• Title/Summary/Keyword: Perception of user

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Characteristics of Images in Image-based SNS and User Satisfaction - Focusing on Instagram and Pinterest - (이미지 기반 SNS에 나타난 이미지의 속성과 사용자 만족 인스타그램과 핀터레스트를 중심으로)

  • Yoon, Jisun;Ryoo, Han Young
    • Journal of the HCI Society of Korea
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    • v.14 no.1
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    • pp.5-13
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    • 2019
  • SNS has been advanced from first to third generation by changing its service format in various ways. Nowadays, image-based SNS such as instagram and pinterest where users communicate via images has become popular as third generation service. Due to the fact that users communicate especially through images, image-based SNS utilizes images in different ways compared to other SNS. This study derived various characteristics of images in image-based SNS, and observed how users perceive each of them differently. Also, relationship between the characteristics and user satisfaction on image-based SNS is analyzed. The characteristics include 6 items; 'implicity', 'recordability', 'expressing identity', 'indirect experience', 'temporary amusement', and 'stimulating desire.' As a result of comparing user perception regarding those 6 characteristics, recordability and indirect experience were highly recognized than other characteristics. Also, according to users' age, motivation of using image-based SNS, and number of followers they have, users perceived each characteristic in different level. Finally, relationship between the characteristics and user satisfaction was analyzed, and the result showed that indirect experience had positive influence to user satisfaction. Regarding indirect experience, it was highly perceived by users and also had positive influence to their satisfaction, which means it is the most typical characteristic of image-based SNS.

User Experience (UX) in the Early Days of Generative AI : The benefits and concerns of employees in their 30s and 40s through the Q-methodology (생성형 인공지능 초기 단계의 사용자경험(UX): Q-방법론을 통해 살펴본 30-40대 직장인의 편의와 우려)

  • Yi, Eunju;Yun, Ji-Chan;Lee, Junsik;Park, Do-Hyung
    • The Journal of Information Systems
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    • v.33 no.1
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    • pp.1-30
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    • 2024
  • Purpose The purpose of this study is to examine the customer experience of generative AI among office workers aged 30 to 40, investigating usability, usefulness, and affect, and understanding concerns and expectations. Design/Methodology/Approach This research used Q methodology to assess the customer experience of generative AI. Users are engaged in a problem-solving journey, and data is collected by having participants rank 36 statements based on usability, usefulness, and affect, referred to as the three goals of User Experience. Participants use a forced distribution table with a scale from -5 to +5 to indicate the subjective importance of each statement. The results identified four groups, reflecting different perspectives and attitudes toward generative AI. Findings Participants express overall comfort with generative AI, perceive AI as more knowledgeable in unfamiliar domains, but harbor doubts about AI's understanding. Disagreements emerge on AI replacing humans, the value of unique human roles, data confidentiality, fears of AI advancement, and emotional impacts. Identified four groups: Users who treat AI as a soulless assistant and are active in business use, Uncle users who want to use new technologies properly and are not afraid of technology, users who recognize the limits of AI despite its efficiency, and users who require strong verification in the future. It has the potential to guide future guidelines, ethical codes, and regulations for the appropriate use of AI. In addition, this approach lays the groundwork for future empirical analyses of generative AI.

Effects of the User Perception on Symbolic Adoption and Usage in Mandatory ATCIS-II Use (ATCIS-II의 사용이 의무적인 사용자의 인식이 심적 채택과 사용에 미치는 영향)

  • Park, Minsuk;Park, Junsung;Yoo, Joonwoo;Park, Heejun
    • Journal of Korean Society for Quality Management
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    • v.50 no.3
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    • pp.517-532
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    • 2022
  • Purpose: The purpose of this study is to propose useful suggestions by analyzing causal effect relationship between perceived usefulness (PU), perceived ease-of-use (PEOU), symbolic adoption (SA) which have four constructs, and ATCIS-II usage in mandatory context. Methods: Based on prior research, a research model was constructed using the variables of Technology Acceptance Model (TAM), the symbolic adoption theory, and the post-adoptive behavior variables. A structured questionnaire was conducted for those who use ATCIS-II in Republic of Korea Army (ROKA), and a total of 183 usable responses were collected and empirically analyzed using SmartPLS 3.3.9. Results: The results of this study are as follows; PEOU have a significant effect on PU and two constructs of SA (heightened enthusiasm, effort worthiness). PU have a significant effect on every construct of SA (heightened enthusiasm, mental acceptance, effort worthiness, use commitment). In addition, it was found that heightened enthusiasm have a significant effect on both expanded usage and exploratory usage. Also, mental acceptance and use commitment have a significant effect on exploratory usage. Conclusion: The findings of this empirical study have implications for proposing SA can explain mandated user's behavior and giving possible way that improve organization performance which adopt Information System (IS) by motivating end-user to extend IS's feature and explore new ways of using IS at work.

