• Title/Summary/Keyword: Perception of user

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The Role of Perceived Value on the Continuance Intention in Mobile Social Network Service (모바일 SNS 지속 사용의도에 있어 지각된 가치의 역할)

  • Kim, Ji Yoon;Chu, Kyounghee
    • Journal of Digital Convergence
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    • v.12 no.10
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    • pp.211-222
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    • 2014
  • This study investigates the antecedents of continuance intention of mobile SNS. In addition, it also explores the mediating role of perceived value in the relationship between the antecedent and continuance intention. This study posits that a social influence, perceived usefulness, privacy concern, and a perceived effort of use are major factors to influence continuance intention of SNS. By using a PLS analysis, this finding suggests that consumers' perception of the value of SNS which is previously overlooked, is a primary determinant of continuance intention, and the other exploratory factors are mediated through perceived value in cognitive aspect. This research aims to examine consumer's SNS continuance intention in terms of consumer's perspective, not just from the technology user perspective. Therefore, this research provides a useful guideline for marketing managers on how to manage Mobile SNS properly.

Application of Augmented Reality Technology to small-unit's field training and Legal System Analysis (증강현실 기술의 소부대 야외 전술훈련 활용 방안 및 법제도에 관한 고찰)

  • Kim, Kyoung Min;Park, Sangjun;Kim, Jee Won;Kim, Hoedong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.22 no.7
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    • pp.963-969
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    • 2018
  • According to the dictionary definition Augmented Reality Technology is "an enhanced version of reality where live direct or indirect views of physical real-world environments are augmented with superimposed computer-generated images over a user's view of the real-world, thus enhancing one's current perception of reality". Since civilian property damages, noise and accidents during the field exercise by military or drills so that AR technology are indispensible with small units drills in Army. However because AR technology which Army has adopted are usually use for special units or need separate spaces which costs lots of budgets, those are not fit for small unit drills or tactics in regular Army. In this regards this paper suggests the AR technology which can apply small unit drill field and the efficiency and legal concerns thereof as well.

A Study on the Color Image of Environment Shape Objects in University -Focusing on the Case of Kongju University- (대학 내 공공 환경조형물 색채 감성이미지 분석 연구 -공주대학교 사례를 중심으로-)

  • Kim, Hye-Jin;Chung, Ji-Bok;Choi, Jung-In
    • Journal of Digital Convergence
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    • v.17 no.6
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    • pp.349-354
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    • 2019
  • The purpose of this study is to measure and analyze color image scale when viewing the public objects installed in Kongju National University and the installation environment, and preferred colors and color image scale in the color planning. The research was conducted with the analysis of the sculpture installed in the school and the questionnaire for the students. As a result of the study, suggestions were made for points to be considered for user's perception of environmental sculptures in the school and when constructing the sculpture. This study approaches the color of the public environment sculpture installed in the school academically, and proposes factors to be considered in the color planning stage in the future. Therefore, it is expected that this study will provide appropriate guidelines for the installation and planning of the sculpture in the school.

The Extraction Process of Durative Persuasive System Design Characteristics for Healthcare-related Mobile Applications

  • Zhang, Chao;Wan, Lili
    • International journal of advanced smart convergence
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    • v.8 no.2
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    • pp.18-29
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    • 2019
  • In the field of Human-Computer Interaction design, persuasive design has gradually been applied to the system development and design process, especially for mobile application design. However, most mobile applications have hitherto a very short using lifecycle. Especially, design features with long-term persuasive effectiveness remain to be further researched and developed. In this study, we focused on investigating and identifying the durative persuasive design characteristics through a data mining process and evaluating the durative effectiveness through a long-term observation process. Total five hundred healthcare-related mobile applications were selected from Apple iTunes Store and a mixed method was conducted to extract the most common persuasive design characteristics. Based on the results of extraction, a representative healthcare-related mobile application was selected as experimental subject. Total one hundred and twenty participants were observed during a six-months experiment and the monitoring data of app usage of all participants was collected once a week. According to the evaluation model for behavior change identification process, participants with habit formation features were proved to have a significant long-term perception level for ten persuasive design characteristics. Further interview research was performed to investigate the participant's long-term perceptions on those characteristics for the purpose of identifying the durative persuasions. The results indicated that a long-term durative effectiveness can be observed and healthcare-related apps designed with those characteristics could have durative effectiveness. This study may contribute to the improvement of future mobile application designs in user experience and durative persuasion, as well as bringing future benefits for both mobile application developers and users.

A Developer Support Tool for Efficient Testing of IoT Applications (IoT 애플리케이션의 효율적인 테스팅을 위한 개발자 지원 도구)

  • Lee, Euihyeok;Kim, Dongwoo;Kang, Seungwoo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.23 no.10
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    • pp.1216-1227
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    • 2019
  • We propose TITAN (Tool for IoT ApplicatioN testing), a developer support tool that enables efficient testing of IoT applications. TITAN is designed to allow IoT application developers to run their applications under the development environment without being restricted by physical environments and users' behaviors required to test application logic being developed. Using TITAN, IoT application developers can save the time and effort needed to repeatedly perform the testing of application logic while they develop their applications. In this paper, we present the system architecture of TITAN and its current prototype implementation. We evaluate the usefulness and usability of TITAN through a small user study with two example IoT applications. The study participants show their positive perception about the usefulness of TITAN. We further discuss the limitations of the current study and future research directions.

