• Title/Summary/Keyword: Perception of user

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Analyzing the Differences among Online Gaming Users' Gaming Addiction Prevention Behaviors based on Risk Perception and Self-efficacy : Testing RPA Framework on Korean College Students (온라인 게임 사용자의 위험지각과 자기효능감에 따른 게임 중독 예방행위 간 차이분석 : 국내 대학생을 대상으로 한 위험지각태도 프레임웍을 기반으로)

  • Choi, Byounggu;Wang, ChenWei;Lee, Jae-Nam
    • Journal of Information Technology Applications and Management
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    • v.22 no.2
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    • pp.19-41
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    • 2015
  • Many studies have focused on the influences and outcomes of online game addiction. However, few studies have investigated how the online game addiction prevention behavior differs depending on online game user. In order to fill this gap, this study attempts to classify online game users based on risk perception attitude (RPA) framework. More specifically, this research tries to show online game user can be classified into four groups based on perceived risk of online game addiction and efficacy beliefs of online game addiction protection, and to identify how the groups differ in terms of motivation, information seeking, and behaviors for online game addiction prevention. For this purpose, analysis on survey data from 240 Korean college students who use online game reveals that the users can be classified into responsive, avoidance, proactive, indifference groups. Furthermore, there are differences between groups in terms of motivation, information seeking, and behaviors for online game addiction prevention. This study contributes to expand existing literature by providing tailored guidelines for implementation of online game addiction prevention strategies and policy.

The Effect of the Green IT to the IT Users' Perception and Re-use Intention (친환경 정보기술이 정보기술 사용자들의 인지와 재사용의도에 미치는 영향)

  • Kim, Tae-Hwan
    • International Commerce and Information Review
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    • v.14 no.4
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    • pp.49-59
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    • 2012
  • The development of green IT for business will open up exciting opportunities for finding new and efficient way of doing businesses. This study is to contribute to a better understanding of green IT by carrying out the survey among IT users on the factors of green IT and IT users' perception to the GIT. Based on the literature study, a conceptual framework of green IT will be developed to investigate the relationship between green IT and the user's intention to use GIT.

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A Study on Directions in Research on User Behavior in Space Design - With a focus on Interactions between space and the user- (공간디자인에서의 이용자 행태 연구 방향에 관한 연구 - 공간과 이용자의 상호작용을 중심으로 -)

  • Kim, Hyung-Sook;Park, Boo-Mee
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2006.05a
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    • pp.202-205
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    • 2006
  • Space design is a process of solving spatial problems to create and construct all kinds of human lives. It also bestows new values to a medium to induce human perception based on the relationships between 'human and space' surrounding people. Research on user behavior has several ultimate goals including understanding both individual behavior and the relations between the user and space from a more scientific and systematic perspective, predicting various phenomena that can happen between space and humans, and reflecting the results in space design. As user behavior that's once limited within given space is going through some changes due to the introduction of digital technologies, research on user behavior in today's space design should be newly illuminated in the aspects of organic relations. Space now works as a receptor communicating with the user and responding to user behavior, and user behavior once under one-sided influences from space becomes more diverse and active. The influences of user behavior, in turn, cause changes to space itself. Thus this study set out to suggest new directions in research on user behavior based on interactions between space and the user in space design.

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Evaluating Effectiveness of Lane Departure Warning System by User Perceptions (차선이탈경고장치(LDWS) 이용자 만족도 평가 연구)

  • Joo, Shin-Hye;Oh, Cheol;Lee, Jae-Wan;Lee, Eun-Deok
    • Journal of Korean Society of Transportation
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    • v.30 no.2
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    • pp.43-52
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    • 2012
  • A lane departure warning system (LDWS) is an effective technology-based countermeasure for preventing traffic crashes as it provides warning information to drivers. Understanding the characteristics of perception and satisfaction levels on LDWS is fundamental for deriving better performance and functionality enhancements of the system. The purpose of this study is to evaluate the user satisfaction of LDWS. A survey to collect user perception and user preference data was conducted. Both cross-tabulation analysis and binary logistic regression technique were adopted to identify the factors affecting user satisfaction for LDWS. The results revealed that the accuracy and timeliness of warning information was significant for evaluating the effectiveness of LDWS. In particular, the warning accuracy at a curve segment on the road was the most dominant factor affecting user satisfaction. The outcome of this study would be valuable in evaluating and designing LDWS functionalities.

A Case Study on the Exterior Space Improving in University Campus through the Analysis of User's Cognition - Focused on Campuses in Busan City - (사용자인식 분석을 통한 캠퍼스 외부공간 개선방향 설정에 관한 사례연구 - 부산시 소재 대학을 중심으로 -)

  • Hong, Sung-Min
    • Journal of the Korean Institute of Educational Facilities
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    • v.21 no.1
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    • pp.33-42
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    • 2014
  • The purpose of this study is to suggest a basis for exterior space improving in university campus in terms of upgrading the quality of university education environment by analysing user's cognition and physical feature about campus exterior space. For this, this study was survey six major university students in Busan city about perception of campus exterior space, and analyzes the user's cognition by using natural-language vocabulary analysis for qualitative approach. Next, this study analyzes the physical feature of campus exterior space by investigating user's intensive using spaces and preferred, non-preferred spaces in their universities, then propose the improved direction of campus exterior space by comparing the analyzed data of user's cognition and physical feature. A SPSS20 program is used for the data analysis and the sample sizes are 171 college students.

