• Title/Summary/Keyword: Perception of user

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A Comparison of web Searching and Library System Searching: Perceived Difficulty, Self-Efficacy, and Effort (웹과 도서관 시스템에서 이용자 정보탐색 비교연구)

  • Rieh, Soo-Young
    • Journal of the Korean Society for information Management
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    • v.24 no.2
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    • pp.29-44
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    • 2007
  • The purpose of this study was to explore whether the concept of amount of invested mental effort (AIME) developed in the field of educational psychology can help explain why people put so little effort into online searching. In this experimental study, two information retrieval systems - a web search engine and a university library system - were used to make a comparison. The data were collected from 15 undergraduate students through background questionnaires, think-aloud protocols, search logs, post-search questionnaires, and post-task interviews. The findings indicate that perception of the web's "easy-ness" and high levels of self confidence in searching capability led the subjects to put less effort into web searching than they do into library system searching. In addition, the perceived difficulty of search task influenced the extent of mental effort invested. The AIME proved a useful framework for understanding search behavior and user experience for both web search engines and library systems.

The effects of time ratios and shapes in battery indicator of mobile devices on users time perceptions (배터리 표시의 모양 및 시간 비율이 사용자 체감시간에 미치는 효과)

  • Kim, Huhn
    • Journal of the HCI Society of Korea
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    • v.6 no.1
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    • pp.27-33
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    • 2011
  • The battery lifetime is one of the most important factors in product qualities of mobile devices such as mobile phones, MP3 players, PMP. It is used to be displayed by a 'battery bar' icon with uniformly divided three or four blocks. However, several manufacturers of mobile phones have assigned uneven time ratios to each battery block because they believe that it can make users feel more long in battery lifetime. In this study, two experiments were performed. The first is to verify the effects of the uneven time ratios in each battery block on users' cognitive awareness of battery lifetime. The second is to investigate whether the compatibility between battery displays and actual time ratios affects the users' time perceptions. The results show that as low battery bar is maintained for a long time, users tend to be aware of the battery lifetime shorter. On the contrary, maintaining full battery status longer does not affect the users' time perception. These results can be applied as the guidelines for determining proper time ratios in designing the battery bar indicator of mobile devices.

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Gap Analysis of Users' Perceptions and Staffs' Expectations Regarding the Library Service Qualify, Customer Satisfaction and Loyalty : A Case Study of the National Library of Korea (이용자와 직원이 인식하는 도서관의 서비스품질과 만족도, 충성도 - 국립중앙도서관의 사례를 중심으로 -)

  • Oh, Dong-Geun;Lim, Young-Kyu;Yeo, Ji-Suk
    • Journal of the Korean Society for Library and Information Science
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    • v.40 no.4
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    • pp.165-181
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    • 2006
  • This study analyzed the gap between users' perception and staff expectations on users' perceptions about dimensions of library service quality(library staff, service supports. materials and resources, and facilities and equipments), service value, user satisfaction, royalty. using newly developed model. Six hundred-fourteen users and one hundred staff members or the National Libra of Korea were participated in the survey using questionnaires. Users evaluated service quality lower but evaluated service value, satisfaction. and loyalty higher In terms of showing complaining behaviors, users were less than staffs expected. Model analysis for users and staff3 showed that service value and general satisfaction influenced on complaining behavior and loyalty. For users. only the dimension of library staff influenced significantly on the service value, satisfaction, complaining behavior, and loyalty. None of the other dimensions of the service qualify showed significant relationship to them in the case of staff expectation.

