• Title/Summary/Keyword: Perception of user

Search Result 685, Processing Time 0.021 seconds

The Determinants of Continuance Use Intention to Use Web Portal (포털사이트의 지속사용의도에 영향을 미치는 요인에 관한 연구)

  • Park, Ki-Woon;Ok, Seok-Jae
    • The Journal of Information Systems
    • /
    • v.17 no.2
    • /
    • pp.49-72
    • /
    • 2008
  • Today, the World Wide Web (WWW) impacts many facets of our lives, including communication, entertainment, social activities, shopping, etc. The web portal is the most accessed type of site and is advertising-supported the more users who visit the site, the more income it generates. User perception to a web site is very important much research has focused on the internet users' behavior. Some well-known theories, such as the technology acceptance model have been used to examine variables that motivate individuals to accept and use an IS. But Understanding continued use is the goal of this study. We focus on user beliefs (specifically, perceived usefulness) and attitude because pier studies of IT usage, predominantly based on the technology acceptance model (TAM) and similar models, have established these perceptions as the dey determinants of both initial IT usage (acceptance) and long-term usage (continuance) intention and behavior (Bhattacherjee 2001; Davis et al. 1989). Any change in beliefs or attitudes will likely have a corresponding impact on, and may even revers, users' continuance intention and behavior. Also, continuance use have some features which are prior use, habit, feature-centric view of technology. So this research reflected continuance use features. Examination of the paths in the model revealed several interesting results. First, Perceived usefulness was a stronger predictor of acceptance intention in TAM than attitude, But attitude was a stronger predictor of continuance intention in this study than perceive usefulness. Second, confirmation was not affect directly to attitude. Last, Habit was strongest predictor of continuance intention in this study.

A Linkage between Educational Autonomy Innovation and School Space Innovation - Focusing on Sejong Special Self-Governing City - (교육자치혁신과 학교공간혁신 연계 방안 - 세종특별자치시를 중심으로 -)

  • Lee, Yong-Hwan;Koo, Joong-Phil;Kim, Kwan-Young;Park, Joung-Lan
    • The Journal of Sustainable Design and Educational Environment Research
    • /
    • v.18 no.4
    • /
    • pp.33-43
    • /
    • 2019
  • This study was to research and analyze the concept of school space innovation to aim at the importance of user educational value. The purpose of this study is to analyze the needs of students, teachers, or consumers connected with the educational autonomous innovative curriculum and various school-government educational activities and suggest the ways to link school space innovation to the best possible reflection for demander-centered or the demander needs To this end, the basic concepts of the autonomous education and school space innovation were reviewed, and the literature survey on the revised education curriculum in 2015 and educational autonomous innovation curriculum at the national level, educational goals and basic value-added awareness of the curriculum. The purpose was to research the perception of students and teachers through the survey and analysis of basic values of education, the functions of school education, the direction of school environment and space spatial composition, and school space.

An Integrated Model of Cybersickness: Understanding User's Discomfort in Virtual Reality (사이버멀미 통합 모델: 가상현실 사용자의 불편감 현상 연구)

  • Chang, Eunhee;Seo, Daeil;Kim, Hyun Taek;Yoo, Byounghyun
    • Journal of KIISE
    • /
    • v.45 no.3
    • /
    • pp.251-279
    • /
    • 2018
  • Users can experience cybersickness when interacting with virtual reality (VR). The symptoms of cybersickness are similar to those of motion sickness which include eye fatigue, disorientation, and nausea. Despite the longstanding interest of user's discomfort, inconsistent results have been drawn on the underlying mechanisms and solutions of cybersickness. In this study, we propose an integrated view of cybersickness connecting causes of the symptoms, human perception model, and measurements of cybersickness. Cybersickness-related factors of previous research are reorganized into content, hardware, and human factors as well as analyzed in terms of VR fidelity. Also, pros and cons that measure the degree of cybersickness are discussed.

Factors Influencing on the Flow and Satisfaction of YouTube Users (유튜브 이용자의 몰입경험과 만족에 영향을 미치는 요인 연구)

  • Lee, Kang-You;Sung, Dong-Kyoo
    • The Journal of the Korea Contents Association
    • /
    • v.18 no.12
    • /
    • pp.660-675
    • /
    • 2018
  • This study is designed to investigate how the perceived characteristics of the online video services affect the 'flow' as positive experience and satisfaction of users. For the study, we conducted a questionnaire survey on 289 people using YouTube, and then analyzed the relationships among variables using hierarchical regression analysis. As a result, it was confirmed that interactivity, newness of recommendation service, diversity of content, and entertainingness of contents all affect the lower level of flow experience. On the other hand, the accuracy of the recommendation service did not affect the flow experience, but positively affects the level of satisfaction. Finally, it is also confirmed that flow has a direct effect on user satisfaction, and mediates relationship between the characteristics of YouTube and satisfaction. The results of this study are helpful to understand user's perception and experience of online video platform service and suggest the discussion points to be considered by the industry to satisfy users.

