• Title/Summary/Keyword: Perception of user

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A Study on the Classification of Podcasting Users in the Smartphone Era - Podcasting of Terrestrial Radio Programs (스마트폰 시대의 팟캐스팅 이용자 유형화 연구 - 지상파 프로그램의 팟캐스팅을 중심으로)

  • Kim, Cheol-Young
    • The Journal of the Korea Contents Association
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    • v.14 no.11
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    • pp.628-643
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    • 2014
  • The idea to conduct this study stemmed from the following question: What is the appropriate interpretation of the recent change in the user behavior of radio listeners? For some terrestrial radio programs, traditional listeners who mainly listen to them real-time through terrestrial radio broadcasting has been outnumbered by those who access them on smartphones and other mobile devices in a nonlinear way outside the pre-scheduled time slots of the programs. In the research, how terrestrial radio listeners use the new service called podcasting to access and consume audio content were examined by using Q methodology. As a result, three different types of user behavior and perception were modeled. This shows a prominent change in radio content use, which is moving away from the conventional user behavior pattern of radio content, one of the key media for mass communication in the 20th century. Such a development opens up new opportunities to create the same or even a greater user base compared to the existing one for terrestrial radio programs with the users' newly gained mobile access and to replace current radio content by using podcasting as a new service.

Development of Multiple-modality Psychophysical Scaling System for Evaluating Subjective User Perception of the Participatory Multimedia System (참여형 멀티미디어 시스템 사용자 감성평가를 위한 다차원 심물리학적 척도 체계)

  • Na, Jong-Gwan;Park, Min-Yong
    • Journal of the Ergonomics Society of Korea
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    • v.23 no.3
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    • pp.89-99
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    • 2004
  • A comprehensive psychophysical scaling system, multiple-modality magnitude estimation system (MMES) has been designed to measure subjective multidimensional human perception. Unlike paper-based magnitude estimation systems, the MMES has an additional auditory peripheral cue that varies with corresponding visual magnitude. As the simplest, purely psychological case, bimodal divided-attention conditions were simulated to establish the superiority of the MMES. Subjects were given brief presentations of pairs of simultaneous stimuli consisting of visual line-lengths and auditory white-noise levels. In the visual or auditory focused-attention conditions, only the line-lengths or the noise levels perceived should be reported respectively. On the other hand, in the divided-attention conditions, both the line-lengths and the noise levels should be reported. There were no significant differences among the different attention conditions. Human performance was better when the proportion of magnitude in stimulus pairs were identically presented. The additional auditory cues in the MMES improved the correlations between the magnitude of stimuli and MMES values in the divided-attention conditions.

Distributing data in Virtual-reality: factors influencing purchase intention of cutting tools

  • JITKUSOLRUNGRUENG, Nitichai;VONGURAI, Rawin
    • Journal of Distribution Science
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    • v.19 no.9
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    • pp.41-52
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    • 2021
  • Purpose: Virtual reality is a unique technology to distribute data and demonstrates user's understanding towards complex products. The objective of this research is to investigate the impact of virtual reality on real world purchase intention of automotive cutting tools in Thailand's exhibitions. Hence, the research framework was constructed by telepresence, perception narrative, authenticity, trustworthiness, functional value, aesthetics, and purchase intention. Research design, data and methodology: Samples were collected from 500 visitors who participated in the selected top two metalworking exhibitions. Mix sampling approach is applied by using non-probability sampling methods of purposive or judgmental sampling, quota sampling, and convenience sampling method, respectively to reach target samples. Confirmatory Factor Analysis (CFA) and Structural Equation Model (SEM) were used to analyze and confirm goodness-of-fit of the model and hypothesis testing. Results: The results indicate that authenticity, functional value, and trustworthiness induced higher experiential value towards purchase intention. Those variables are stimulated by telepresence and perception narrative towards VR experience. Conclusions: Consumer's purchase intention towards VR experience on engineering cutting tools rely on consumer's sense of authenticity, trustworthiness, and functional value. Hence, marketing practitioners in automotive companies are encouraged to develop VR which focusing on significant factors to enhance consumers purchase intention.

A Human Sensibility Ergonomic Establishment of Customer-Satisfying Strategy for a Multimedia Telecommunication System (멀티미디어 통신시스템을 대상으로한 사용자 만족 전략의 감성공학적 수립)

  • Park, Min-Yong;Park, Hui-Seok
    • Journal of the Ergonomics Society of Korea
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    • v.17 no.1
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    • pp.23-36
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    • 1998
  • The primary objective of this research was to establish and quantify the relationship between the physical degradation factors of multimedia telecommunications (teleconferencing) system and Subjective human perception. The research was performed in two stages. A field survey of the real users and pilot experiments were carried out in the first stage to determine customers' major complaints and corresponding system degradation factors. A prototype teleconferencing simulator was developed in two separate sound-treated chambers equipped with audio/video equipment running under a custom-developed software program. In the second stage, simulation experiments using the semantic differential methodology were performed utilizing 26 paid participants (14 college students and 12 housewives). The results indicated that audio/video synchronization and the frame rate were the main system factors for both subject groups, but different pattern of factors' influence was found according to the group, implying that the system configuration would hopefully accommodate the characteristics of the end users. Also, a single quality index, developed for system preference, was revealed to be highly correlated with user satisfaction. The results provide some fundamental data on the human subjective perception of multimedia telecommunications quality, and further can help establish the quality standards to enhance service level.

