• Title/Summary/Keyword: Social Interface

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Alexa, Please Do Me a Favor: Motivations and Perceived Values Involved in Using AI Assistant

  • Lee, Eunji;Lee, Jongmin;Sung, Yongjun
    • International Journal of Advanced Culture Technology
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    • v.9 no.4
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    • pp.329-344
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    • 2021
  • AI assistant, a software interface designed to interact with a user in a natural way and perform specific tasks on the user's behalf, receives increasing attention from both scholars and practitioners. While most of the literatures explain about technical aspects, little is known about the social and psychological factors that intimately influence consumers when using it. This study sheds light on the reason people use AI assistant and how perceived values influence on intention of continuous usage. A total of 361 AI assistant users participated in an online survey, and all were recruited from a major online panel in South Korea. The results from the principal component analysis suggest five social and psychological motives: self-expression, quality of life, entertainment, information, and compatibility. In addition, perceived values, informativeness, entertainment, and trustworthiness, positively predict the intention to use AI assistant. This research provides theoretical contributions from finding motivations of AI assistant usage and from the effects of perceived values on the intention to use it. Practical implications should not be overlooked in this ever-expanding AI industry.

Integrating Perceived Enjoyment within the UTAUT Model for Enhanced Distribution Management Strategies

  • Putu Yudi SETIAWAN;Ni Putu Cempaka Dharmadewi ATMAJA;I Gusti Ayu TIRTAYANI
    • Journal of Distribution Science
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    • v.22 no.1
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    • pp.13-23
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    • 2024
  • Purpose: Within the ever-changing realm of modern e-commerce, this study delves into the complex effects of factors like performance expectations, ease of use, social influence, favorable conditions, and enjoyment perception on users' intentions and usage patterns in online marketplace apps. The research centres on Tokopedia app users in Denpasar City, encompassing a wide and varied demographic. Methods: Utilizing a non-probability sampling method, 200 participants were selected for extensive data collection through surveys. Subsequent rigorous analysis of the gathered data was performed using Structural Equation Modeling-Partial Least Squares (SEM-PLS) techniques. Results: This study aims to contribute substantially to theoretical and practical knowledge regarding marketplace app usage. Theoretical contributions involve enhancing the marketing domain, especially in digital marketing, by revealing the intricate factors influencing user conduct in online marketplaces. From a practical standpoint, this research provides valuable insights for entrepreneurs aspiring to join or improve their positions in the Tokopedia app market. Conclusion: Based on the study, we suggest optimising online shopping apps for a more appealing and user-friendly interface. Enhancing the enjoyment and simplicity of finding desired products can prompt heightened usage of online shopping services, thereby reinforcing distribution management strategies and overall market presence.

Interactive UI for Smartphone/ Web Applications and Impact of Social Networks

  • Malik, Hafiz Abid Mahmood;Mohammad, AbdulHafeez;Mehmood, Usman;Ali, Ashraf
    • International Journal of Computer Science & Network Security
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    • v.22 no.3
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    • pp.189-200
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    • 2022
  • In today's digital world, smartphones and web-based applications have gained remarkable importance throughout the globe. These smart applications are playing a very significant role in maintaining a powerful business. As well as, they are helping a lot to expand these businesses via social networks. Social media networks such as Instagram, Facebook, Twitter, and LinkedIn are playing a prominent role to promote the companies. In the hospitality sector, most of the companies are running their hotel booking systems by utilizing mobile applications and a web-based infrastructure, but usability issues still exist. This study has been conducted specifically to tackle the usability issues of hotel booking systems and the best utilization of social networks to promote the business. TripAdvisor was selected as an authentic source for selecting those systems and two international hotels are selected for this study. The first step is to identify different hotel booking systems. In the second step, the user's satisfaction level was measured for the selected systems by performing the System Usability Scale (SUS, Quick & Dirty) approach. Additionally, by which source (social media or personal relations) they found these hotels. It is found that the SUS rating for both systems is below the acceptable level of usability. The Mean SUS for hotel 1 is found at 55.25 and 51.2 for hotel 2. The third step was to identify the user interface (UI) issues, and heuristic evaluation is performed for this. The experts identified the UI issues on the basis of their experience. The major issues were related to the visibility of system status, error prevention, flexibility and efficiency of use. Depending upon the identified issues, an interactive UI (prototype) for the selected web-based applications was proposed. This prototype is mainly based on the user's perspective. This prototype can be used for improving the UI of the selected systems which is based on the user's perspective. During the process of verifying the satisfaction level, it is revealed that the targeted audience is not able to use these systems efficiently and effectively. The reason behind this is the negligence of usability guidelines throughout the process of design and development of these hotel booking systems. Therefore, it is highly recommended that the usability of these systems should be evaluated and redesigned, based on expert opinions. It has also been observed that the reviews/ feedback of customers has spread a negative impact through social networks.