Identification with avatar and self-reference effects: Impact on perceived attributes and purchase intentions (아바타와의 동일시가 가상 패션 아이템 속성 지각 및 구매의도에 미치는 영향)

  • Woojin Choi;Yuri Lee
    • Journal of Fashion Business
    • /
    • v.28 no.2
    • /
    • pp.1-14
    • /
    • 2024
  • Within the metaverse platform, users engage in communication with others through 'avatars' reflecting their own identities. Users experience various virtual fashion items through avatars, and the fashion industry anticipates avatars wearing virtual fashion items as an emerging business opportunity. Many fashion brands are currently releasing virtual fashion items specifically designed for avatars. In this study, we examined the impact of user identification with their avatar on their perception of the attributes of virtual fashion items (investment attractiveness, scarcity, playfulness, and aesthetics) and its influence on behavioral intentions. The research involved a survey of 250 females with prior knowledge of the metaverse. Structural equation modeling analysis was conducted to examine research hypotheses and validate the model. The results confirmed that as users within the metaverse perceive greater identification with their avatar, they also perceive the attributes of virtual fashion items more favorably. This finding affirms the self-reference effect, where users positively evaluate objects associated with themselves. Additionally, perceiving the attributes of virtual fashion items was found to be positively linked to purchase intentions for virtual products and actual interest in the brand. Lastly, a higher intention to purchase virtual fashion items was associated with forming a more favorable attitude toward the respective brand. Consequently, this study provides academic and practical implications for marketing strategies within the metaverse, emphasizing the active utilization of avatars and elements that facilitate user-avatar identification for effective engagement.

Evaluating the Current State of ChatGPT and Its Disruptive Potential: An Empirical Study of Korean Users

  • Jiwoong Choi;Jinsoo Park;Jihae Suh
    • Asia pacific journal of information systems
    • /
    • v.33 no.4
    • /
    • pp.1058-1092
    • /
    • 2023
  • This study investigates the perception and adoption of ChatGPT (a large language model (LLM)-based chatbot created by OpenAI) among Korean users and assesses its potential as the next disruptive innovation. Drawing on previous literature, the study proposes perceived intelligence and perceived anthropomorphism as key differentiating factors of ChatGPT from earlier AI-based chatbots. Four individual motives (i.e., perceived usefulness, ease of use, enjoyment, and trust) and two societal motives (social influence and AI anxiety) were identified as antecedents of ChatGPT acceptance. A survey was conducted within two Korean online communities related to artificial intelligence, the findings of which confirm that ChatGPT is being used for both utilitarian and hedonic purposes, and that perceived usefulness and enjoyment positively impact the behavioral intention to adopt the chatbot. However, unlike prior expectations, perceived ease-of-use was not shown to exert significant influence on behavioral intention. Moreover, trust was not found to be a significant influencer to behavioral intention, and while social influence played a substantial role in adoption intention and perceived usefulness, AI anxiety did not show a significant effect. The study confirmed that perceived intelligence and perceived anthropomorphism are constructs that influence the individual factors that influence behavioral intention to adopt and highlights the need for future research to deconstruct and explore the factors that make ChatGPT "enjoyable" and "easy to use" and to better understand its potential as a disruptive technology. Service developers and LLM providers are advised to design user-centric applications, focus on user-friendliness, acknowledge that building trust takes time, and recognize the role of social influence in adoption.

The User Perception in ASMR Marketing Content through Social Media Text-Mining: ASMR Product Review Content vs ASMR How-to Content (텍스트 마이닝을 활용한 ASMR 콘텐츠 분야에 따른 소비자 인식 및 구전효과 차이점 분석: ASMR 제품리뷰 및 ASMR How-to 콘텐츠 중심으로)

