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A Study on the Factors Affecting Mobile Commerce User' Post-Adoptive Behavior (모바일 커머스 수용 후 행동에 관한 연구)

  • Jo, Dong Hyuk;Park, Jong Woo
    • Journal of Information Technology Services
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    • v.14 no.3
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    • pp.163-182
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    • 2015
  • The spread of mobile commerce due to popularization of smartphones not only broke down the boundary between online and offline, but also changed the consumer life, and hence brought change of commerce paradigm that creates new demand. The success of innovative information technology such as mobile shopping can be defined as an individual accepting the technology and continuously using it, but the studies on the usage behavior after the acceptance have been done in very restrictively, despite its importance. In this study, in order to empirically investigate the factors that influence the continuance in mobile shopping usage experience and its causal relationship, Social Cognitive Theory and Habit Theory were applied to IS Continuance Model, and the extended IS Continuance Model was suggested and proved. As a result, the usefulness, enjoyment, and self-efficacy perceived in usage experience significantly influence satisfaction, and usefulness, self-efficacy, and satisfaction influence habit. Also, usefulness, self-efficacy, satisfaction, and habit significantly influence continuance intention. This study provides a valuable asset in providing an opportunity to understand the usage behavior of mobile shopping service users after the acceptance, and furthermore proving directionality in improving customer loyalty.

Improved Measurement Indices for IPv6 Usage in South Korea (국내 IPv6 사용도 실측 지표 개선안)

  • Kim, Ha-Young;Park, Sung-Kyu;Ryu, Ji-Young;Kim, Tae-Sung;Yang, Won-Seok
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.41 no.10
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    • pp.1221-1232
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    • 2016
  • Even though there have been a surge in demand for Internet addresses, but the existing IPv4 addresses are virtually depleted. Therefore, the conversion of IPv6 is being made consistently and the need for systematic situation grasp for IPv6 adoption through the measurement index of the IPv6 is on the rise. This study investigated domestic and overseas IPv6 usage measurement techniques and cases. Through evaluating existing measurement indices, this study derives the improved indices of measuring IPv6 usage and proposes the implementation methods of them.

Analysis of the Usage patterns of Social Network Service Users (소셜 네트워크 서비스 사용 시기에 따른 사용자 이용패턴 연구: 페이스북을 중심으로)

  • Park, Sang Hyeok;Oh, Seung Hee;Sung, Haeng Nam
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.9 no.4
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    • pp.251-265
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    • 2013
  • The emergence of social network services, is changing the foundation of human relationship formation and method of communication of individuals through sharing of free information. Social network service is a service to support or facilitate an on-line extension of off-line network among people by helping them to share personal profile. History of social network services very short. But users of the various layers is increasing rapidly and ripple effect social as a result is very large. The focus of existing research was mainly devoted to motivation of use and acceptance of social network services. Currently the use of SNS was maturing. Thus, in-depth research on the use pattern of SNS users is needed. The purpose of this study is that, for Facebook in social network services, to analyze the changes in the initial stage of use, medium-term, usage patterns at the current time. Results of the study by analyzing the characteristics of the change in the pattern of usage of user of Facebook, it can be used as basic materials for SNS researchers and service provider.

Cross-Product Category User Profiling for E-Commerce Personalized Recommendation (전자상거래 개인화 추천을 위한 상품 카테고리 중립적 사용자 프로파일링)

  • Park, Soo-Hwan;Lee, Hong-Joo;Cho, Nam-Jae;Kim, Jong-Woo
    • Asia pacific journal of information systems
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    • v.16 no.3
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    • pp.159-176
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    • 2006
  • Collaborative filtering is one of the popular techniques for personalized recommendation in e-commerce. In collaborative filtering, user profiles are usually managed per product category in order to reduce data sparsity. Product diversification of Internet storefronts and multiple product category sales of e-commerce portals require cross-product category usage of user profiles in order to overcome the cold start problem of collaborative filtering. In this paper, we study the feasibility of cross-product category usage of user profiles, and suggest a method to improve recommendation performance of cross-product category user profiling. First, we investigate whether user profiles on a product category can be used to recommend products in other product categories. Furthermore, a way of utilizing user profiles selectively is suggested to increase recommendation performance of cross-product category user profiling. The feasibility of cross-product category user profiling and the usefulness of the proposed method are tested with real click stream data of an Internet storefront which sells multiple product categories including books, music CDs, and DVDs. The experiment results show that user profiles on a product category can be used to recommend products in other product categories. Also, the selective usage of user profiles based on correlations between subcategories of two product categories provides better performance than the whole usage of user profiles.

