• Title/Summary/Keyword: Perception of user

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A Proposal of Emotion Recognition Mobile Application to Improve Depression in Young People (청년층의 우울증 개선을 위한 감정 인식 모바일 애플리케이션 제안)

  • Park, Jaewan;Choi, Bokgiu;Lee, Sangwon;Lee, Hyunju
    • The Journal of the Korea Contents Association
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    • v.20 no.2
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    • pp.594-606
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    • 2020
  • On the contrary to the steady rise of social problems about depression, only a few take care of mental health themselves due to their negative perception of psychotherapy. In this study, we propose service design and user interface design of mobile applications that introduce an automatic emotional recognition system to prevent leaving depression unattended. First, we have come up with improvements in the usability of existing apps through literature research and case analysis, and draw out Personas from surveys and in-depth interviews of young people. As an essential element of the design of the Depression Improvement Service, we recommend having three components: writing a diary to manage schedule, recognize users' emotional state through avatar management, and tracking down emotional points to improve the cognitive system. Through this proposal, we want to prevent the development of depression and help to resolve the changes in perception of depression and longitude depression on our own. Ultimately, we publicize the necessity of mental health care application design and expect to lower the personal and social costs for psychiatric care.

A Study on the User Experience at Unmanned Cafe Using Big Data Analsis: Focus on text mining and semantic network analysis (빅데이터를 활용한 무인카페 소비자 인식에 관한 연구: 텍스트 마이닝과 의미연결망 분석을 중심으로)

  • Seung-Yeop Lee;Byeong-Hyeon Park;Jang-Hyeon Nam
    • Asia-Pacific Journal of Business
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    • v.14 no.3
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    • pp.241-250
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    • 2023
  • Purpose - The purpose of this study was to investigate the perception of 'unmanned cafes' on the network through big data analysis, and to identify the latest trends in rapidly changing consumer perception. Based on this, I would like to suggest that it can be used as basic data for the revitalization of unmanned cafes and differentiated marketing strategies. Design/methodology/approach - This study collected documents containing unmanned cafe keywords for about three years, and the data collected using text mining techniques were analyzed using methods such as keyword frequency analysis, centrality analysis, and keyword network analysis. Findings - First, the top 10 words with a high frequency of appearance were identified in the order of unmanned cafes, unmanned cafes, start-up, operation, coffee, time, coffee machine, franchise, and robot cafes. Second, visualization of the semantic network confirmed that the key keyword "unmanned cafe" was at the center of the keyword cluster. Research implications or Originality - Using big data to collect and analyze keywords with high web visibility, we tried to identify new issues or trends in unmanned cafe recognition, which consists of keywords related to start-ups, mainly deals with topics related to start-ups when unmanned cafes are mentioned on the network.

Analysis of Staff and User's Perception of the Separate Reading Room of Public Libraries - Focused on the Gyeongsangbuk-do Office of Education - (도서관 직원 및 이용자의 일반열람실 인식도 분석 - 경북교육청 소속 공공도서관을 중심으로 -)

  • Yoon, Hee-Yoon;Kim, Il-Young
    • Journal of Korean Library and Information Science Society
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    • v.49 no.1
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    • pp.1-22
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    • 2018
  • The general or separate reading room in domestic public libraries is a space that represents Korea's unique characteristics that are rarely found in advanced cultural countries. If it is an indispensable space for residents of the community, all public libraries should install and operate it. Otherwise, the general reading room of existing public libraries should be reduced or improved and the new library needs strategic thinking about its installation. Therefore, this study analysed the operation status and major issues of the general reading room, and then suggested the direction based on the survey and comparison of the recognition of the general reading room for the staff (librarian) and the users. The results can contribute not only to the ongoing debate on the general reading room, which is the central theme of discussion of local public goods, but also to find desirable alternatives.

