• Title/Summary/Keyword: Perception of user

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Acceptance-Diffusion Strategies for Tablet-PCs: Focused on Acceptance Factors of Non-Users and Satisfaction Factors of Users

  • Kim, You-Jin;Sim, Jin-Bo
    • ETRI Journal
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    • v.34 no.2
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    • pp.245-255
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    • 2012
  • Among emerging devices propelling the growth of mobile devices, smartphones and tablet-PCs are among the most recognizable. In this study, a research model is designed for exploring acceptance-diffusion strategies for tablet-PCs from the viewpoint of consumer perception, which is verified through a survey. The results of this study show that tablet-PCs have great potential to be versatile, multifunctional devices, even though they are currently considered mostly as entertainment-oriented rather than fulfilling the essential needs of everyday life. An analysis of the acceptance model for tablet-PCs revealed that playability, cost level, functionality, and complexity significantly affect user acceptance. An analysis of the diffusion model, on the other hand, showed that playability and user interface have a significant influence on satisfaction, trust, and positive behavioral intention. We also found that cost level is not a major hindrance in the market diffusion of tablet-PCs. The results of this study can be used to establish effective acceptance and diffusion strategies for tablet-PCs and other emerging devices.

A study on the User Satisfaction of Travel behavior (관광지 선택행동에 따른 만족도에 관한 연구)

  • 박신자
    • Journal of Applied Tourism Food and Beverage Management and Research
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    • v.10
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    • pp.139-158
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    • 1999
  • This study is concerned with analysis of user satisfaction for travel behavior. It is aimed at investigating the socioeconomic characteristics, motivation, and use pattern of the visitors at tour. For tourists' perception and preference analysis, multi-dimensional scaling was used. It is left that this type of marketing analysis of tourism and travel offers great potentional for those concerned with the developement and management of tourist vacation areas. First, the study demanstrated clearly that different tourist and portential visitors to a tourist area seek different benefit bundles from their vacation in a particular tourist areas. Second, it demonstrated that a benefit segmentation approach to tourism and travel would be the most effective that the demographic segmentation approach usually pursued in the tourism and travel industry. Form a methodological viewpoint, it has demonstrated an application of multidimensional scaling techniques to marketing in an important industry.

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The Effect of Social Affordances in Social Live Streaming Service (소셜 라이브 스트리밍 서비스에서 소셜 어포던스의 영향)

  • Moon, Yunji
    • Journal of Information Technology Applications and Management
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    • v.27 no.6
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    • pp.31-51
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    • 2020
  • During the last decade, social live streaming service like Periscope, Ustream, and YouNow has developed from a niche market into a mainstream activity. In this media environment, social live streaming service has a tremendous impact on the social behaviors of users. Despite the rapid development, there are a lack of studies to make better understand the media environment changes through social live streaming service. This study adopted an affordances approach that leads us to identify six distinctive social affordances (visibility, accessibility, information sharing, social interaction, role-taking, interactive revenue) for user engagement in social live streaming service. Specifically, this study explores the impact of social affordances on perceived flow, followed by user engagement including passive and active engagement. Empirical data analysis with 258 questionnaires suggests that social affordances affected users' flow perception, and flow has an effect on active as well as passive engagement. Contrary to the expectation in a hypothesized research model, only the impact of accessibility on flow was rejected.

Landscape Elements and User Satisfaction in National Street: Focusing on Gwangwhamun Square (국가상징거리의 구성요소 특징과 만족도에 관한 연구: 광화문 광장을 중심으로)

  • Choi, Hyun-Ah;Cho, Young-Tae;Lee, Woo-Kyun
    • Land and Housing Review
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    • v.5 no.4
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    • pp.215-224
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    • 2014
  • National street has become one of open space for enhancing environmental qualities of city and country. In the developed countries such as France, U.K. U.S.A are designed symbolic malls, squares and street which are represented the historicity, culture and symbolic place. For place identity, we analyzed the relationship between element and user satisfaction in Sejong Avenue, Gwangwhamun Square. Data were analyzed using statistical methods such as descriptive statistics, ANOVA and correlation. Results of this study are as follows, i) factor analysis is carried out to extract spatial components and satisfaction. The satisfaction concerning transportation access was the higher than other factors, ii) user satisfaction was strongly correlated on the spatial elements, iii) user showed high user perception to study site. Results of this study can identify representative street management plan based on landscape elements and user satisfaction.

A Study on the Factors Influencing Cyberbullying Behaviors among SNS Users (SNS 사용자의 사이버불링 행위에 영향을 미치는 요인에 관한 연구)

  • Mun, Changbae;Sura, Suaini;Ah, Jongchang
    • Journal of Information Technology Services
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    • v.14 no.1
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    • pp.175-194
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    • 2015
  • As the explosive growth of SNS users, SNS affects every aspect of our lives. Beyond the individual's scope there is a powerful influence in society. Now cyber bullying is a big problem of this society. To analyze the relationship between the SNS user features and cyber bullying phenomenon, various SNS user's personal and social characteristics were set to variables affecting the cyber bullying phenomenon on the SNS. For the research, questionnaire survey was conducted for total 200 subjects among 10~60 age band in each region across the country. We set a research model including the items that are found to be affected in cyber bullying through the prior researches. To analyze interrelation of cyber bullying phenomenon and the general characteristics of SNS users, multiple regression analysis and other analyses were conducted. As a statistical result, we found the correlation among variables and the suggestion points for a SNS platform development direction.