Investigating Consumer Innovativeness for New Media Infusion: Role of Literacy in the Context of OTT Services in Korea

  • Park, Keon Chul;Lee, Sangmin
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.16 no.6
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    • pp.1935-1952
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    • 2022
  • Consumer innovativeness plays a vital role in explaining consumer dynamics, such as adoption, usage, and behavioral intention, in the new world of disruptive online media. This empirical study aimed to examine the importance of consumer innovativeness and digital literacy in the adoption and expansion of new technology-based media services, focusing on OTT services. Extending the theory of adoption of new technologies by innovators to new media environment centered on OTT services, it examines the influence of the four dimensions of motivated consumer innovativeness on OTT service usage. The Korea Media Panel Data of 2019, where overall ICT usage and media consumption of a broad panel of respondents was collected, was used for the analysis. From the data of 10,864 respondents, 4,031 (37.1%) were found to have experience in using OTT services. To clarify the mediating effect of digital literacy on the correlations between cognitive innovativeness of consumers and their use of OTT services, Process Macro Model 4 was used. The bootstrap method was applied to reveal that all four dimensions of consumer innovativeness have a significant indirect effect on new media usage through digital literacy, thus indicating how digital literacy plays an important role in the spread of new digital services in addition to consumer innovativeness. The findings are important in that they can help in the efforts to introduce new technologies to the public and educate them to improve their digital literacy so that they can enjoy the complete experience of using these new digital products.

A Shader Technique that applies Noise Texture to Vertex Movement and Surface Texture Mapping of Polygon Mesh (폴리곤 메시의 정점 이동과 표면 텍스처 매핑에 노이즈 텍스처를 적용하는 쉐이더 기법)

  • Hong, Minseok;Park, Jinho
    • Journal of Korea Game Society
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    • v.21 no.2
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    • pp.79-88
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    • 2021
  • Particle and noise are effectively used to implement unspecific VFX like an explosion, magic. Particle can create freely but, The more usage, the higher CPU/GPU usage. This paper using polygon mesh that is hard to change but consumes fixed resources to overcome the demerit of particle and reduce CPU/GPU usage. Also, using shader, apply noise texture that is suitable unspecific pattern to vertex and surface texture mapping of polygon mesh for implement VFX in unity. As a result of experiment, shader applied sphere polygon mesh show 2~4ms CPU, 1~2ms GPU usage in profiler. Also It has been shown that shader can be used to implement unspecific VFX.

Spatio-Temporal Patterns of a Public Bike Sharing System in Seoul - Focusing on Yeouido District - (서울시 공공자전거 공유시스템(PBSS)의 시공간적 이용 패턴 분석 - 서울시 여의도동을 중심으로 -)

  • Yun, Seung-yong;Min, Kyung-hun;Ko, Ha-jung
    • Journal of the Korean Institute of Landscape Architecture
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    • v.48 no.1
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    • pp.1-14
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    • 2020
  • Various policies and studies regarding use of PBSS (Public Bike Sharing System) and Programs (PBSP) have been conducted worldwide as the number systems or programs has increased. Although various phenomena and demands have been generated by the use of PBSS in everyday life, the majority of research and the policies in South Korea have been implemented focused on commuting life. The purpose of this study aimed to understand various PBSS demands using PBSS usage data in 2018 in the Yeouido districts through classifying usage patterns and analyzing features. The rental stations were classified into three types based on weekday/weekend usage rates. The usage of Yeouido's PBSS accounted for 4.3% of the total usage in Seoul Metropolitan City, while the number of PBSS rental stations accounted for 2% of all rental stations in the Seoul urban areas. Rental stations with a higher weekday utilization rates showed high utilization rates in all four seasons and were mainly distributed in work and residential areas. Other stations showed a concentrated usage pattern in spring (April-May) and autumn (September-October) seasons, and their locations were close to the entrance of nearby parks. Besides, renting and returning were often concentrated at certain rental stations for high weekend utilization as compared to the pattern of high weekday usage. Therefore, PBSS management and programs should be operated to reflect various usage demands rather than uniform PBSS operations. The result of this study is meaningful to provide basic data for effective PBSS operation by monitoring the demand for PBSS usage in spatio-temporal terms.