An Empirical Study on the Acceptance of Knowledge Management Systems in Public Institutions : Using Technology Acceptance Model (공공기관의 지식관리시스템 수용모형에 관한 실증적 연구)

  • Jeong, Dae-Yul;Seo, Jeong-Sun
    • The Journal of Information Systems
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    • v.13 no.2
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    • pp.22-48
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    • 2004
  • Information systems that are not used cannot be useful. In order to increase user acceptance, it is necessary to understand why people accept or reject information systems. Technology Acceptance Model(TAM) is one of the most influential research models for studying determinants how users accept information systems. Recently, Knowledge Management Systems(KMS) have become important components of corporate systems as the foundation of industrialized economics has shifted from natural resources to knowledge assets. This paper applies TAM to investigate users' acceptance of KMS in public administration institutions. It sampled 182 users who had experience in using KMS. Many empirical researches have suggested that TAM can be integrated with other organizational theories to improve its predictive and explanatory ower. We extended the basic TAM by the integration of appraisal and reward satisfaction theory. There are many external variables that influence the perception and the belief of system users. We introduced two external variables(job characteristics, IT self-efficacy) and one additional perception variable, perceived appraisal and reward(PAR) in the basic TAM model. The LISREL model analysis is used for finding out the causality among variables and testing the model fitness. As result, The IT self-efficacy influences to the perceived ease of use(PEOU) and the PAR, and the PEOU influences directly to the perceived usefulness(PU), the PAR, and the attitude toward KMS. The KMS participation intention(PI) was influenced by the PAR and the attitude directly,andbythePEOUindirectly. Finally, this paper suggests some guidelines for the adoption of KMS in public sectors on the basis of the study results.

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An Empirical Study on the Recognized Necessity by Vietnamese Users for the Motorcycle Inspection System (베트남 사용자가 인식하는 이륜차 검사제도 필요성에 관한 실증연구)

  • Lee, Yang-Ho;Ryu, Ki-Hyun;Son, Sung-Ho;Jung, Se-Hee
    • Journal of Auto-vehicle Safety Association
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    • v.10 no.2
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    • pp.43-49
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    • 2018
  • Southeast Asia is a strategic market for both technology and inspection system to enter simultaneously. At the core market is Vietnam which is know to have the fourth highest registration of motorcycles as of 2016. The Motorcycle Inspection System is a social regulation, furthermore, the impact of the system is delivered through indirect means such as minimization of social cost. Therefore, measurements on the perception of users on the needs for an inspection system serves as valuable data to simultaneously enter this markets. This research is an empirical study on the perception of Vietnamese users on the needs to adopt a motorcycle inspection system based on data collected through surveys and is aimed at conducting a preliminary investigation on consumer behavior in Vietnam. The empirical study conducted through surveys revealed that Vietnamese motorcycle users perceive the needs for an inspection system for maintenance, safe operations and selling used vehicles at a reasonable price. In addition, the study also verified that the safe operations factor has a moderating effect due to interaction between prevention of illegal vehicle and reduction of emission gases. This research results present implications in developing equipment adapted to the local area in order to enter into a strategic market. Moreover, it is expected that the findings will also serve as valuable data for bilateral cooperation between the two countries and the diffusion of technology.

Kiosk Use Among Seniors: An Empirical Investigation of the Effects of Technostress and Subjective Norms on Awareness of Shadow Work (고령층의 키오스크 사용에서의 기술스트레스와 주관적 규범이 그림자노동 지각에 미치는 영향: 실증 분석)

  • Ji, Do-Sung;Koh, Joon
    • Informatization Policy
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    • v.30 no.4
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    • pp.62-88
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    • 2023
  • While the introduction of kiosk has become an essential element, enjoying the effect of labor cost reduction, it has not been able to embrace the senior population due to the digital divide. This study investigated which factors have relationships with conflict over use for kiosk from the viewpoint of shadow work that appears during self-service kiosk use. An analysis of 159 seniors through survey revealed that both technostress and subjective norms had significant relationships with conflict over use for kiosk, and that the perception of shadow work had a partial mediating effect on these relationships. Further, user experience showed a moderating effect on the relationship between technostress and perception of shadow work. These results suggest theoretical and practical implications related to digital shadow work, providing the relevant policy regarding digital inclusion for seniors.