  • Tran, Hung Chuong;Choi, Jae Won
    • The Journal of Information Systems
    • /
    • v.30 no.4
    • /
    • pp.1-20
    • /
    • 2021
  • Purpose Nowadays, Autonomous Sensory Meridian Response (ASMR) is rapidly growing in popularity and increasingly appearing in marketing. Not even in TV commercial advertisement, ASMR also fast growing in one-person media communication, many brands and social media influencers used ASMR for their marketing contents. The purpose of this study is to measure consumers' perceptions about the products in ASMR marketing content and compare the differences in communication effect of ASMR content creator between product review and how-to in the same Macro tier influencer - the YouTuber that has 10,000-100,000 subscribers. Design/methodology/approach The research methods selected ASMRtist that do product review content and how-to content, Text comments data was collected from 200 videos of tech-device review videos and beauty-fashion videos. A total of 52,833 text comments were analyzed by applying the LDA topic modeling algorithm and social network analysis. Findings Through the result, we can know that ASMR is good at taking attention of viewers with ASMR triggers. In the Tech device reviews field, ASMR viewers also focus on the product like product's performance and purchase. However, there are many topics related to reaction of ASMR sound, trigger, relaxation. In the Beauty-fashion field, viewers' topics mainly focus on the reaction of the ASMR trigger, response to ASMRtist and other topics are talking about makeup - fashion, product, purchase. From LDA result, many ASMR viewers comment that they feel more comfortable when watching the marketing content that uses ASMR. This result has shown that ASMR marketing contents have a good performance in terms of user watching experience, so applying ASMR can take more consumer intention. And the result of social network analysis showed that product review ASMRtist have a higher communication effectiveness than how-to ASMRtist in the same tier. As an influencer marketing strategy, this study provides information to establish an efficient advertising strategy by using influencers that create ASMR content.

A Study on Ways to Relieve User's Anxiety Caused by Simplification of Easy Money Transfer Service (간편송금 서비스 간소화에 따른 사용자의 불안감 해소방안 연구)

  • Kim, So-Young;Kim, Seung-In
    • Journal of Digital Convergence
    • /
    • v.20 no.1
    • /
    • pp.293-299
    • /
    • 2022
  • The purpose of study is to relieve the users' anxiety caused by the simplification of the easy money transfer service. With the development of technology, financial services are being simplified, but on the contrary, the chasm occurs. The study was conducted in two rounds. First, based on UTAUT, the perception of the service and the willingness to accept the technology were investigated through a questionnaire. Second, after presenting the tracking function of the remittance situation derived through the heuristic method, in-depth interviews were conducted on reliability and intention to continue using it. As the result, it was found that the clear feedback had a positive effect on relieving users' anxiety. It is expected that studies approaching the chasm from the point of view of design will be actively conducted.

Distortion Calibration and FOV Adjustment in Video See-through AR using Mobile Phones (모바일 폰을 사용한 비디오 투과식 증강현실에서의 왜곡 보정과 시야각 조정)

  • Widjojo, Elisabeth Adelia;Hwang, Jae-In
    • Journal of Broadcast Engineering
    • /
    • v.21 no.1
    • /
    • pp.43-50
    • /
    • 2016
  • In this paper, we present a distortion correction for wearable Augmented Reality (AR) on mobile phones. Head Mounted Display (HMD) using mobile phones, such as Samsung Gear VR or Google's cardboard, introduces lens distortion of the rendered image to user. Especially, in case of AR the distortion is more complicated due to the duplicated optical systems from mobile phone's camera and HMD's lens. Furthermore, such distortions generate mismatches of the visual cognition or perception of the user. In a natural way, we can assume that transparent wearable displays are the ultimate visual system which generates the least misperception. Therefore, the image from the mobile phone must be corrected to cancel this distortion to make transparent-like AR display with mobile phone based HMD. We developed a transparent-like display in the mobile wearable AR environment focusing on two issues: pincushion distortion and field-of view. We implemented our technique and evaluated their performance.

A study on women's perceived body size for developing virtual fitting model in e-retailing of apparel (인터넷 의류 판매용 가상피팅모델의 개발을 위한 여성의 신체치수 인지에 관한 연구)

  • 천종숙;박진순
    • Science of Emotion and Sensibility
    • /
    • v.6 no.1
    • /
    • pp.17-26
    • /
    • 2003
  • With rapid expansion in e-retailing of apparel business, the virtual fitting model is used for comparing fit of the selected garments. The researchers experimented women's perceived body size for developing virtual fitting model. 50 women who were 20's in age were participated in the experiment They were graduate students with clothing & textile major. The results of this study showed that the subjects perceived themselves with fuller figure at waist or hips and with shorter figure at waist height than their actual body site. Many subjects believed that their body sizes were close to the average site. Especially, subjects whose abdomen girth of hip girth was much larger than average thought that they have relatively flat abdomen. It was concluded that not only the user's body measurements but also user's perception on their figure type are needed to be considered in the process of developing virtual fitting model for e-retailing of apparel. It was expected that the virtual fitting model of extraordinary size body would not be accepted by the female consumers even though they are extra large or small size person in reality.

  • PDF