A Study on Factors Affecting the Utilization of Vehicle Sharing Service in the Sharing Economy Environment : Focusing on the Analysis of Didi Chuxing Case in China (공유경제 환경에서 차량 공유서비스 활용에 영향을 미치는 요인에 관한 연구 : 중국의 디디추싱(滴滴出行) 사례 분석을 중심으로)

  • Yoon, Min-Suk;Pan, Can;Qu, Min
    • Journal of Information Technology Services
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    • v.20 no.2
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    • pp.147-166
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    • 2021
  • As vehicle sharing service is being widely used in China. The sharing economy appeared to be a way to make people's lives more convenient and to utilize limited resources efficiently. Sharing economy companies have created an app to satisfy users' needs with providing more benefits. Although research on vehicle sharing services has been continuously conducted at the level of the sharing economy, there are not many empirical studies related to the perception of the sharing economy from the consumer's point of view. In this sense, this study considered the perceived relationship benefits (social benefits, economic benefits, psychological benefits, and functional benefits) of Didi chuxing service as the key independent variables influencing users' confirmation and satisfaction, And suggests that users' confirmation and satisfaction are the key determinants of Didi continuance intention . To test the proposed research model, this study conducted structural equation model using 268 data collected on the users who have experience of Didi service. According to the empirical analysis results, This study verifies that: First, social benefits, economic benefits, psychological benefits, and functional benefits are determinants of user's satisfaction. Second, expectation confirmation depends on economic benefits, psychological benefits, functional benefits and social influence, meanwhile, social benefit has no effect on expectation confirmation. Third, expectation confirmation is proved to be a positive predictor of users' satisfaction. Finally, this results indicate that continuous use intention is determined by users' satisfaction.

Analysis of changes in artificial intelligence image of elementary school students applying cognitive modeling-based artificial intelligence education program (인지 모델링기반 인공지능 교육 프로그램을 적용한 초등학생의 인공지능 이미지 변화 분석)

  • Kim, Tae-ryeong;Han, Sun-gwan
    • Journal of The Korean Association of Information Education
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    • v.24 no.6
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    • pp.573-584
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    • 2020
  • This study is about the development of AI algorithm education program using cognition modeling to positively improve students' image on AI. First, we analyzed the concept of user-based collaborative filtering and developed the education program using the cognition modeling method. We checked the adequacy of program through the expert validity test. Both CVR values for the content development method of cognitive modeling and the developed program showed validity above .80. We applied the developed program to elementary school students in class. The test was conducted using a semantic discrimination to examine changes in students' perception of artificial intelligence before and after. We were able to confirm that the students' AI images were significant positive change in 12 of the 23 words in the adjective pair.

Impact of the Fit of Immersive Technology and Media Art Type on User Commitment and Revisit Intention (몰입형 기술 특성과 미디어아트 관람 특성과의 적합성이 관객의 몰입감과 재방문의도에 미치는 영향)

  • Choi, Ji-Ae;Yoo, Kun-Woo;Kwon, Ohbyung
    • The Journal of the Korea Contents Association
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    • v.21 no.5
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    • pp.654-667
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    • 2021
  • This study examined the perceived fit between the characteristics of immersive technology and the type of media art affects commitment, satisfaction, and revisit intention. The results showed that the quality of projection mapping and the reputation of original art had a positive effect on the perceived fit whereas the accessibility of original art had a negative effect on the perceived fit. In addition, the reputation of original art and the perception of fit increased the commitment of the media art exhibition, which positively affected the satisfaction and revisit intention. This study provides theoretical and practical implications regarding the effect of immersive technology and media art type of digital media art.

The Influence of Restrictions toward Online Game Misbehavior on Users' Emotional States and Intention to Reuse (온라인 게임 부정사용 억제가 감정과 재사용의도에 미치는 영향에 관한 연구)

  • Yang, Chang-Gyu;Huang, Yunchu;Hwang, Yousub
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.10 no.3
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    • pp.111-121
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    • 2015
  • Owing to the wide distribution of smart devices, more people enjoy online games. Previous research related to online game has mainly focused on the factors that increase users' intention to reuse and less focused on the influence of restrictions toward online game misbehavior. This study proposes a research model that considers factors that either increase or decrease the use of online games and presents the outcomes. The research results showed that: (1) Restriction policy had no impact on online game users' feelings of pleasure and arousal. (2) Restriction system had negative impact on users' feelings of pleasure and arousal. (3) In an environment where online game misbehavior was restricted, users' emotional states still had positive influence on users' intention to reuse. This research results implies that in order to lead to healthy online game environment, compared to repressive and systematic restriction methods, it is preferable to establish restriction policies that have no negative impact on users' emotional states and to change users' perception through education, so to achieve successful restrictions toward online game misbehavior without jeopardizing revitalization of online game industry.

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The Virtuality Shown in the Media Coverage of the Sewol Ferry Disaster (세월호 참사 보도에 나타난 언론의 가상성)

  • Lee, Sung Wook
    • The Journal of the Korea Contents Association
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    • v.16 no.10
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    • pp.766-779
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    • 2016
  • This study was designed to look at a gap between what is reported and what is real, based on 'virtuality' shown in the media coverage of the Sewol ferry disaster. The way the Korean media reported the disaster raised serious concern in describing realities as the coverage was dotted with omitted, diluted, misleading, false and biased information, dubbed as the sinking of journalism by the Special Committee of the Korea Broadcasting Journalist Association. Virtuality can be problematic in journalism since users, when frequently exposed to 'mediated reality' or mediated presentment, often consider it actual and respond to it, rather than reacting to 'actual reality'. Many studies have found that media users tend to perceive mediated reality as an actual outside world. This paper aimed to explain signification of media reporting and limitations of user perception by reviewing major discussions and arguments on virtuality in previous research and history of thoughts. It was easy to link virtuality of mediated reality to the role of the media, which impact public opinion and change the flow of an event, and to other concepts such as the socialization of power, social control and social hegemony.