• Title/Summary/Keyword: Perception of user

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Design Process Suggestion of Vibrotactile Interface applying Haptic Perception Factor Analysis (햅틱 인지 요인 분석을 적용한 진동 촉감 인터페이스 설계 프로세스 제안)

  • Heo, Yong-Hae;Kim, Seung-Hee
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.21 no.5
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    • pp.79-87
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    • 2021
  • This study suggests a design process for vibrotactile interface that can apply haptic perception factors reflecting human tactile mechanisms. This process consists of 4 stages: the haptic sense requirement analysis stage, the haptic element analysis stage, the haptic perception factor analysis stage, the haptic requirement detailed design, and the prototype implementation stage. The advantage of this design process is that unnecessary tasks can be excluded in deriving and implementing user requirements, by applying haptic perception factor analysis, and the biggest feature is that research results on ergonomic mechanisms can be reflected in the haptic design, completes prototype development simultaneously while determining the haptic requirements statement by performing user evaluation, usability testing, and haptic feature optimization tasks simultaneously. This design process includes all stages from user requirements to haptic function detailed design and prototype implementation, so it is expected that general developers who lack expertise in haptic will also be able to design user-centered designs, enabling design and implementation of haptic functions at a certain level.

A Study of User Perception on Features Used in Behavior-Based Authentication (행위 기반 인증을 위한 사용자 중심의 인증 요소 분석 연구)

  • Lee, Youngjoo;Ku, Yeeun;Kwon, Taekyoung
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.29 no.1
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    • pp.127-137
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    • 2019
  • The growth in smartphone service has given rise to an increase in frequency and importance of authentication. Existing smartphone authentication mechanisms such as passwords, pattern lock and fingerprint recognition require a high level of awareness and authenticate users temporarily with a point-of-entry techniques. To overcome these disadvantages, there have been active researches in behavior-based authentication. However, previous studies focused on enhancing the accuracy of the authentication. Since authentication is directly used by people, it is necessary to reflect actual users' perception. This paper proposes user perception on behavior-based authentication with feature analysis. We conduct user survey to empirically understand user perception regarding behavioral authentication with selected authentication features. Then, we analyze acceptance of the behavioral authentication to provide continuous authentication with minimal awareness while using the device.

A Study on the Effect of Public Libraries' ESG Management on Its Perception, User Satisfaction, and the User's Intention to Revisit (공공도서관의 ESG경영이 도서관 인식, 이용자 만족도 및 재이용 의도에 미치는 영향)

  • Mi Ok Jeong
    • Journal of the Korean Society for Library and Information Science
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    • v.58 no.1
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    • pp.303-328
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    • 2024
  • In this study, we designed and verified a research model in order to determine whether ESG management for public libraries affects the perception of libraries, user satisfaction, and the intention to revisit. A survey was conducted among the users of six public libraries in the Gyeonggi region and 25 libraries in Seoul, and 247 valid responses from the survey were analyzed. The analysis revealed that the environment and society factors of ESG management had a positive effect on the perception of libraries and user satisfaction. It also showed that the libraries' perception had a positive impact on user satisfaction and the intention to revisit, and user satisfaction showed a positive correlation for the intention to revisit. From the analysis, we can infer that the effects of ESG management were reflected in everyday life via public libraries as ESG management of the public libraries influenced the perception of libraries, user satisfaction, and the intention to revisit. We confirmed that users showed the intention to revisit if the library provides positive and sincere satisfaction through ESG management, due to public libraries having ethical and moral significance to users. We have also put forward practical marketing strategies and identified areas for enhancement that can prove beneficial to public libraries.

Perception in IT Investment Cost/Benefit Analysis (정보화 비용/이익 분석요인에 대한 인식도 연구)

  • Lee, Seog-Jun
    • Asia pacific journal of information systems
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    • v.13 no.2
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    • pp.67-85
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    • 2003
  • This study was conducted to analyze Korean companie's perception in IT investment cost-benefit analysis(CBA), and to see if various user group's perception is different. Literature was reviewed to classify and define variables in IT CBA, and questionnaire was distributed to CEOs, CIOs, IT managers, and general managers in Korean companies. Respondent's priority ranking in IT CBA was shown to be tangible benefit, direct cost/intangible benefit, and indirect cost/risk. Data analysis showed that Korean companie's actual practice in CBA was generally aligned with their perception. User group's(Executives vs. mangers, and IT managers vs. general managers) perception was not shown to be statistically different. Survey result also showed that IT CBA was not well practiced in the companies although respondents perceive the analysis very important. These findings suggest that more education and practical experience is needed for Korean companies to perform IT CBA.

Perception and Evaluation of Quality of Hospital Information System (병원정보시스템 품질에 대한 인식 및 평가)

  • Lim, Jung-Do
    • The Korean Journal of Health Service Management
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    • v.8 no.1
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    • pp.1-13
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    • 2014
  • The purpose of this study is to investigate the perception of quality property of hospital information system, the quality level, and its effects. The participants were 730 employees who are using hospital information system in hospitals. In order to analyze the relationship, the quality property regulates the consideration of user's taste and the state of user's favor for the design of hospital information system, and the quality level regulates user's convenience and properness. The main results from this study can be summarized as follows, First, the perception of quality property for hospital information system showed few significance level between occupation, but revealed significance level between position. The evaluation of quality level showed significance level depending on the occupation and position. Second, quality property which generally affects to the quality level of the hospital information system were different between types of occupation and quality factor.

