracks of pedestrians, the number of users, the member compositions, the time spent in one place, and manner of use. And besides the moving direction and its purpose can be recognized in a short time, which makes it possile to see where crossings of moving directions occur. Third, the recording every thirty seconds, every minute, every two minutes, and every five minutes are useful for analyzing the density in space as well as for finding the number of users and frequency of facilities use. In particular the recording every thirty seconds made it possible to keep the track of pedestrians' walking, and to observe even slowly moving motions such as cleaning. But when the recording interval exceeds one minute, this was not possible. Fourth, time-lapse has advantages over the naked eye observation in several respects. Time-lapse can measure observed behavior and density in terms of number, and locate the position of users. Time-Lapse, if accompanied by other methods such as interviewing and question that can examine psychological aspects like satisfaction or the purpose of use and be a useful device for space studies.

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A Study on the Document viewer optimized for VR environment (VR 환경에 최적화 된 문서 뷰어에 관한 연구)

  • Joo, Yong-Ho;Kim, Sang-Mok;Cho, Ok-Hue
    • Journal of the Korea Convergence Society
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    • v.12 no.5
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    • pp.139-145
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    • 2021
  • Through this study, we intend to study user satisfaction in order to verify whether there is a need for full-scale research, development and commercialization of document viewers in a VR environment. VR content consists of realistic 3D graphics and 360-degree video, and provides a synesthesia experience and immersion. We developed and tested a VR document viewer prototype that can utilize this concept as a document viewing system. It can act as a viewer that provides an interactive viewing environment according to the user's body interaction and the direction of the field of view, and it can be said that the feature of VR document viewer is that it can draw the user's high level of immersion and concentration when using the viewer. The developed prototype was tested in a test group consisting of 100 VR experiences and device owners for about 1 hour and 3 days a day, and then a questionnaire survey in the form of a fixed selection question was conducted. This study is a prototype study of a document viewer suitable for a virtual reality environment, and can lead to a sense of immersion when reading a document, and suggest a new document viewer direction that is effective for visual fatigue and visual perception of the document.

The Antecedents of Switching Cost and its Effect on Customer Loyalty in Digital Music Service Industry (온라인 음악서비스 산업에서 전환비용의 선행요인 및 전환비용이 고객충성도에 미치는 영향)

  • Kang, Sung-Min;Uhm, Gi-Heon
    • Asia pacific journal of information systems
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    • v.20 no.2
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    • pp.157-180
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    • 2010
  • Rapid development of information technology has generated a new industry and market. In particular, network technology such as the Internet and other computer networks made transaction activities switched from traditional offline commerce to e-commerce. Among them, digital content is bit-based object which is created and distributed through electronic environment. In particular, many entertainment contents such as the music, the movies, and the computer game softwares are main products. Although digital content commerce has high potential demand, it lacks the consideration about the factor related to maintaining existing customer such as customer loyalty and switching costs. There has been a number of research on customer loyalty and other factors affecting it in the traditional electronic commerce environment, but there is a lack of research which examines the characteristics of digital content. The study about the effect of switching costs on customer loyalty in digital content commerce is necessary because the customers of digital content commerce market are from those of other e-commerce market or traditional offline commerce market. In addition, customer loyalty and switching costs are important factors because they may build up greater customer retention. For that reason, this study focused on examining the relationships among switching costs, antecedents for switching costs, and customer loyalty in online digital music service industry. The study has three major purposes: (1) to find antecedents of switching costs on digital content commerce and examine effect of antecedents for switching costs; (2) to identify effect of switching costs on customer loyalty in digital content commerce and examine moderating effects of alternative attractiveness; (3) to identify the differences of antecedents for switching costs by contents transmission type(streaming service and downloading service). And, the online digital music service industry is selected in this study since there are many users and transactions incurring. To accomplish these purposes, a survey questionnaire was developed and distributed to 256 informants. Survey instrument was developed based on previous research and pre-established survey items. Total of 206 surveys are collected and used in the data analysis. Among the respondents, 56.8% is male and 43.2% is female. Also, 86 responses were streaming service user group and 120 responses were download service user group. These data was analyzed using regression analysis. Major findings of empirical analysis can be summarized as follows. First, switching costs have positive effect on customer loyalty in digital content commerce environment. Second, the influence of switching costs on customer loyalty increases under conditions of high alternative attractiveness. Third, DRM convenience and breadth of use have positive effect on switching costs. The findings imply that the digital content provider should pay more attention to switching costs in addition to customer satisfaction in order to attract customers. Also, increasing the convenience of DRM use by securing the convenience of user interface and expanding the support device and increasing the service use scope by providing diverse value-added service helps to create a switching barrier. The result of the study can become a practical use in marketing strategy for maintaining existing customer. In particular, switching barrier is very important under conditions of high competition in the online music service market. This study can be used as a basis for further studies about customer retention in digital content commerce.

