• Title/Summary/Keyword: Social Interface

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A Comparison Analysis among Structural Equation Modeling (AMOS, LISREL and PLS) using the Same Data (동일 데이터를 이용한 구조방정식(AMOS, LISREL and PLS) 툴 간의 비교분석)

  • Nam, Soo-tai;Kim, Do-goan;Jin, Chan-yong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.05a
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    • pp.131-134
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    • 2018
  • Structural equation modeling is pointing to statistical procedures that simultaneously perform path analysis and confirmatory factor analysis. Today, this statistical procedure is an essential tool for researchers in the social sciences. There are as (AMOS, LISREL and PLS) representative tools that can perform structural equation modeling analysis. AMOS provides a convenient graphical user interface for beginners to use. PLS has the advantage of not having a constraint on normal distribution as well as a graphical user interface. Therefore, we compared and analyzed the three most commonly used tools in social sciences. This study suggests practical and theoretical implications based on the results.

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Development of Assistive Software for the Disabled and the Elderly Based on User Characteristics - Unified User Interface for Special Work Chair (사용자 특성을 고려한 장애인 및 노령 인구를 위한 보조 소프트웨어의 개발 - 작업용 특수 전동의자를 위한 통합 사용자 인터페이스)

  • Kim, Sang-Chul;Jeon, Moon-Jin;Lee, Sang-Wan;Park, Kwang-Hyun;Bien, Z.-Zenn
    • Proceedings of the KIEE Conference
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    • 2007.04a
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    • pp.222-224
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    • 2007
  • Social participation of the elderly and the disabled continuously becomes more active due to the improvement of social systems and technological development. Various systems such as intelligence robots and intelligence home systems have been developed to support their social participation, and those systems obviously contribute to the independent lives of the elderly and the disabled. Those systems, however, usually require special hardware, which make them very expensive. Considering the economic difficulties of the users, the problem should be tackled with software-oriented approaches using existing hardware such as laptops. The software should be adapted to users with limited capabilities by enabling them to utilize the system without much knowledge related to computers and also without keyboards and mice. This paper suggests software-oriented approaches to solve those problems with the description of the unified user interface for a special work chair, and introduces an actual development procedure of the program together with real application of related theories.

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A Study of Social Game Success Factors Using Farmville (팜빌을 이용한 소셜게임 성공요소에 대한 고찰)

  • Kim, Jongl-Chan;Song, Seung-Keun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2010.10a
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    • pp.363-366
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    • 2010
  • Currently social games with an emphasis on the relationship between the friends, especially women customers, have contributed to the expansion of game market attracting large audiences. Though recent interest in social games and the explosive propagation of social game into game industry, scholarly research for social game is insufficient. The objective of the study is to explore the success factors for successful social games. We suggest the guidelines for development of social game. Commercial success of social games and the number of users with the best game, farmville, were investigated for understanding key success factors in social game field. As a result, social interaction, simple interface, non-dynamic methods, instrumental rationality factors have been identified. This study will expect the guideline in order to develop a successful social games.

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Influence of Interfaces on Novice Users' Performance in Social Virtual Worlds (사회적 가상세계에서 인터페이스가 초보사용자들의 성과에 미치는 영향)

  • Jung, Yoonhyuk;Ju, Boryung;Zach, Lisl
    • Journal of the Korean Society for information Management
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    • v.29 no.4
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    • pp.7-23
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    • 2012
  • This paper explores how interface environments have an influence on novice users' performance in social virtual worlds (SVWs), which are emerging user-centric three-dimensional cyberspaces. Despite their early popularity, SVWs have experienced that numerous new users leave the cyberspaces soon before they become long-term users. One possible reason is that unfamiliar interfaces of SVWs can be a barrier to novice users' adaptation of the technology. To understand a role of interfaces in the users' assimilation of SVWs, we examine an impact of three interface factors (presence, affordance, and feedback) on performance which is regarded as a yardstick for users' adaptation of SVWs. Forty participants were recruited and went through one-hour experimental sessions with seven tasks in Second Life; they were also asked to answer a questionnaire. Findings indicate that while affordance and feedback are significant factors influencing novice users' performance, presence has no impact on their performance.

A Case Study on User Experience of Social Network Game (Social Network Game의 사용자 경험에 관한 사례 연구)

  • Kim, Kyoung-Nam;Lee, MyounJae
    • Journal of Digital Convergence
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    • v.11 no.9
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    • pp.349-356
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    • 2013
  • The user experience of the game contents refers to the overall experience which players feel in the game play. As this experience increases, the immersion and satisfaction level extend. Therefore, the user experience is an important factor in determining success of the game. This study has the purpose for presenting importance of user experience about SNG (Social Network Game), which is the focal point recently. For this purpose, this study analyzes features of successful SNG game by comparing essential elements of user experience, such as user interface, usability, and interaction design elements. And then, this study discusses the user experience elements for enhancing the possibility of success of SNG game. This study can provide the information which is beneficial to the game immersion of SNG game players and user experience.