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A Study on the Development of Telephone for Improvement of the Hearing Impaired's Listening (난청인의 통화 청취도 향상을 위한 전화기 개발연구)

  • Lee, S.M.;Woo, B.C.;Kim, D.W.;Song, C.G.;Lee, Y.M.;Kim, W.K.
    • Proceedings of the KOSOMBE Conference
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    • v.1996 no.11
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    • pp.111-113
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    • 1996
  • The impaired person and the elderly who has hearing loss have been continuously increased and these people's desire for participating society as a producer has been increased also. So they strongly request the aid device which can compensate their handicap. The healing aid telephone is one of the basic aid devices that helps the hearing impaired to communicate with other people and to acquire useful information. We design the new model of the hearing aid telephone and test it's efficiency in three fields - electrical, speech perception, user test. From the result of the test we certify that the new model is better for the hearing impaired to understand the meaning of telephone speech than the old general models. We expect that the advanced healing aid telephone can be developed by the research about speech perception characteristics of the hearing impaired in engineering and clinical side.

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Using topic modeling-based network visualization and generative AI in online discussions, how learners' perception of usability affects their reflection on feedback

  • Mingyeong JANG;Hyeonwoo LEE
    • Educational Technology International
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    • v.25 no.1
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    • pp.1-25
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    • 2024
  • This study aims to analyze the impact of learners' usability perceptions of topic modeling-based visual feedback and generative AI interpretation on reflection levels in online discussions. To achieve this, we asked 17 students in the Department of Korean language education to conduct an online discussion. Text data generated from online discussions were analyzed using LDA topic modeling to extract five clusters of related words, or topics. These topics were then visualized in a network format, and interpretive feedback was constructed through generative AI. The feedback was presented on a website and rated highly for usability, with learners valuing its information usefulness. Furthermore, an analysis using the non-parametric Mann-Whitney U test based on levels of usability perception revealed that the group with higher perceived usability demonstrated higher levels of reflection. This suggests that well-designed and user-friendly visual feedback can significantly promote deeper reflection and engagement in online discussions. The integration of topic modeling and generative AI can enhance visual feedback in online discussions, reinforcing the efficacy of such feedback in learning. The research highlights the educational significance of these design strategies and clears a path for innovation.

Study on Chinese User Resistance of SNS : Focus on Renren Wang (SNS사용에 대한 중국 사용자 저항에 관한 연구: 런런왕(人人网)을 중심으로)

  • Fan, Peng-Fei;Lee, Sang-Joon;Lee, Kyeong-Rak
    • Journal of Digital Convergence
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    • v.12 no.2
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    • pp.183-191
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    • 2014
  • SNS uses the Internet as its base. It is created in order to achieve communication between the users. Up until now, most previous research were focused on the users of SNS. But, there are still a great deal of people who do not use or discontinuously use SNS. This is because users have natural resistance against SNS when using the service. In this study, time shortage perception, awareness of SNS, self-efficacy, suitability, information quality of SNS, subjective norm and privacy concern are considered as influence factors by previous research. An empirical study for Chinese students and internet users was conducted to identify how these factors influence perceived risk and perceived usefulness, and how this influence to user's resistance. This study can explain the reason why users don't use SNS and resist SNS use.

A Consideration of Social Presence and Augmented Reality in Locative Media (로커티브 미디어의 증강현실과 사회적 현존감에 대한 고찰)

  • Choi, Seung-Young;Chang, Woo-Jin
    • The Journal of the Korea Contents Association
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    • v.11 no.8
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    • pp.88-101
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    • 2011
  • Locative media is fundamentally different from traditional media in terms of being packed with user's space, place, and position nearby, which does not simply mean user's physical coordinates. This study has been started that I was drawn by the tendency of which current locative media contents are based on 'location-based information,' and closely related with 'Augmented Reality.' I wonder how media user's psychological experience/involvement are revealed when the media environment changes by the progress of technology. I wonder how media users perceive 'social presence' formed by locative media in current locative media environment. Particularly, the fact that user's perception of social presence formed in locative media conflicts with the previous computer-mediated communication(CMC)'s attributes deepened my curiosity. In this study, the idea of 'more-proper-construct' is suggested, the characteristics of social presence in current locative media is considered, and is investigated by qualitative methodology how the 'location-based' attributes and 'AR' contribute to forming the social presence.

Analysis on User Behavior of Social Game (소셜 게임의 사용자 특성 분석)

  • Han, Hye-Won;Shim, Se-Ra
    • The Journal of the Korea Contents Association
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    • v.10 no.12
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    • pp.137-145
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    • 2010
  • Humans are social existences who connect with others and live together. Communication between human has evolved into diverse formats and contents beyond time and space. Social Network Service builds social relationship based on web and its users increase rapidly in a global environment due to the user-friendly web circumstances, easy access and wide-spread supply of the smart phones. One of the aspect that is taking the center of Social Network Service is a Social Game. Social Games are based on web that has simple rules to play in fictional time and space background. This research is to analyze the relationship between social game, Social Network and user behavior through the Social Games Farm Villand Cafe World.This paper, firstly, is going to observe the characteristics of people who participate in the two social games 'Farm Ville' and 'Cafe World'. It, then, attempts to analyze individual and social human desires depicted in the games. In the social games, personal perception is revealed through an image of "possession", while one's social activity is displayed by an image of "consumption."

The Effect of Force Feedback on Video Gamers' Performance (포스 피드백이 비디오 게이머들의 게임결과에 미치는 영향)

  • Jeong, Wooseob
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.24 no.4
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    • pp.91-98
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    • 2013
  • The purpose of this study is to examine the effect of force feedback on video gamers' performance with two different types of game controllers, and to verify users' consistency on their perceptions of force feedback effect and their actual performances in video games. 42 qualified players' records on a driving video game were analyzed in this study. This study shows 1) the force feedback effect in video games depends on the type of game controllers, 2) there is inconsistency between gamers' perception on the force feedback effect and their actual performances with the force feedback effect, and 3) emotional pleasure (fun factor) plays a big role in gamers' performances.