A Study on the Job Analysis of Assistive Product Specialist (복지용구 전문가 직무분석에 관한 연구)

  • Cho, Mi-Lim;Yang, Yeong-Ae
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.6
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    • pp.319-329
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    • 2017
  • As Korea is now an aging society, the demand and necessity of assistive products for senior citizens are increasing. On the other hand, their satisfaction with the assistive-product payment service is pretty low, so that the necessity of assistive-product specialists is newly rising. Therefore, it is important to establish a frame of assistive product specialist and clarify the duties. This study aimed to define and analyze the job of assistive-product specialists. This study was carried out from June 1, 2015 to February 10, 2016. After the literature consideration and analysis of the current status, a job analysis(plan) of assistive product specialists was drawn after the job of assistive product specialists was defined, and the duties, tasks, and task elements were analyzed by experts through an advisory conference. A Delphi method was conducted with five professional panels to verify the validity. For the job contents of assistive product specialists, 5 duties, 12 tasks, and 23 task elements were identified. The significance of this study was to establish the system and standard for assistive device specialists defining and analyzing the job of assistive product specialist. Through this study, it would be possible to secure the professionalism of an assistive-product specialist and qualitative improvement of an assistive-product payment service.

Research of Usability Test on Disabled Welfare Vehicle for Guardians and Passengers of Disabled People (장애인 보호자 및 탑승자를 대상으로 한 장애인 복지차량 사용성 평가 연구)

  • Rhee, Kun Min;Kim, Dong Ok
    • 재활복지
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    • v.20 no.3
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    • pp.141-161
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    • 2016
  • This research is to anticipate problems of Ray's disabled experiment welfare vehicles for 17 drivers with disability, improving them. In addition it is to provide the criteria for ergonomic design based on perspective of drivers with disability by investigating 18 items of usability test. The results are as follows. First, satisfaction degree of Ray, disabled experiment welfare vehicle, was shown to be 3.88 which is higher than normal vehicles whose degree is 3.20. This showed that the disabled experiment welfare vehicle is the one with much improvement. Second, so as to develop a welfare vehicle it needs to take into account some factors including rear slope, wheelchair locker, seat belt, safety grip, and high roof. Third, in case of rear slope, high roof and width of manual or automatic wheel chairs should be considered and motor-operated device should also be taken into account for safety lockers, which make a wheelchair firmly fixed. Moreover, motor-operated seat and rear slope can be chosen for either of the disabled and the elderly.

Development of Flipped Learning Class Design Model in Basic Medicine using Edutech : RECIPE Model (에듀테크를 활용한 기초의학 분야 플립드 러닝 수업 설계 모형 개발 : RECIPE 모델)

  • Lee, Mun-Young;Lee, Hyo-Rim
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.8
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    • pp.255-267
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    • 2021
  • The purpose of this study is to present basic data for systematic and effective basic medical education by developing a flipped learning class design model using smart tools and verifying its validity. To this end, in this study, a model proposal was developed based on literature review, and its validity was verified through expert review and field application. In this study, as a flipped learning class design model using smart tools, RECIPE(R: Ready, E: Establish a Plan, C: Create and Connect Media, I: Into the Classroom, P: Process-focused Assessment, E: Evaluation) model was developed. This model is a model that enhances the learning effect by applying an appropriate smart tool at each stage of designing flipped learning. As a result of applying this model to the development of'Anatomy'and'Neuroscience'lectures in the first semester of 2019, students' interest and satisfaction are high, and it is proposed as a specialized model in the field of basic medicine. Therefore, the RECIPE model developed in this study can be applied to various basic medicine-related classes, and it is expected that students will be able to understand basic medicine through the design of the flipped learning class based on this.