Interactive Adaptation of Fuzzy Neural Networks in Voice-Controlled Systems

  • Pulasinghe, Koliya;Watanabe, Keigo;Izumi, Kiyotaka;Kiguchi, Kazuo
    • 제어로봇시스템학회:학술대회논문집
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    • 2002.10a
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    • pp.42.3-42
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    • 2002
  • Fuzzy Neural Network (FNN) is a compulsory element in a voice-controlled machine due to its inherent capability of interpreting imprecise natural language commands. To control such a machine, user's perception of imprecise words is very important because the words' meaning is highly subjective. This paper presents a voice based controller centered on an adaptable FNN to capture the user's perception of imprecise words. Conversational interface of the machine facilitates the learning through interaction. The system consists of a dialog manager (DM), the conversational interface, a Knowledge base, which absorbs user's perception and acts as a replica of human understanding of imprecise words,...

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A comparison of user perception between text-based and avatar-based chatting (온라인 채팅에서 아바타의 도입이 매체에 대한 사용자의 인지에 미치는 영향)

  • Park, Hee-Jung;Lee, Moon-Bong;Lee, Seong-Chul;Suh, Kil-Soo
    • Asia pacific journal of information systems
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    • v.12 no.4
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    • pp.77-99
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    • 2002
  • This study compares avatar-based chatting and text-based chatting. The comparison focuses on the effect of different chatting methods on user perception such as flow, social presence, and media richness. Especially the effects of avatar are examined across varying task types-work-oriented and fun-oriented. To accomplish this objective, a laboratory experiment was conducted using 80 experienced subjects. The results indicate that avatar-based chatting was more playfulness than text-based chatting in general. However, the effects of chatting methods on user perception were quite different according to the task types. There was no significant difference between avatar-based chatting and text-based chatting in the fun-oriented task, but avatar-based chatting was perceived as a more playful, focused, telepresent, and social present method in the work-oriented task.

The Determinants of Pakistani Tourists' Visit Intention to Korea in SNS Context- The Effect of Usefulness, Interestingness and Involvement

  • Muhammad RAZA;Jin-Kwon KIM;Tony-Donghui AHN
    • The Journal of Economics, Marketing and Management
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    • v.11 no.2
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    • pp.33-46
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    • 2023
  • Purpose: The purpose of this study is to analyze the relationship between characteristics of social media sites (SNS) and the intention of Pakistani tourists to visit South Korea while determining the role of usefulness, interestingness, and involvement of tourists. Research design, data and methodology: A research model was developed through the previous research, and the questioner-based survey was conducted on Pakistani tourists visiting Korea. The survey data was collected by following multiple hypotheses: the relationship between SNS tourism information and perception of SNS, the relationship between SNS perception and intention to visit, and adjustment of involvement in the relation between tourism information characteristics, and SNS perception. We used SPSS and AMOS24.0 statistical tools to analyze the hypothesis testing data. Results: Based on the data analysis, the study found that the characteristics of SNS have a positive effect on intention to visit via users' perception like usefulness and interestingness. The involvement has a moderating effect between SNS characteristics and users' perception. In the group with high involvement, the degree of influence of the quality factor of SNS on user perception was greater than in the group with low involvement. Conclusions: This study demonstrated that traveler's involvement has a moderating effect on the relationship between SNS characteristics and visit intention for Pakistani travelers visiting Korea. It shows that practitioners or researchers should establish and operate SNS strategies in consideration of user involvement.

User Factors and Trust in ChatGPT: Investigating the Relationship between Demographic Variables, Experience with AI Systems, and Trust in ChatGPT (사용자 특성과 ChatGPT 신뢰의 관계 : 인구통계학적 변수와 AI 경험의 영향)

  • Park Yeeun;Jang Jeonghoon
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.19 no.4
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    • pp.53-71
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    • 2023
  • This study explores the relationship between various user factors and the level of trust in ChatGPT, a sophisticated language model exhibiting human-like capabilities. Specifically, we considered demographic characteristics such as age, education, gender, and major, along with factors related to previous AI experience, including duration, frequency, proficiency, perception, and familiarity. Through a survey of 140 participants, comprising 71 females and 69 males, we collected and analyzed the data to see how these user factors have a relationship with trust in ChatGPT. Both descriptive and inferential statistical methods, encompassing multiple linear regression models, were employed in our analysis. Our findings reveal significant relationships between user factors such as gender, the perception of prior AI interactions, self-evaluated proficiency, and Trust in ChatGPT. This research not only enhances our understanding of trust in artificial intelligence but also offers valuable insights for AI developers and practitioners in the field.

Relation between Character Cloning and User Perception for Real-time Game Environment (실시간 게임 환경에서의 캐릭터 복제와 사용자 인지의 상관관계 연구)

  • Park, Yoon-Young;Byun, Hae-Won
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.531-537
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    • 2009
  • When creating large crowds, it is unavoidable that the models and motions of many characters will be cloned. McDonnell implemented experiments focus on appearance and motion of characters to test user perception of crowds. As a result, appearance clones were easier to perceive than motion clones. In this paper, I researched about relation between character cloning and user perception for real-time game environment expanding McDonnell's research. This paper focuses on the way to recognition of multiple clones in dramatic environment free to change view point and has crowds move to every directions by trajectories. In particular, this paper shows the possibility of character diversification applied various shapes, colors and patterns to game item have important elements for game characters. Also, I suggests range of distances between clones by a series of experiments of user perception for clones's moving direction and distance.

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