A Study on the Food and Drink Restriction in Public Libraries (공공도서관 음식물 반입제한에 대한 인식조사 연구)

  • Yoon, Hee-Yoon
    • Journal of Korean Library and Information Science Society
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    • v.49 no.3
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    • pp.33-53
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    • 2018
  • Many public libraries have restricted or forbidden most food and drink on the basis of a number of reasons, and it is necessary to demonstrate that it is legitimate or unfair. To this purpose, the researchers surveyed 485 public library users residing in Daegu City on the perception of food and drink policy. Based on survey results, the researcher suggested improvement directions from various perspectives. First, public library should proactive review the restriction policy in terms of social paradigm. Second, allowing food and drink is a strategy and a right way to justify the existing value and social role of public libraries and strengthen the ecosystem in terms of guaranteeing basic rights of users. Third, it is desirable to emphasize the pure function rather than the dysfunction due to food and drink allowance in terms of facilitating the collection and space use. Fourth, the totalitarian thinking that restrict all or most food and drink in the bylaws or library regulations should be avoided. Finally, public library should allow all food and drink, but it is necessary to prescribe a kind of the food which can be consumed by space, and actively promote to the user.

Evaluation of Individual Finger Force to Grip Strength in Various Grip Spans and Hand Sizes (파지 폭과 손 크기에 따른 각 손가락이 총 악력에 미치는 영향 분석)

  • Jung, Myung-Chul;Kim, Dae-Min;Kong, Yong-Ku
    • Journal of the Ergonomics Society of Korea
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    • v.26 no.3
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    • pp.59-65
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    • 2007
  • In this study, six grip spans (45mm-65mm) were tested to evaluate the effects of handle grip span and user's hand size on maximum grip strength, individual finger force, and subjective ratings of comfort using a digital dynamometer with individual force sensors. Forty-six males were assigned into three hand size groups according to their hand lengths. Results showed that overall 55mm and 50mm grip spans were the most comfortable sizes and associated with the highest grip strength in the maximum grip force exertions, whereas 65mm grip span was rated as the least comfortable size as well as the lowest grip strength. In the interaction effect of grip span and hand size, small and middle hand sized participants rated the best preference and the least preference grip spans differently with large hand sized participants. With respect to the analysis of individual finger force, the middle finger force was the strongest and the highest contribution to the total finger force, followed by ring, index and little fingers. In addition, it was noted that each finger had a different optimal grip span for exerting maximum force resulting in a bowed contoured shaped handle for two-handle hand tools. Thus, the grip spans for two-handle hand tools might be designed according to the users' hand and finger anthropometrics to maximize performance and subjective perception of comfort.

Relation between Internet Game Addiction in Elementary School Students and Student's Perception of Parent-Child Attachment (초등학생의 인터넷 게임중독과 아동이 지각한 부모-자녀 애착과의 관계)

  • Kim, Young-Hae;Son, Hyun-Mi;Yang, Young-Ok;Cho, Young-Ran;Lee, Nae-Young
    • Child Health Nursing Research
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    • v.13 no.4
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    • pp.383-389
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    • 2007
  • Purpose: In this study, the Internet game addiction level was assessed, and parent-child attachment level associated with the addiction was analyzed. Method: From December 5 to 23, 2005, self-reported questionnaire data were collected from 990 Busan City elementary school students of the 5th and 6th grades. The questionnaire consisted of questions about their characteristic features in playing Internet games based on the K-scale developed by KADO. The data were analyzed using the SPSS WIN 10.0 program. Frequency, percentage, arithmetic mean, and standard deviation, $X^2$-test, ANOVA analysis and Scheffe test were used to analyze the data. Results: 1. With regard to the level of Internet game addiction, 71.2% of the students responded that they were general users, and 6.3%, at high risk for addiction. Mean scores were 103.3 for the high-risk group, 77.7 for the potential risk group, and 55.86 for the general user group. The total mean was 63.74. 2. Mean scores for parent-child attachment levels were 97.1 and 99.6 for father and mother, respectively. Conclusion: These results suggest that a collaborative program to educate and counsel parents to increase the parent-child attachment level needs to be established in protection and recovery programs for Internet game addiction.

