• Title/Summary/Keyword: Perception of user

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An Empirical Study on Acceptance Intention Towards Healthcare Wearable Device (기술 및 개인적 특성이 헬스케어 웨어러블 디바이스 수용의도에 미치는 영향에 관한 연구)

  • Lee, Sang-Il;Yoo, Wang-Jin;Park, Hyun-Sun;Kim, Sang-Hyun
    • The Journal of Information Systems
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    • v.25 no.2
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    • pp.27-50
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    • 2016
  • Purpose The purpose of this study is to examine the effect of the acceptance intention towards healthcare wearable device in Korea. Specifically, this study attempted to identify the relationships among the acceptance intention towards healthcare wearable device, technical characteristics and user's personal characteristic based on UTAUT(Unified Theory of Acceptance and Use of Technology) model. Design/methodology/approach For this purpose of research, we conducted against consumers who use the wearable devices and we collected data from 219 wearable device users. The analyses were conducted using SPSS and AMOS19.0 which is powerful structural equation modeling (SEM) software. Findings The main findings are as followed; First, functional diversity, wearability, trend sensitivity and health perception are significantly related to performance expectancy, while visual aesthetic and enjoyment are not significantly related. Second, performance expectancy and effort expectancy are significantly related to acceptance intention towards healthcare wearable device. Third, effort expectancy is significantly related to performance expectancy.

Conversion of Fisheye Image to Perspective Image Using Nonlinear Scaling Function (비선형 스케일링 함수를 이용한 어안 영상의 원근 변환)

  • Kim, Tae-Woo;Cho, Tae-Kyung
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.10 no.1
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    • pp.117-121
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    • 2009
  • The fisheye image acquired with a fisheye camera has wider field of view than a general use camera. But large distortion of the object in the image requires conversion of the fisheye image to the perspective image because of user's difficult perception. The existing Ishii's method[1] has the problem that the object can has sire and geometrical distortion in the transformed image because it uses equidistance projection. This paper presented a conversion technique of the fisheye image to the perspective image using sealing function. In the experiments, it was shown that our method reduced size and geometrical distortion by applying the scaling function.

Effects of Information Overload on Hostile Behaviors Online (온라인 상의 적대적 행동에 정보과부하가 미치는 영향)

  • Jin, Sanghyung;Rhee, Cheul;Jang, Youngbin
    • The Journal of Society for e-Business Studies
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    • v.24 no.2
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    • pp.179-197
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    • 2019
  • Although there have been lots of studies about users' behaviors online, few have explored the mechanism of hostile behaviors. In this sense, this study aims at discovering what may elevate users' hostile behaviors. More specifically, we tried to find the relationship between flaming behavior and perception factors such as perceived risk, anonymity and expected emotional reaction. A survey was conducted to investigate the relationship of the above variables. As a result, all these variables show significant effects on flaming, and information overload are found to act as a moderator. We carefully conclude that flaming in online community can be reduced by preventing information overload each user perceives.

A Study on Perceptions of Developers on Information Systems Success (정보시스템 성공에 대한 개발자 가치구조에 관한 연구)

  • Kim, Joong Han
    • Journal of Korea Society of Industrial Information Systems
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    • v.27 no.3
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    • pp.47-58
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    • 2022
  • As firms increase their operations in the international arena, there is a growing need for managers to understand cross-cultural issues in adopting information systems(IS). The present study surveyed IS developers with respect to their perceptions on the importance of various criteria for successful development of information systems. The results indicated that developers perceive criteria related to the organizational and systems level to be more important than criteria on the strategic and user level. In addition, the developers perceive immediate/direct criteria as more important that indirect/long term criteria. The current study found little differences between developers working for innovative versus those working for non-innovative companies with respect to their views on the importance of various success criteria. There were also very little differences in the perceptions of IS developers at different hierarchical ranks.

Study on the Acceptability of Renewable Energy Using AHP and CVM Techniques (AHP 및 CVM 기법을 이용한 신재생에너지 수용성 제고 연구)

  • Seo, Sang-Hui;Bae, Sangmu;Nam, Yujin
    • Journal of the Korean Society for Geothermal and Hydrothermal Energy
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    • v.17 no.4
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    • pp.1-14
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    • 2021
  • Recently, various renewable systems have been developed and applied in Korea. However, there are many systems which were not utilized in real buildings or not widely spread in the market. Furthermore, the attention of most users focused on several certain system such as PV or solar system. Therefore, this research aims to find user's needs for renewable energy based on perception surveys to improve the acceptance of technology in line with the world's energy flow. The survey was conducted by classifying respondents by various criteria, and the results were analyzed using AHP technique and CVM technique, focusing on preference and acceptance. According to the results of the survey, it was found that the people felt the need for renewable energy but lacked knowledge about renewable energy compared to the various government-implemented renewable energy supply policies. Therefore, a government-level policy is needed so that the people can have universal knowledge about renewable energy system.

