• Title/Summary/Keyword: Perception of user

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A Study on User Perception of Starter Pack in Mobile Games (모바일 게임의 스타터 팩에 대한 사용자 인식 연구)

  • Heo, Chang-Dae;Lee, Jong-Won
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.07a
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    • pp.497-499
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    • 2020
  • 모바일 게임에서의 스타터 팩이란 신규 유저들이 부분유료화 모바일 게임들을 처음 시작하면 쉽게 접할 수 있는 첫 과금요소 중 하나다. 본 논문은 부분유료화 모바일 게임에서의 스타터 팩을 경험해 본 유저들 대상으로 스타터 팩에 대한 인식을 분석하며 게임 개발팀 및 유저들의 입장에서의 서로 윈윈효과를 위해 스타터 팩 기획 구성을 어떻게 해야 하는지에 대한 향후 방향성을 제시한다.

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Development of pushing force measuring system for coke oven machines using telemetry method (비 접촉원격 토오크 측정 시스템 개발)

  • 전종학;허윤기;최일섭
    • 제어로봇시스템학회:학술대회논문집
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    • 1997.10a
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    • pp.1778-1781
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    • 1997
  • The coke oven plant on a steel works has not, in the past, been regarded as a prime user of modern instrument technology. The reason for this perception may be due to the fact that the basic design of the coke battery has been changed little over the years. The recording and analysis of oven pushing force on a routine basis is seen as a means of monitoring plant operation. A torque sensor is set up at the shaft of the rotor for measuring pushing force. Pushing force data which is communicated form torque sensor to staor by telemetry method are shown on MMI(Man-Machine Interface) screen and stored in the database automatically. Perhaps the most important feature is that is allows a problem oven to be identified at an early stage and for corrective action to be taken before it develops into a refusal to push. In this way the mechanical loads imposed on the battery structlure can be held to a necessary minimum, so helping to prolong its service life.

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A Study on the Internet Marketing Strategy in the Korea Shipping Company (우리나라 해운기업의 인터넷 마케팅 전략에 관한 연구)

  • Kim, Jin-Young;Shin, Young-Ran;Shin, Han-Won
    • Journal of Fisheries and Marine Sciences Education
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    • v.25 no.2
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    • pp.287-300
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    • 2013
  • With the advent of the Internet era, most industries are actively taking part in the web-based electronic commerce markets. To come up with the trend, Korean shipping companies have built their own websites and tried to take advantage of the state-of-the-art technology. This paper aims to analyze recent developments in e-commerce of shipping industry and, Also the study suggests several solutions to invigorate the virtual transactions. To analyze recent developments, this paper carries out a cases study on the websites of 5 major shipping companies in Korea. Each sites are evaluated with respect to 4C's(Contents, Commerce, Community, Connection) analysis.

Technology Acceptance Model with Web Interactivity (웹의 상호작용 특성을 반영한 정보기술수용모형)

  • Chang, Hwal-Sik;Kim, Jong-Ki;Oh, Chang-Gyu
    • Asia pacific journal of information systems
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    • v.12 no.4
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    • pp.55-75
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    • 2002
  • The purposes of this study are in threefold; to explain the interactivity in web site, to extend the Technology Acceptance Model(TAM) in the WWW context, and to examine its relationship with the existing TAM components. We proposed that the WWW is not just web systems but interactive spaces for virtual community. Web interactivity is represented by the two constructs: system interactivity and social interactivity. We extended and empirically examined the TAM for the web context. An individual's attitude toward the use of the web site is significantly affected by the individual's perception about ease of use, usefulness, and system interactivity. At the same time, behavioral intentions to use the web site is highly related to the social interactivity. The results showed that the system interactivity and social interactivity of a web site are important factors in affecting the user's beliefs and behavior intention of such a web site, So web page providers not only have to make the web site useful and easy to use, but also need to design an interactive web page by putting both systemic aspects and social aspects.

The Impact of User Perception on Usage Intention - Focusing on the Moderating Role of Attitude of Acceptance and Resistance - (기술제품에 대한 사용자 지각이 사용의도에 미치는 영향 - 수용적 태도와 저항의 매개적 역할을 중심으로 -)

  • Kim, Hyeon-Gyeong
    • Proceedings of the Korea Society for Industrial Systems Conference
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    • 2008.10b
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    • pp.278-285
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    • 2008
  • 기술발전에 따른 혁신제품 및 서비스에 대한 연구는 유용성과 편의성을 중심으로 그 수용 및 저항을 서로 다른 관점에서 보아왔다. 그러나 소비자 혹은 사용자들이 느끼는 혁신제품 및 서비스에 대한 태도와 평가는 수용하려는 측면과 저항하려는 측면이 동시에 작용하며 그 결과로서 사용의도 혹은 구매의도가 결정된다고 볼 수 있다. 이에 본 연구는 혁신제품 혹은 서비스가 갖는 다양한 속성을 기술수용모형(TAM: Technology Acceptance Model) 에서의 지각된 유용성(Perceived Usefulness) 과 지각된 편의성 (Perceived Ease of Use) 개념을 사용자 지각에 기초하여 상대적 이점, 유용성, 편의성, 기술혁신성, 사용법의 변화 인식, 위험지각 등으로 구체화하고 각각의 개념이 수용적 태도와 저항에 미치는 영향을 분석하였다. 아울러 수용적 태도와 저항이 사용의도에 미치는 영향력을 동시에 분석 및 비교하였다. 연구에서 얻어진 결과를 중심으로 혁신제품에 대한 소비자 중심의 관리적 시사점도 제시하였다.