A Study on the Perception and Experience of Daejeon Public Library Users Using Text Mining: Focusing on SNS and Online News Articles (텍스트마이닝을 활용한 대전시 공공도서관 이용자의 인식과 경험 연구 - SNS와 온라인 뉴스 기사를 중심으로 -)

  • Jiwon Choi;Seung-Jin Kwak
    • Journal of the Korean Society for Library and Information Science
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    • v.58 no.2
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    • pp.363-384
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    • 2024
  • This study was conducted to examine the user's experiences with the public library in Daejeon using big data analysis, focusing on the text mining technique. To know this, first, the overall evaluation and perception of users about the public library in Daejeon were explored by collecting data on social media. Second, through analysis using online news articles, the pending issues that are being discussed socially were identified. As a result of the analysis, the proportion of users with children was first high. Next, it was found that topics through LDA analysis appeared in four categories: 'cultural event/program', 'data use', 'physical environment and facilities', and 'library service'. Finally, it was confirmed that keywords for the additional construction of libraries and complex cultural spaces and the establishment of a library cooperation system appeared at the core in the news article data. Based on this, it was proposed to build a library in consideration of regional balance and to create a social parenting community network through business agreements with childcare and childcare institutions. This will contribute to identifying the policy and social trends of public libraries in Daejeon and implementing data-based public library operations that reflect local community demands.

A Method of Functional Game Design for the Silver Generation (실버세대를 위한 기능성 게임 디자인 방법)

  • Kim, Eun-Seok;Lee, Hyun-Cheol;Kim, Beom-Seok;Hur, Gi-Taek
    • Journal of Korea Multimedia Society
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    • v.13 no.1
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    • pp.143-152
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    • 2010
  • Because of a rising in the standard of living and the development of medical technology, Korea is expected to become an aging society more than 14% elderly population and the silver generation will be responsible for the large portion of economic activities. The silver generation has relatively diminished in perception, learning, and exercise due to the physical aging. Therefore, it is important the development of game contents which can constantly provide the maintenance function of physical and mental health and the functional exercise with spending the leisure time. In this paper, we suggest a design method for developing the game contents which are able to help the silver generation to strengthen their lower extremities and to enjoy their leisure time. The proposed method will enable to lead the silver generation to carry on the physical activities with the amusement of playing a game through the functional design concepts appropriate for the ability of the silver generation's perception and physical activities, an adaptive game process customized by the individual capability and a user-friendly sensory interface.

A Study on the Changes of Librarians Perception in the Importance of Library Policy Before and After Pandemic: Focused on N City Public Libraries (팬데믹을 경험한 사서들의 도서관 운영정책 중요도에 대한 인식변화 연구: N시 공공도서관을 중심으로)

  • Park, Eunkyoung;Sim, Jayoung;Seo, Eun-Gyoung
    • Journal of the Korean Society for information Management
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    • v.39 no.2
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    • pp.325-346
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    • 2022
  • Social changes characterized by new normal also demand changes in libraries and libraries are making preemptive efforts. This study compared and analyzed the difference in librarian perceptions between the start of COVID-19 in 2020 and after experiencing the pandemic in 2022 in terms of the relative importance of library policies considered by pairwise comparative analysis. In the 1st survey, the importance of factors related to 'Library Management' and 'Library Services' was high and in the 2nd survey, the importance of factors related to 'Human Resources' and 'Information Resources' increased. This study insists that the public libraries invest in human resources and information resources and establish a user-customized policy in order to quickly adapt to the new paradigm and to provide sustainable library services.

A Case Study on 'Visual Affordance' of Short Form Video in Smart Media (스마트미디어 초단편 영상의 '시각 유도성' 사례 연구)

  • Kim, Hyunsook;Moon, Jaecheol
    • The Journal of the Korea Contents Association
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    • v.19 no.7
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    • pp.130-137
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    • 2019
  • With the advent of smart media, short and fast-paced video content appeared, and conditions for viewing changed to viewing in environments where the perception is dispersed due to distracting and complicated external situations in a short period of time. Accordingly, smart media videos are quickly delivering meaning while keeping the eyes of viewers who lack patience. Our eyes and brain have a hard time accepting image information that flows through the constraints of a small screen. Our visual perception is limited in terms of acceptable visual information and, in particular, less cognition in moving images, so the production of smart media images should be directed in a way that enhances perceptual understanding. To be able to effectively communicate what you want to talk about while reducing the visual burden, intuitive image comprehension is needed by applying intuitiveness and behavioral induction to the moving images. Close-up shot, stable structure such as frontality and three-division structure, and color have such 'visual affordance' Therefore we need to use that device appropriately.