An Analysis on the Characteristics in User's Cognition and Needs for Secondary School Libraries (중등학교 학교도서관 이용자 인식 및 요구 특성 분석)

  • Hwang, Hyejeong;Kim, Giyeong
    • Journal of the Korean Society for information Management
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    • v.32 no.1
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    • pp.245-264
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    • 2015
  • This study aims to identify the characteristics of Korean secondary school students in perceptions on and needs to school libraries, and suggest an effective library management directions based on the characteristics. To achieve this purpose, we compare the perceptions on and needs for library elements, such as facilities, collections, programs, etc., between middle school students and high school students, and analyze the differences. Based on the results from the analysis, we suggest to establish an orientation of school library management. We also suggest a need of further study in which differences in the perception and needs among grades in a level of the secondary school for more detailed customization of library services.

Mobile-AR Inspection System Based on RF-Marker to Improve Marker Detection (마커 검출 개선을 위한 RF-Marker기반 Mobile AR검사 시스템)

  • Lee, Jung-Min;Lee, Kyung-Ho;Kim, Dae-Seok
    • Korean Journal of Computational Design and Engineering
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    • v.17 no.3
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    • pp.208-215
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    • 2012
  • Augmented reality can help to improve user's engineering abilities such as perception and decision making in industry field. Therefore we have studied on the maintenance-supporting applications for inspectors previously. The advantage of pre-existing marker system is that the making and using are easier than any other feature tracking and detection methods. However it must to be exposed to the sufficient light to be detected by computer image processing. The most of industry field is not in clean environment and there are not sufficient light as well. So, the normal marker system is not appropriated for industrial fields. This paper suggests RFID-based marker system to improve marker-detection ability in our AR maintenance system. RFID is not implemented by image processing but it is implemented by electromagnetic induction. Therefore we could more precisely detect markers even if the environment is low-light intensity condition.

Edutainment contents using Touch-Face (Touch-Face 기반 에듀테인먼트 콘텐츠)

  • Song, Dae-Hyeon;Park, Jae-Woan;Lee, Chil-Woo
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.363-366
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    • 2008
  • In this paper, I describe about edutainment contents to infant. We can call following PANSORI that user can experience national classical music that is our country tradition music using imagination musical instrument instead of actuality musical instrument, and is one at national classical music. Also manufacturing operationalized Touch-Face that is intelligence style interface platform that can play that tradition pattern and basis use style hand that is a tool the immediate perception enemy use and touch display directly as unaccustomed infant and children are easy and convenient to base. Because of these reason, educational contents can become help to study efficiently because there is in preschool education more on Touch-Face base.

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A Study on the Relationship Between Library Anxiety and Computer Attitude of College Students (대학생들의 도서관 불안과 컴퓨터 태도와의 상관관계 연구)

  • Park, Dukran;Sakong, Bok Hee
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.26 no.1
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    • pp.303-322
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    • 2015
  • This study examines the relationship between library anxiety and computer attitude with references to the variations in the college students' gender, grade level, academic majors, frequency of library visits, and the perception towards mobile-phones in order to explore the possible measures for minimizing library anxiety amongst the students. The study results show the computer anxiety and the computer usefulness to be the computer attitudinal factors most closely correlated with the level of library anxiety. Our proposed solution is the development of a user training course and curriculum to lower students' computer anxiety while promoting greater computer usefulness.

Visual Customizing Editor for Educational Games (학습자의 특성을 고려한 교육용 게임 시각 디자인 요소)

  • Jang, Hye-Jung;Ryu, Seuc-Ho;Lee, Dong-Lyeor;Lee, Wan-Bok;Kyung, Byung-Pyo
    • Journal of Digital Convergence
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    • v.10 no.6
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    • pp.369-373
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    • 2012
  • Educational game is applied by learner's customized education based on its characteristics inducing user's interests and motives and drawing spontaneousness. And, the perception is gradually improved. At present, educational game customized by learners is provided by only the form of character customizing. Therefore, this study suggested visual customizing editor which can provide visual factors to learners in game for more efficient educational game. It will improve interests and motives of learners and increase concentration, so studying effects will be improved.