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A Study of measuring the difference threshold to understand the haptic discrimination element of the handling button in electronic product (전자제품 조작 버튼의 촉각 변별 요소 파악을 위한 차이역 측정 연구)

  • 이건효;최인환;양승무
    • Archives of design research
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    • v.12 no.4
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    • pp.221-229
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    • 1999
  • There are not a few cases which we can handle more safely and conveniently in using the general goods if a haptic clue is offered to a user as a basis of an important judgment.The first purpose of this study is to embody how to study to understand the haptic discrimination element of the handling button in electronic product which can work as the essential elements in the product design and the physical interface. And the next purpose is to investigate basically the way of the adequate usage. We analyzed the basic materials through this study on the documents and planned the experiments with the analyses. We carried out planned experiments, analyzed, and integrated the experimental results. This means making the standard objectively in developing the shape which is an important element of the product design. And it also means the developing and extracting the way of objective information of the haptic intended.

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A Study on the Role of University Libraries in the Cultivation of Generative AI Literacy by Users (이용자의 생성형 AI 리터러시 함양을 위한 대학도서관의 역할 연구)

  • Su Hyun Jang;Young Joon Nam
    • Journal of the Korean Society for information Management
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    • v.40 no.2
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    • pp.263-282
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    • 2023
  • The purpose of this study is to understand the current status of AI literacy education for users of Korean university libraries and the perception and justification of AI literacy education in university libraries in relation to AI literacy, which is emerging as a key capability in the changing intelligent information society. To this end, this study analyzed the change in the concept of AI literacy and the self-awareness of AI literacy, including generative AI by students who are university library users. As a result of the analysis, positive responses were mainly confirmed in the case of willingness to take AI literacy education and generative AI literacy education in university libraries, and this study suggests that AI literacy education in university essential curriculum is conducted in connection with essential basic education.

Study on the Effects of Interactivity Perception of Art Archive Platform Users on Acceptance and the Intention (아트 아카이브 플랫폼 이용자의 상호작용성 지각이 수용과 이용의도에 미치는 영향에 관한 연구)

  • Kim, Hye-Jung;Park, Jong-Woo
    • The Journal of the Korea Contents Association
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    • v.16 no.8
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    • pp.540-555
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    • 2016
  • Art in the modern sense takes the lead to reform the society through constant interaction with members in society. Therefore the works of Art should be understood as social compositions that are reconstructed creatively according to the social environmental impact. Recording, collecting and preserving the references are compulsory for the constant social reform, so the importance of Archive is stressed. However, the Art Archive in Korea is operating very limitedly just to provide simple references to the users. Thus, We need to seek for various ways and user-focused service to utilize the digitalized Art culture records, and need positive research on Art Archive to enhance the creative activities. So in this study, we subdivided the interactivity and applied TAM model. Our analysis on the effect on the purpose of use shows that the users need to be provided with useful informations easily for their creative activities. It also shows that the purpose of use increases through awareness of interactivity. However, the result of this study has a limit of the sample so further studies for the purpose is suggested.

Correlation Between Web OPAC Use Patterns and MBTI Personality Types (Web OPAC 이용패턴과 MBTI 성격유형의 상관관계)

  • Kim, Hee-Sop
    • Journal of Korean Library and Information Science Society
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    • v.35 no.4
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    • pp.229-250
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    • 2004
  • The purpose of this study is to investigate the correlation between users' preferences of Personality types and their attitude towards patterns of Web OPAC use mainly focus on their search behaviour and their preferences for the interface. Data res collected through the MBTI test and self-designed online questionnaire. The original MBTI personality types were re-coded into 4 categories of preferences of personality types, that is, E(Extraversion), I(Introversion), S(Sensing), N(iNtuition), T(Thinking)-F(Feeling), and J(Judging)-P(Perception) and then analysed their correlation with patterns of Web OPAC use by Person's correlation coefficient (r) in SPSS Windows Ver. 11.0. It is noteworthy that 9 out of 28 factors of Web OPAC search behaviour and preferences for interfaces show statistically significant correlation with users' MBTI preferences of personality types.

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