Multiple Fusion-based Deep Cross-domain Recommendation (다중 융합 기반 심층 교차 도메인 추천)

  • Hong, Minsung;Lee, WonJin
    • Journal of Korea Multimedia Society
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    • v.25 no.6
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    • pp.819-832
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    • 2022
  • Cross-domain recommender system transfers knowledge across different domains to improve the recommendation performance in a target domain that has a relatively sparse model. However, they suffer from the "negative transfer" in which transferred knowledge operates as noise. This paper proposes a novel Multiple Fusion-based Deep Cross-Domain Recommendation named MFDCR. We exploit Doc2Vec, one of the famous word embedding techniques, to fuse data user-wise and transfer knowledge across multi-domains. It alleviates the "negative transfer" problem. Additionally, we introduce a simple multi-layer perception to learn the user-item interactions and predict the possibility of preferring items by users. Extensive experiments with three domain datasets from one of the most famous services Amazon demonstrate that MFDCR outperforms recent single and cross-domain recommendation algorithms. Furthermore, experimental results show that MFDCR can address the problem of "negative transfer" and improve recommendation performance for multiple domains simultaneously. In addition, we show that our approach is efficient in extending toward more domains.

A Full Body Gumdo Game with an Intelligent Cyber Fencer using Multi-modal(3D Vision and Speech) Interface (멀티모달 인터페이스(3차원 시각과 음성 )를 이용한 지능적 가상검객과의 전신 검도게임)

  • 윤정원;김세환;류제하;우운택
    • Journal of KIISE:Computing Practices and Letters
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    • v.9 no.4
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    • pp.420-430
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    • 2003
  • This paper presents an immersive multimodal Gumdo simulation game that allows a user to experience the whole body interaction with an intelligent cyber fencer. The proposed system consists of three modules: (i) a nondistracting multimodal interface with 3D vision and speech (ii) an intelligent cyber fencer and (iii) an immersive feedback by a big screen and sound. First, the multimodal Interface with 3D vision and speech allows a user to move around and to shout without distracting the user. Second, an intelligent cyber fencer provides the user with intelligent interactions by perception and reaction modules that are created by the analysis of real Gumdo game. Finally, an immersive audio-visual feedback by a big screen and sound effects helps a user experience an immersive interaction. The proposed system thus provides the user with an immersive Gumdo experience with the whole body movement. The suggested system can be applied to various applications such as education, exercise, art performance, etc.

A Study on Participatory design method with the application of Augmented Reality (증강현실을 활용한 사용자참여 디자인 방법에 관한 연구)

  • 변재형
    • Korean Institute of Interior Design Journal
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    • no.36
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    • pp.136-142
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    • 2003
  • This study suggest the development and application of the Interactive Design Toolkit as a participatory design method for general customer with the application of the Augmented Reality. The Toolkit is based on a PC-based image perception system and user can make virtual models and navigate in the virtual space by manipulating physical objects directly in real world. The toolkit can be used in the field of participatory design in systematically modularized and customizable design area including model house of apartment and system kitchen furniture. More improved design toolkit for enhancing reality and providing various Interaction method Is needed hereafter.

The Analysis of User Perception and Attitude Using SNS Data about Emergency Contraceptive Pills

  • Lee, Sung Hyun
    • Journal of Internet Computing and Services
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    • v.18 no.1
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    • pp.143-152
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    • 2017
  • In order to ensure the right of self-determination of women, most of countries allow women to buy post-coital contraceptive pills or general medical supplies with ease. This study aims to analyze how ordinary people recognize and respond to post-coital contraceptive pills through collecting atypical data by using the keyword 'Contraception', rather than using the existing actual condition survey, such as questionnaire and interview, so that the results have been presented, which may be referred to for establishment of policies.

Particular Noise Reduction Method used to Mass Law (질량법칙을 이용한 연료펌프 특정음 저감 방법)

  • 강태식;심재기
    • Proceedings of the Korean Society for Noise and Vibration Engineering Conference
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    • 2004.05a
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    • pp.759-763
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    • 2004
  • High frequency noise of fuel pump has does claimed by user. But high frequency of fuel pump can't heat in the car. But this noise Is an offensive noise outside car. In this study is noise reduction used to mass law. Especially high frequency (for example BPF(blade pass frequency)) is influenced of this law. In detail used to transmission and add to mass according to mass law, reduced particular noise. As a result high frequency is down until can't perception.

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