Improvement of the Cognitive Perceptual Assessment for Driving (CPAD) based on Usability Test

  • Bae, Jae-Hyuk;Lee, Jung-Ah;Choi, Hyun;Lee, Jae-Jin
    • Journal of the Ergonomics Society of Korea
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    • v.34 no.4
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    • pp.335-351
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    • 2015
  • Objective: The aim of this study was to perform a usability test for CPAD (Cognitive Perceptual Assessment for Driving) and improve it based on the test results. Background: The cognitive perceptual assessment for driving is a computer-based assessment tool to assess the driving capacity of people with brain-damages. It may be a good tool for evaluating the brain-damaged drivers' safe driving capabilities and screening cognitive and perceptual deficits related to driving. We performed a usability test to improve the CPAD based on the result. Method: Both the software consisting of 8 sub-tests (depth perception, sustained attention, divided attention, stroop test, field dependency, digit span, trail making A, trail making B) and the hardware including the input and output devices ( joystick, mouse, keyboard, touch screen) were evaluated through user interviews. Also we identified the problems and issues in using them by observing the participants performing the CPAD tasks. Results: Based on the results, the task instructions were visually and auditorily improved and more practice examples were added to help the users understand the instructions better and increase the input accuracy, a response time window was added and the joystick and touch screen were simplified, which made it easier for the user to perform the CAPD tasks. Conclusion: User discomforts were minimized by improving the task environment, unless it had affected the evaluation criteria. Application: We plan to distribute the improved version of the CPAD to the regional rehabilitation hospitals, and the driving support centers for people with disabilities throughout the country, so it could be used as an evaluation tool for disabled drivers' cognitive and perceptual functions.

Analysis of Perceptions and Differences between Groups regarding Generative AI (생성형 AI에 관한 인식 및 집단간 차이 분석)

  • Kyoo-Sung Noh
    • Journal of Digital Convergence
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    • v.22 no.1
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    • pp.15-21
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    • 2024
  • The purpose of this study is to analyze the use of generative AI and the perception of differences between user groups. This study explored the perceptions of different user groups regarding generative AI, aiming to derive implications for enhancing AI utilization capabilities for each group. Upon analysis, it was found that there were no significant differences in perceptions across age groups. However, notable differences were observed between professional backgrounds, particularly in the areas of generative AI application and ethical perspectives. Consequently, this study suggests the need for diversified AI solutions tailored to specific fields of expertise. It underscores the importance of customized education and training programs, as well as specialized education focused on ethical considerations. Additionally, this research contributes academically by proposing varied AI usage strategies for different age and professional groups. It also highlights the role of text mining techniques in developing and improving AI utilization skills.

A case study on Metaphor forms of User Interface in HMD based Virtual reality FPS games (HMD기반 가상현실 FPS게임 인터페이스의 메타포 유형 분석 연구)

  • Kim, Bo-Yeon;Suk, Hae-Jung
    • Journal of Korea Game Society
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    • v.18 no.1
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    • pp.27-38
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    • 2018
  • Today, the field that actively utilizes HMD, which is a representative implementation device of virtual reality, is game. We have frequently used interface design using metaphor to user interface of HMD based virtual reality game. The purpose of this study is to find out the metaphor types that appear in the game interface of the virtual reality FPS genre of HMD devices, which is a new medium. As a result of research, the metaphor types appearing on multiple interfaces have navigation, predictability-based, familiarizing, and physical world metaphor in terms of information perception and predictability-based and familiarizing metaphor in term of control action. It is considered possible to construct a correct mental model. It is expected that the stability-based metaphor to prevent user mistakes and the presentation metaphor to identify the identity of information space will be needed in the future.