Treatment of upper and lower 3D printing CAD-CAM dentures using the POP (PNUD Occlusal Plane) Bow system, a prefabricated occlusal plane transfer device: A case report (조립식 교합 평면 인기 장치 POP (PNUD Occlusal Plane) Bow 시스템을 이용한 3D 프린팅 CAD-CAM 의치치료 증례)

  • Seol-Hwa Lee;Chang-Mo Jeong;Mi-Jung Yun;Jung-Bo Huh;So-Hyoun Lee
    • The Journal of Korean Academy of Prosthodontics
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    • v.61 no.1
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    • pp.44-54
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    • 2023
  • In order to manufacture functional and esthetic prostheses, it is essential to accurately transmit information about the patient's occlusal plane. In particular, in the case of a completely edentulous patient, the occlusal plane is very important to correctly support the soft tissue, to achieve aesthetic harmony with the facial appearance, and to properly pronounce it, and to form a balanced occlusal relationship for stable mastication. In the conventional method, various facebow systems were used to transmit patient's information from the clinic to the laboratory, but there were several limitations in the process of transferring them to CAD. To simplify this process, a prefabricated POP (PNUD Occlusal Plane) Bow system was recently developed. In this case, a CAD-CAM (Computer-aided design-computer-aided manufacturing) treatment dentures reflecting the patient's occlusal plane information was manufactured using the POP Bow system during the treatment of a completely edentulous patient, and aesthetic and functional satisfaction was obtained.

Designing Mobile Framework for Intelligent Personalized Marketing Service in Interactive Exhibition Space (인터랙티브 전시 환경에서 개인화 마케팅 서비스를 위한 모바일 프레임워크 설계)

  • Bae, Jong-Hwan;Sho, Su-Hwan;Choi, Lee-Kwon
    • Journal of Intelligence and Information Systems
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    • v.18 no.1
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    • pp.59-69
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    • 2012
  • As exhibition industry, which is a part of 17 new growth engines of the government, is related to other industries such as tourism, transportation and financial industries. So it has a significant ripple effect on other industries. Exhibition is a knowledge-intensive, eco-friendly and high value-added Industry. Over 13,000 exhibitions are held every year around the world which contributes to getting foreign currency. Exhibition industry is closely related with culture and tourism and could be utilized as local and national development strategies and improve national brand image as well. Many countries try various efforts to invigorate exhibition industry by arranging related laws and support system. In Korea, more than 200 exhibitions are being held every year, but only 2~3 exhibitions are hosted with over 400 exhibitors and except these exhibitions most exhibitions have few foreign exhibitors. The main reason of weakness of domestic trade show is that there are no agencies managing exhibitionrelated statistics and there is no specific and reliable evaluation. This might cause impossibility of providing buyer or seller with reliable data, poor growth of exhibitions in terms of quality and thus service quality of trade shows cannot be improved. Hosting a lot of visitors (Public/Buyer/Exhibitor) is very crucial to the development of domestic exhibition industry. In order to attract many visitors, service quality of exhibition and visitor's satisfaction should be enhanced. For this purpose, a variety of real-time customized services through digital media and the services for creating new customers and retaining existing customers should be provided. In addition, by providing visitors with personalized information services they could manage their time and space efficiently avoiding the complexity of exhibition space. Exhibition industry can have competitiveness and industrial foundation through building up exhibition-related statistics, creating new information and enhancing research ability. Therefore, this paper deals with customized service with visitor's smart-phone at the exhibition space and designing mobile framework which enables exhibition devices to interact with other devices. Mobile server framework is composed of three different systems; multi-server interaction, server, client, display device. By making knowledge pool of exhibition environment, the accumulated data for each visitor can be provided as personalized service. In addition, based on the reaction of visitors each of all information is utilized as customized information and so the cyclic chain structure is designed. Multiple interaction server is designed to have functions of event handling, interaction process between exhibition device and visitor's smart-phone and data management. Client is an application processed by visitor's smart-phone and could be driven on a variety of platforms. Client functions as interface representing customized service for individual visitors and event input and output for simultaneous participation. Exhibition device consists of display system to show visitors contents and information, interaction input-output system to receive event from visitors and input toward action and finally the control system to connect above two systems. The proposed mobile framework in this paper provides individual visitors with customized and active services using their information profile and advanced Knowledge. In addition, user participation service is suggested as well by using interaction connection system between server, client, and exhibition devices. Suggested mobile framework is a technology which could be applied to culture industry such as performance, show and exhibition. Thus, this builds up the foundation to improve visitor's participation in exhibition and bring about development of exhibition industry by raising visitor's interest.