The Effects of Social Media on Traveler's Autobiographical Memory and Intention to Revisit Travel Destination (소셜 미디어가 관광객의 자서전적 기억과 관광지 재방문 의도에 미치는 영향)

  • Hyunae Lee;Namho Chung;Chulmo Koo
    • Information Systems Review
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    • v.18 no.3
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    • pp.51-71
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    • 2016
  • Tourism products are intangible goods. Given this nature, tourist experience should be recorded and visualized through media, such as pictures, videos, and souvenir. Online platforms played the role of media given the growth of information and communication technology. Tourists post their travels for real-time documentation of their experiences, but they also tend to reminisce about past experiences that they posted on social media. Social media is not only a channel of self-presentation or a means of communication with other people, but it also serves as an archive of electronic records to bring back memories. Given this finding, we investigated the impact of social media on the autobiographical memory (recollection and vividness) of tourists and their intention to revisit a certain destination. The results showed social media interface and the impact of display quality on the recollection and vivid memory. The predictor of memory recollection of tourists is intention to revisit a destination. Social media is considered an archive of travel memory that indulges people to reminisce. Theoretical and practical implications were provided based on these results.

Social Tagging-based Recommendation Platform for Patented Technology Transfer (특허의 기술이전 활성화를 위한 소셜 태깅기반 지적재산권 추천플랫폼)

  • Park, Yoon-Joo
    • Journal of Intelligence and Information Systems
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    • v.21 no.3
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    • pp.53-77
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    • 2015
  • Korea has witnessed an increasing number of domestic patent applications, but a majority of them are not utilized to their maximum potential but end up becoming obsolete. According to the 2012 National Congress' Inspection of Administration, about 73% of patents possessed by universities and public-funded research institutions failed to lead to creating social values, but remain latent. One of the main problem of this issue is that patent creators such as individual researcher, university, or research institution lack abilities to commercialize their patents into viable businesses with those enterprises that are in need of them. Also, for enterprises side, it is hard to find the appropriate patents by searching keywords on all such occasions. This system proposes a patent recommendation system that can identify and recommend intellectual rights appropriate to users' interested fields among a rapidly accumulating number of patent assets in a more easy and efficient manner. The proposed system extracts core contents and technology sectors from the existing pool of patents, and combines it with secondary social knowledge, which derives from tags information created by users, in order to find the best patents recommended for users. That is to say, in an early stage where there is no accumulated tag information, the recommendation is done by utilizing content characteristics, which are identified through an analysis of key words contained in such parameters as 'Title of Invention' and 'Claim' among the various patent attributes. In order to do this, the suggested system extracts only nouns from patents and assigns a weight to each noun according to the importance of it in all patents by performing TF-IDF analysis. After that, it finds patents which have similar weights with preferred patents by a user. In this paper, this similarity is called a "Domain Similarity". Next, the suggested system extract technology sector's characteristics from patent document by analyzing the international technology classification code (International Patent Classification, IPC). Every patents have more than one IPC, and each user can attach more than one tag to the patents they like. Thus, each user has a set of IPC codes included in tagged patents. The suggested system manages this IPC set to analyze technology preference of each user and find the well-fitted patents for them. In order to do this, the suggeted system calcuates a 'Technology_Similarity' between a set of IPC codes and IPC codes contained in all other patents. After that, when the tag information of multiple users are accumulated, the system expands the recommendations in consideration of other users' social tag information relating to the patent that is tagged by a concerned user. The similarity between tag information of perferred 'patents by user and other patents are called a 'Social Simialrity' in this paper. Lastly, a 'Total Similarity' are calculated by adding these three differenent similarites and patents having the highest 'Total Similarity' are recommended to each user. The suggested system are applied to a total of 1,638 korean patents obtained from the Korea Industrial Property Rights Information Service (KIPRIS) run by the Korea Intellectual Property Office. However, since this original dataset does not include tag information, we create virtual tag information and utilized this to construct the semi-virtual dataset. The proposed recommendation algorithm was implemented with JAVA, a computer programming language, and a prototype graphic user interface was also designed for this study. As the proposed system did not have dependent variables and uses virtual data, it is impossible to verify the recommendation system with a statistical method. Therefore, the study uses a scenario test method to verify the operational feasibility and recommendation effectiveness of the system. The results of this study are expected to improve the possibility of matching promising patents with the best suitable businesses. It is assumed that users' experiential knowledge can be accumulated, managed, and utilized in the As-Is patent system, which currently only manages standardized patent information.