A Preliminary Study of Serious Game Effect Model based on Construal-Level Theory (해석수준이론에 기반한 기능성 게임 효과 증대 방안 연구)

  • Lee, Hye-Rim;Jeong, Eui Jun
    • Journal of Korea Game Society
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    • v.14 no.4
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    • pp.105-120
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    • 2014
  • Many of recent studies have suggested various positive outcomes of serious games. However, relatively little emphasis has been placed on the roles of user-centered factors from a psychological perspective. One of the main goals of serious games is the change of the user's perception and behavior towards a positive direction. To achieve this goal, psychological factors should be applied to the user's playing process in serious games. Inspired by construal-level theory(CLT), we propose a CLT applied model (CLT in process-outcome serious games model) considering psychological factors on the player's decision making. The model will be useful not only to game developers or designers but also to game researchers as a valuable tool in persuasion and learning for serious game users.

Gesture Control Gaming for Motoric Post-Stroke Rehabilitation

  • Andi Bese Firdausiah Mansur
    • International Journal of Computer Science & Network Security
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    • v.23 no.10
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    • pp.37-43
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    • 2023
  • The hospital situation, timing, and patient restrictions have become obstacles to an optimum therapy session. The crowdedness of the hospital might lead to a tight schedule and a shorter period of therapy. This condition might strike a post-stroke patient in a dilemma where they need regular treatment to recover their nervous system. In this work, we propose an in-house and uncomplex serious game system that can be used for physical therapy. The Kinect camera is used to capture the depth image stream of a human skeleton. Afterwards, the user might use their hand gesture to control the game. Voice recognition is deployed to ease them with play. Users must complete the given challenge to obtain a more significant outcome from this therapy system. Subjects will use their upper limb and hands to capture the 3D objects with different speeds and positions. The more substantial challenge, speed, and location will be increased and random. Each delegated entity will raise the scores. Afterwards, the scores will be further evaluated to correlate with therapy progress. Users are delighted with the system and eager to use it as their daily exercise. The experimental studies show a comparison between score and difficulty that represent characteristics of user and game. Users tend to quickly adapt to easy and medium levels, while high level requires better focus and proper synchronization between hand and eye to capture the 3D objects. The statistical analysis with a confidence rate(α:0.05) of the usability test shows that the proposed gaming is accessible, even without specialized training. It is not only for therapy but also for fitness because it can be used for body exercise. The result of the experiment is very satisfying. Most users enjoy and familiarize themselves quickly. The evaluation study demonstrates user satisfaction and perception during testing. Future work of the proposed serious game might involve haptic devices to stimulate their physical sensation.

Users and Librarians' Perceptions and Needs Analysis on the University Library Space (대학도서관 공간에 대한 이용자와 사서의 인식 및 수요 분석)

  • Jung, Youngmi
    • Journal of the Korean Society for Library and Information Science
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    • v.54 no.1
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    • pp.223-242
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    • 2020
  • Innovation in university library spaces is challenging to effectively support the education of the university's future learning and innovation capabilities, including creativity, critical thinking, communication and collaboration. The purpose of this study is to investigate the perception and need of library space from the perspective of users and librarians, and to suggest the direction of space innovation through this. For this study, we designed each questionnaire for users and librarians, and collected responses from 363 users and 186 librarians in the university library to analyze their needs and perceptions about their library space. The librarian's need for the space was analyzed by the size of the library and the demographic factors of the librarian. The user's need was analyzed by the user's attributes. In addition, we analyzed the differences between librarians and users for the need for space and space services. The results of this paper may be useful for reference when planning a new library or building a space based on user.

The Mediation Effects of Choice on Relationship between Information Literacy and Quality of Elderly Care Service Users: Based on the "SERVPERF model" (노인돌봄종합서비스 이용자의 정보가용성과 품질 관계에 대한 선택의 매개효과: 'SERVPERF 모형'에 근거하여)

  • Cho, Han-Ra;Yeo, Yeong Hun
    • 한국노년학
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    • v.37 no.2
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    • pp.385-398
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    • 2017
  • This study aims to identify the service quality perceived by Elderly Care Service users on the basis of 'SERVPERF model' targeting the service users, and verify the mediation effects of the choice which affects the relationship between information literacy and quality. For this, 208 elderly care comprehensive service users in Jeollabuk-do were analyzed as the targets using a structural equation. The results of this study are as follows. First, service users perceived the quality level to be very high. Second, user's information literacy has a significant effect on quality perception. Third, the effect of user 's information literacy on quality was partially mediated by choice. These results suggest that there is a need to provide enough information and opportunities for users to make choices in order to maintain a high quality of service.