Factors affecting usage of toothpaste in infants and preschoolers (영유아의 세치제 사용에 영향을 미치는 요인)

  • Choi, Min-Ji;Park, Ji-Young;Lim, Mi-Young;Shuai, Jianfei;Heo, Jung;Jung, Da-Young;Ryu, Hyeon-Su;Oh, Na-Rae;Kim, Sun-Shin;Yang, Won-Ho
    • Journal of Korean society of Dental Hygiene
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    • v.17 no.1
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    • pp.49-62
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    • 2017
  • Objectives: This study was conducted to suggest the necessity of education about toothpaste usage to infants, preschoolers, and their parents. Also, another purpose is to provide basic data that is necessary for oral health education about accurate cognition and usage of toothpaste. Methods: From October to December 2015, we conducted a survey on parents of 0~4 years old infants and preschoolers about toothpaste usage based on the data of a questionnaire with a total of 505 subjects. The survey questions were composed of general characteristics of infants, preschoolers and their parents, and toothpaste usage. Results: Usage frequency of toothpaste for infants and preschoolers increased with age (p<0.001), and infants and preschoolers in homes with monthly income under 4 million won showed high frequency of toothpaste usage (p<0.001). Toothpaste mouth rinsing of infants and preschoolers increased with age (p<0.001), while on the other hand, toothpaste swallowing decreased (p<0.001). Conclusions: In this study, it was shown that the factors that effect toothpaste usage in infants and preschoolers were age and average monthly income of the family. This suggests the necessity of oral health education to parents about usage of toothpaste in infants and preschoolers.

The Study of Communication and Knowledge Sharing Processes for Start-up Teams Agility under Task Conflict (과업 갈등상황에서 스타트업 팀의 민첩성 향상을 위한 의사소통과 지식공유 프로세스에 관한 연구)

  • Lee, Seyoon;Park, Jun-Gi;Lee, Hyejung
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.11 no.6
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    • pp.27-37
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    • 2016
  • Startup teams should be prompt to seize an business opportunity and handle various business problems with which they has not been faced before. This research examines and compares the hypotheses about the processes of communication media usage, knowledge sharing and team agility by the level of task conflict. In order for detailed investigation, each of antecedent was divided into sub-dimensions: communication media usage into synchronous and asynchronous media usage, and knowledge sharing into speed and quantity of knowledge sharing. Team agility, the dependent variable, was proposed as an important success factor of startup teams. The research model describes that the communication media usage affects knowledge sharing and consequently team agility. The differences of media usage and relationships among variables were proposed as the level of task conflict in teams. 230 data points were collected from startup teams under 5 years and statistically processed to test research model and hypotheses. From the total sample analysis, the results indicate that the knowledge sharing speed is positively associated with the quantity, and the knowledge sharing speed and quantity have positive associations with team agility. Both synchronous and asynchronous communication media usage also has significant positive associations with knowledge sharing speed. On the other hand, media usage did not show significant direct association with knowledge sharing quantity. From the group comparisons of task conflict, it was found that the higher task conflict, the higher in media usage, knowledge sharing speed and quantity, and team agility. The process of media usage, knowledge sharing, and team agility were found to be different between the high and low task conflict. From these results, the authors discussed and proposed some implications for startup team leaders.

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An Empirical Study on the Factors Affecting Continuous Usage Intention of Games (게임의 지속적 이용에 영향을 미치는 요인에 대한 실증적 연구)

  • Kim, Han-Min;Kim, Jong Uk;Park, Sang Cheol
    • Journal of Digital Convergence
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    • v.20 no.5
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    • pp.525-535
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    • 2022
  • The purpose of this study is to identify the factors influencing the user's continuous usage intention of computer games. A research model was developed which shows that the independent variables of value, expectation confirmation, perceived enjoyment affect user satisfaction and continuous usage intention. To test the six hypotheses, survey data were collected from 104 respondents, and hypotheses tests as well as a confirmatory factor analysis were conducted using a partial least square analysis tool. The statistical analysis result showed that expectation confirmation had a significant positive effect on satisfaction, and satisfaction also had a strong positive effect on the game user's continuous usage intention. Perceived enjoyment showed a highly strong positive effect on satisfaction. In addition, satisfaction was found to have full mediation effects in the relationship between expectation confirmation and continuous usage intention, and perceived enjoyment and continuous usage intention respectively. This result provides an important implication that continuous usage intention occurs through user satisfaction, and also indicates the contribution of this study for the game industry. Another contribution of this study is to introduce critical independent variables from the marketing and information technology domains in order to explain continuous usage intention of computer games.