The knowledge and human resources distribution system for university-industry cooperation (대학에서 창출하는 지적/인적자원에 대한 기업연계 플랫폼: 인문사회계열을 중심으로)

  • Park, Yoon-Joo
    • Journal of Intelligence and Information Systems
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    • v.20 no.3
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    • pp.133-149
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    • 2014
  • One of the main purposes of universities is to create new intellectual resources that will increase social values. These intellectual resources include academic research papers, lecture notes, patents, and creative ideas produced by both professors and students. However, intellectual resources in universities are often not distributed to the actual users or companies; and moreover, they are not even systematically being managed inside of the universities. Therefore, it is almost impossible for companies to access the knowledge created by university students and professors to utilize them. Thus, the current level of knowledge sharing between universities and industries are very low. This causes a great extravagant with high-quality intellectual and human resources, and it leads to quite an amount of social loss in the modern society. In the 21st century, the creative ideas are the key growth powers for many industries. Many of the globally leading companies such as Fedex, Dell, and Facebook have established their business models based on the innovative ideas created by university students in undergraduate courses. This indicates that the unconventional ideas from young generations can create new growth power for companies and immensely increase social values. Therefore, this paper suggests of a new platform for intellectual properties distribution with university-industry cooperation. The suggested platform distributes intellectual resources of universities to industries. This platform has following characteristics. First, it distributes not only the intellectual resources, but also the human resources associated with the knowledge. Second, it diversifies the types of compensation for utilizing the intellectual properties, which are beneficial for both the university students and companies. For example, it extends the conventional monetary rewards to non-monetary rewards such as influencing on the participating internship programs or job interviews. Third, it suggests of a new knowledge map based on the relationships between key words, so that the various types of intellectual properties can be searched efficiently. In order to design the system platform, we surveyed 120 potential users to obtain the system requirements. First, 50 university students and 30 professors in humanities and social sciences departments were surveyed. We sent queries on what types of intellectual resources they produce per year, how many intellectual resources they produce, if they are willing to distribute their intellectual properties to the industries, and what types of compensations they expect in returns. Secondly, 40 entrepreneurs were surveyed, who are potential consumers of the intellectual properties of universities. We sent queries on what types of intellectual resources they want, what types of compensations they are willing to provide in returns, and what are the main factors they considered to be important when searching for the intellectual properties. The implications of this survey are as follows. First, entrepreneurs are willing to utilize intellectual properties created by both professors and students. They are more interested in creative ideas in universities rather than the academic papers or educational class materials. Second, non-monetary rewards, such as participating internship program or job interview, can be the appropriate types of compensations to replace monetary rewards. The results of the survey showed that majority of the university students were willing to provide their intellectual properties without any monetary rewards to earn the industrial networks with companies. Also, the entrepreneurs were willing to provide non-monetary compensation and hoped to have networks with university students for recruiting. Thus, the non-monetary rewards are mutually beneficial for both sides. Thirdly, classifying intellectual resources of universities based on the academic areas are inappropriate for efficient searching. Also, the various types of intellectual resources cannot be categorized into one standard. This paper suggests of a new platform for the distribution of intellectual materials and human resources, with university-industry cooperation based on these survey results. The suggested platform contains the four major components such as knowledge schema, knowledge map, system interface, and GUI (Graphic User Interface), and it presents the overall system architecture.

The Influence of Task Orientation and Preferred Self-View Size on Self-View Preference: Testing the Moderated Mediating Effect of Social Anxiety (과업지향정도 및 선호하는 화면크기가 비디오 피드백 기능 선호도에 미치는 영향: 사회불안의 조절된 매개효과 검증)

  • Peck, Soojin;Han, Kwanghee
    • Science of Emotion and Sensibility
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    • v.25 no.3
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    • pp.3-14
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    • 2022
  • With the increase of video conferencing users and the development of technology, the situations where video conferencing is used and the layout of video conferencing interfaces are diversifying. Social anxiety affects video conferencing communication and is closely related to the self-view function, which is characteristic of video conferencing. The self-view function is part of the video conferencing interface that provides a small preview of one's own camera feed. Self-view is known to degrade work performance and cause fatigue; however, it is set as the default function on video conferencing software in a way that users generally prefer. This study used an online survey to study the effect of task orientation, preferred self-view size, and social anxiety on video feedback preference. Participants responded to questions assessing work orientation, social anxiety level, preferred self-view size, and self-view preference. The results showed that preferred self-view size mediates task orientation and video feedback preference. There was no significant difference in the mediating effect of the preferred self-view size according to the degree of social anxiety. These results offer insights into the interactions between users and video conferencing software and provide information that can be useful for designing video conferencing interfaces.