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A Study on User Perception and Countermeasures for Illegal Game Operation Incidents (게임의 부정운영 사건에 대한 사용자 인식과 대처방안 연구)

  • Kim, Min-Su;Lee, Jong-Won
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.07a
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    • pp.179-182
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    • 2021
  • 게임의 운영과 관련하여 부정 사건은 유저들의 이탈을 부르며 매출에 중요한 영향을 미친다. 이러한 사건 사고는 여러 가지 게임에서 발생하고 있으며 사건에 따라서 대처도 다르고 유저의 반응도 다르다. 본 논문에서는 온라인 게임에서 일어나는 사건 사고를 분석하고 유저의 동향을 파악하여 게임 운영과 관련하여 사건 사고가 발생했을 때 잘 대처하여 유저들에게 좋은 평가를 받고 사건의 피해를 최소화하며 유저들이 다시 게임에 돌아오도록 하기 위해 중요한 점이 무엇인지 제시하고자 한다.

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Investigating Teachers' Perception of the Educational Resource Sharing System in Korea: A Qualitative Research

  • Sewon JOO;Innwoo PARK
    • Educational Technology International
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    • v.24 no.2
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    • pp.115-141
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    • 2023
  • The aim of this research is to understand the perceptions of primary and secondary teachers regarding educational resource sharing systems(ERS) by using a qualitative approach. This study conducted Focus Group Interview(FGI) with 20 primary and secondary school teachers. Interview data were analyzed through inductive content analysis method. The results are as follows. First, teachers placed significant emphasis on high-quality, convenient functions, and reward system for sharing resources. Specifically, teachers identified the necessity for a diverse array of materials, systematic categorization of these resources, and the provision of monetary compensation as essential components. Second, the study participants advocated strategies for revitalizing ERS including enhancing accessibility, constructing user-friendly features, increasing awareness, and establishing a reward system to incentivize the resource sharing. In particular, teachers proposed strategies such as developing mobile-based services and AIdriven data recommendation system. These results provide actionable insights for stakeholders engaged in the design, implementation, and evaluation of resource sharing platforms.

A Study on the Development of Evaluation Framework for Public Portal Information Services (공공포털의 정보서비스 평가 프레임웍 개발에 대한 연구)

  • Kim, hye-sun;Shin, ki-jeong;Choi, hee-yeoun
    • Proceedings of the Korea Contents Association Conference
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    • 2007.11a
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    • pp.440-444
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    • 2007
  • This study aimed to develop an evaluation framework for public portal and private portal through user's perception survey. In order to specify the evaluation framework, this study chose yesKISTI and Google as a public portal and a private portal respectively. This study reviewed previous studies to develop indicators to evaluate of public and private portals and developed a framework to provide new services for public portals.

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A Study on the Relationship of Distraction Factors, Presence, Flow, and Learning Effects in HMD-based Immersed VR Learning (HMD기반 몰입형 VR 학습에서 방해요인, 프레즌스, 몰입, 학습효과 사이의 관계에 관한 연구)

  • Kwon, Chongsan
    • Journal of Korea Multimedia Society
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    • v.21 no.8
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    • pp.1002-1020
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    • 2018
  • Virtual reality (VR) technologies, which have been improved of late, offer experiences closer to reality than before. While VR technologies are expected to be an effective medium if used in learning content that cannot be offered in real life, distraction factors in VR technologies may prevent the users' presence and flow, making these technologies ineffective. Therefore, this study, through experiment and observation, analyzed the effect of distraction factors on the user's experience perception and learning effect when using HMD-based immersive VR. Experimental results revealed that the distraction factors were shown to have a negative, albeit not generally significant (except for tactile interactivity), effect on vividness, tactile interactivity, locomotive interactivity, presence, and flow. Ultimately, they were shown to have a negative effect on learning.

A Study on PKI Utilization through the Research on the Perception and Satisfaction about Electronic Signature (전자서명 이용활성화 방안 연구 - 전자서명 대국민 인식 및 만족도 조사를 중심으로 -)

  • 박추환;강원영;이석래
    • The Journal of Society for e-Business Studies
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    • v.9 no.2
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    • pp.51-68
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    • 2004
  • The purpose of this article is to review the current status of PKI, and to check the major results of Electronic signature business in Korea by conducting face-to-face interview. It is expected that the main implications from the PKI users would be considered by the government for improving the environment of PKI utilization in the favor of users.

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