ISDN Experimental Experiences on User-Network Interfaces (ISDN 가입자 - 망 접속에서의 실험적 경험에 대한 고찰)

  • Jeong, Il-Yeong;Jeong, Hui-Chang;Jo, Gyu-Seop;Im, Ju-Hwan
    • ETRI Journal
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    • v.10 no.1
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    • pp.3-13
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    • 1988
  • With the contunuing trends towards an information based society, telecommunications services are becoming an integral part of social activities. So, emphasis on ISDN is growing rapidly and placed on supporting integrated services delivery of different levels to the end user. The end user’s perception of an integraged services delivery(in particular, ISDN services) should reflect three interrelated capabilities, ISDN access capabilities and ISDN network capabilities. For turning the ISDN concept of above capabilities into reality, we have implemented the experimental system on user-network interfaces, which are three kinds of implementations in user access arrangements, namely basic access, intermediate rate multiplexed access and primary rate multiplexed access. Through these implementations, NTE(Network Terminating Equipment) is used for single basic access [2B+D], IMUX (Intermediate rate Multiplexer) for 4 basic accesses [4X(2B+D)] and PMUX(Primary rate Multiplexer) for [10/12 X (2B+D)]. This paper describes the outlines of system features on user access equipments, system architectures of testbed and experiment result of each access arrangements.

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Understanding Brand Image from Consumer-generated Hashtags

  • Park, Keeyeon Ki-cheon;Kim, Hye-jin
    • Asia Marketing Journal
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    • v.22 no.3
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    • pp.71-85
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    • 2020
  • Social media has emerged as a major hub of engagement between brands and consumers in recent years, and allows user-generated content to serve as a powerful means of encouraging communication between the sides. However, it is challenging to negotiate user-generated content owing to its lack of structure and the enormous amount generated. This study focuses on the hashtag, a metadata tag that reflects customers' brand perception through social media platforms. Online users share their knowledge and impressions using a wide variety of hashtags. We examine hashtags that co-occur with particular branded hashtags on the social media platform, Instagram, to derive insights about brand perception. We apply text mining technology and network analysis to identify the perceptions of brand images among consumers on the site, where this helps distinguish among the diverse personalities of the brands. This study contributes to highlighting the value of hashtags in constructing brand personality in the context of online marketing.

User Perception on E-resources at University Libraries in India: A Case Study of SRM University (인도대학도서관에서전자자료에대한이용자지각연구: SRM 대학교사례를중심으로)

  • Rajendran, P.;Ganesh, P.
    • Journal of Korean Library and Information Science Society
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    • v.46 no.4
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    • pp.641-654
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    • 2015
  • The researcher conducts the survey through questioner method and analyzed the data in detail about E-resources available at SRM University library. The objectives of the study are to find out the awareness of use and purposes and their level of satisfaction of users. Further the researcher identifies the barrier and the ways and means of improvement of the use of E-resources. A total of 1,205 respondent was participating in this survey.

User Acceptance of Information Systems within Organization : Case of Knowledge Management Systems (조직에서 사용자의 정보시스템 수용 : 지식경영시스템의 경우)

  • Lee Chung-Seop
    • Journal of the Korean Operations Research and Management Science Society
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    • v.29 no.4
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    • pp.11-40
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    • 2004
  • Organizations have attempted to develop Knowledge Management Systems for achieving competitive advantage by effectively managing organizational knowledge. However, if Knowledge Management Systems are not user-oriented, organizations may not attain desired goals. That is, it must be utilized and accepted by organizational members to be successful systems. This study proposes an extended Technology Acceptance Model and empirically validates it. For that purpose, a research model is set UP that consists of antecedent variables, perception moderators, and intention to use the system. Empirical data analysis found significant relationships among research variables, as suggested in research hypotheses. The results of the analysis indicated that perceived usefulness, ease of use, job relevance and information quality should be considered as important factors in designing Knowledge Management Systems. In addition, perceived value, incentive, affect, self-efficacy, and image were found to influence the perception of users in the usage situation.

Perception of Color and brightness in a combined PC and TV monitor (PC & TV 겸용 모니터에서 사용자의 색채 및 밝기 인식 특성)

  • 박재희;정광태;정병국;김상두
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 1997.11a
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    • pp.140-145
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    • 1997
  • A stuey to investigate the perception characteristics of color and brightness was conducted in a combined PC and TV monitor, The objective of this study is to suggest user's favorite color temperature in PC mode and user's favorite contrast in TV mode. Investigated factors were monitor coating(coatiog vs. non-coation)and screen brightness (30fL vs. 35fL)in first experiment and monitor coating and pucture movement(static vs. dynamic) in second experiment. The first experiment was conducted in TV mode. Twenty-three subjects (male 12, female 11) perticipated in this experiment. In first experiment, average color temperatures were about 8000K in all experimental conditions. In addition, there was significant difference between coating and non-coating screen at 0.1 level. In second experiment, average contrasts were obtained in all esperimental conditions. There was significant difference between coating and ndn-coating screen at 0.05 level, In addition, there was significant difference between static picture and dynamic picture at 0.1 level

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