Development of a Tailored Analysis System for Korean Working Conditions Survey

  • Seo, Hwa Jeong
    • Safety and Health at Work
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    • v.7 no.3
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    • pp.201-207
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    • 2016
  • Background: Korean Working Conditions Surveys (KWCS), referencing European Working Conditions Surveys, have been conducted three times in order to survey working condition and develop work-related policies. However, we found three limitations for managing the collected KWCS data: (1) there was no computerized system for managing data; (2) statistical KWCS data were provided by limited one-way communication; and (3) the concept of a one-time provision of information was pursued. We suggest a web-based public service system that enables ordinary people to make greater use of the KWCS data, which can be managed constantly in the future. Methods: After considering data characteristics, we designed a database, which was able to have the result of all pairwise combinations with two extracted data to construct an analysis system. Using the data of the social network for each user, the tailored analysis system was developed. This system was developed with three methods: clustering and classification for building a social network, and an infographic method for improving readability through a friendly user interface. Results: We developed a database including one input entity consisting of the sociodemographic characteristics and one output entity consisting of working condition characteristics, such as working pattern and work satisfaction. A web-based public service system to provide tailored contents was completed. Conclusion: This study aimed to present a customized analysis system to use the KWCS data efficiently, provide a large amount of data in a form that can give users a better understanding, and lay the ground for helping researchers and policy makers understand the characteristics.

A Study on the Characteristics of the Library Space for Introducing Urban Experiences (이용자의 도시적 공간체험을 유도하는 도서관 공간 특성 연구)

  • Moon, Eun-Mi
    • Korean Institute of Interior Design Journal
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    • v.23 no.4
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    • pp.240-247
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    • 2014
  • This study is aimed to examine the characteristics of library space, in which user experiences and social networking are central in its design. Today, a library is a place to provide diverse accesses and experiences to information networks, where various individuals and user groups come and share mutual understanding and experiences. Library users developed social ties and a sense of community through library experiences. As a multipurpose space of a community, a library has the characteristics of urban public space like sidewalks and plazas. The eight case studies of libraries are analyzed from the viewpoint of each factor of library experience, including landscape, sidewalk, and plaza experience. The study drew its conclusions as follows. First, a library is a regional landmark for the users. Thus, it tends to be designed to allow transparency on its surface which introduces inner and outer landscape into the inside of the building. Second, the users experience a library similarly as they experience an urban street where they interface, browse, and interact with people and information. As they interact and share experiences, they develop solidarity and social ties among them. A library is designed to preserve continuity to adjacent streets, which increases accessibility to the building and hosts street activities into the building. Third, a library today is designed to be a flexible open space with information networking as well as community networking which allows library users diverse activities within it. For example, a multipurpose grand stairs in the middle of the main circulation of a building allows the users diverse activities. A large open stack with reading areas gives the users the feeling of an urban plaza where they can move vertically and horizontally. In conclusion, all findings of this study imply a user-oriented design for a library building.

A Study on the Trend of Last Mile Mobility for Delivery in IAA Transportation 2022 Exhibition (IAA Transportation 2022 전시회에서의 라스트 마일 딜리버리를 위한 모빌리티 동향 연구)

  • Sungjoon Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.199-204
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    • 2023
  • The COVID-19 pandemic, which began in early 2020, became an opportunity for unprecedented global reflection and change. And it served as an opportunity to promote a new paradigm in all areas of society, including politics, economy, culture, and industry. In the midst of this upheaval, the 2022 IAA exhibition, which was held in four years, was held as an exhibition that even proposed new concepts of smart logistics and mobility services. Among them, various concepts were also proposed in exhibitions related to last mile mobility, the focus of this study.As a result of this study, the main trend of last mile mobility shown in the IAA 2022 exhibition is that the property of physical products with functions as social interfaces is expanding into the PSS (Product-Service System) ecosystem in which products and services are systematically linked. As a result, the need for a methodological approach that can organically link the design planning of social services and the development of products corresponding to it was derived.