Effects of Self- and Social-Reference Point Diagnosticity Interfaces on Unbalanced Information Consumption in the Mobile News Context (자기 준거 진단 인터페이스와 사회적 준거 진단 인터페이스가 정보 편식에 미치는 영향: 모바일 뉴스를 중심으로)

  • Kang, HyeBin;Lee, Seongwon;Suh, Kil-Soo
    • Information Systems Review
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    • v.17 no.2
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    • pp.219-238
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    • 2015
  • As Internet and IT have been developed, people have been exposed to large amounts of information. So, many online information providers recommend relevant information to users to relieve an information overload. However, information recommendation which is based on the taste and preference of a user can lead to a problem of unbalanced information consumption. Prior research about online information has not investigated the side-effect of a recommendation function. This research suggests IT solutions for alleviating unbalanced information consumption behavior. Based on adaptation level theory and expectancy theory, we proposed self-reference point diagnosticity interface and social-reference point diagnosticity interface to help people to consume information following their own information consuming goal. We hypothesized positive impacts of these two interfaces on the self-awareness about information consuming pattern. And we predicted that self-awareness has a positive impact on the motivation and actual behavior to conform the ideal information consuming pattern which the user sets. Laboratory experiment was executed as a research method. As a result, the self-reference diagnosticity interface leaded to higher self-awareness and mitigated the unbalanced information consumption. But, the social-reference diagnosticity interface and the motivation to improve the information consuming behavior had no significant results. Academic and practical implications are discussed.

Impact of Social Exclusion Type and Presence of Others on On-going Purchase Intention When Purchasing Fashion Luxury Goods -Moderating Effect of Self-efficacy- (패션 명품 구매에 있어 사회적 배제 유형과 타인의 존재가 구매진행의도에 미치는 영향 -자기효능감의 조절효과-)

  • Park, Hyun Hee;Jeon, Jung Ok
    • Journal of the Korean Society of Clothing and Textiles
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    • v.44 no.5
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    • pp.878-892
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    • 2020
  • This study investigates the influence of social exclusion type and presence of others on consumers' on-going purchase intention when purchasing fashion luxury goods. This study also identifies the moderating role of self-efficacy in which the interaction effect of social exclusion type and presence of others on on-going purchase intention. For the experiment, 2(social exclusion type: being ignored vs being rejected)×2(presence of others: presence vs absence)×2(self-efficacy: high vs low) factorial design was used. The findings of this study are summarized as follows. First, the result showed that there was no difference in on-going purchase intention according to social exclusion type. Second, the result showed that there was a significant interaction effect between social exclusion type and presence of others. Third, the three-way interaction effect of social exclusion type, presence of others, and self-efficacy was statistically significant. The results of this study provide useful information on which direction is needed to mitigate negative consumer behavior caused by social exclusion at the service interface.

Factors Affecting the Continuous Use Intention of Smartphone Social Network Games : With a Focus on the Value Model (스마트폰 소셜 네트워크 게임의 지속 사용의도 영향 요인 : 가치모형을 중심으로)

  • Kim, Hyun-Chul;Huh, Searle;Choi, Jun-Ho
    • Journal of Korea Game Society
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    • v.12 no.3
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    • pp.11-24
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    • 2012
  • Primarily working on SNS(Social Network Service) platform, the SNG(Social Network Game) utilizes friends and neighbors for invitation and play. Based on the value model of HCI, this paper purports to discover how functional, hedonic, social and personal values predict the continuous usage intention and satisfaction of SNG in a smartphone. Hypothesis testing through structural equation modeling shows that hedonic and functional values affect satisfaction and intention to use of SNG while social and personal values do not. This result implies that fun and easy interface are more important to the success of SNG service than social networking motivation.

CoRapport: Proactive Display Application Supporting Presentation of Various Social Web Contents in Physical Spaces (CoRapport: 실세계에서 다양한 소셜 웹 콘텐츠 표현을 지원하는 능동형 디스플레이 애플리케이션)

  • Lee, Tae-Ho;Lee, Myung-Joon
    • Journal of the Korea Society of Computer and Information
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    • v.15 no.8
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    • pp.127-139
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    • 2010
  • The concept of Web 2.0, which means that internet users are producers and also consumers is evolved according to the development of web service technology. In the Web 2.0 space, the enormous amount of web contents are produced using many social web services. Proactive display system supports various types of users's web contents. Unfortunately, private web contents sharing facility is imperfect to date. In this paper, we develop a proactive display application which identifies people, displaying their social contents such as blogs and open cafes through wide display devices or multi-media players in physical spaces. For this, we develop a social contents presentation server where users can register their profiles and information on the social contents to be shared through the developed application. Also, we develop a social contents presentation client that proactively identifies the user in close proximity and displays the user's social contents through an intuitive user interface in physical spaces. In addition, we develop an on-the-spot feedback service which supports posting various types of replies and an on-the-spot scrap service which specifies direct sharing of the contents through the intuitive user interface.

A Development of The Open USN Platform for Underground Information Collection (지중 정보 수집을 위한 개방형 USN 플랫폼 연구)

  • Shin, Jun-Ho;Song, Byung-Hun
    • 한국정보통신설비학회:학술대회논문집
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    • 2009.08a
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    • pp.141-142
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    • 2009
  • Due to recent extreme weather, the information of the reliability for the nation's major social overhead capital (SOC) is emerging as a major issue. So the real-time monitoring of the underground state has become a very important. This paper is about a open USN platform for the underground information collection. Various sensors to collect information for the underground is used. The interface and the power of each sensor may vary. In order to solve the interface and power problem, this paper refer to the open interface, the network required for an open platform and the energy problem.

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