PIRS : Personalized Information Retrieval System using Adaptive User Profiling and Real-time Filtering for Search Results (적응형 사용자 프로파일기법과 검색 결과에 대한 실시간 필터링을 이용한 개인화 정보검색 시스템)

  • Jeon, Ho-Cheol;Choi, Joong-Min
    • Journal of Intelligence and Information Systems
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    • v.16 no.4
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    • pp.21-41
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    • 2010
  • This paper proposes a system that can serve users with appropriate search results through real time filtering, and implemented adaptive user profiling based personalized information retrieval system(PIRS) using users' implicit feedbacks in order to deal with the problem of existing search systems such as Google or MSN that does not satisfy various user' personal search needs. One of the reasons that existing search systems hard to satisfy various user' personal needs is that it is not easy to recognize users' search intentions because of the uncertainty of search intentions. The uncertainty of search intentions means that users may want to different search results using the same query. For example, when a user inputs "java" query, the user may want to be retrieved "java" results as a computer programming language, a coffee of java, or a island of Indonesia. In other words, this uncertainty is due to ambiguity of search queries. Moreover, if the number of the used words for a query is fewer, this uncertainty will be more increased. Real-time filtering for search results returns only those results that belong to user-selected domain for a given query. Although it looks similar to a general directory search, it is different in that the search is executed for all web documents rather than sites, and each document in the search results is classified into the given domain in real time. By applying information filtering using real time directory classifying technology for search results to personalization, the number of delivering results to users is effectively decreased, and the satisfaction for the results is improved. In this paper, a user preference profile has a hierarchical structure, and consists of domains, used queries, and selected documents. Because the hierarchy structure of user preference profile can apply the context when users perfomed search, the structure is able to deal with the uncertainty of user intentions, when search is carried out, the intention may differ according to the context such as time or place for the same query. Furthermore, this structure is able to more effectively track web documents search behaviors of a user for each domain, and timely recognize the changes of user intentions. An IP address of each device was used to identify each user, and the user preference profile is continuously updated based on the observed user behaviors for search results. Also, we measured user satisfaction for search results by observing the user behaviors for the selected search result. Our proposed system automatically recognizes user preferences by using implicit feedbacks from users such as staying time on the selected search result and the exit condition from the page, and dynamically updates their preferences. Whenever search is performed by a user, our system finds the user preference profile for the given IP address, and if the file is not exist then a new user preference profile is created in the server, otherwise the file is updated with the transmitted information. If the file is not exist in the server, the system provides Google' results to users, and the reflection value is increased/decreased whenever user search. We carried out some experiments to evaluate the performance of adaptive user preference profile technique and real time filtering, and the results are satisfactory. According to our experimental results, participants are satisfied with average 4.7 documents in the top 10 search list by using adaptive user preference profile technique with real time filtering, and this result shows that our method outperforms Google's by 23.2%.