• 제목/요약/키워드: USE EXPERIENCE

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IoT기반 헬스케어 사용자 경험가치가 사용량과 지속적 사용의도에 미치는 영향에 관한연구 -중국내 샤오미 미밴드 사용자를 중심으로- (The influence of the IoT based healthcare user's experience value on the usage and continuous use intention -Focused on Xiaomi Mi band user in china-)

  • 상맹;신용호;이철우
    • 품질경영학회지
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    • 제44권3호
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    • pp.689-706
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    • 2016
  • Purpose: This study identifies causality in IoT-based healthcare user's experience(playful experience, economical experience), trust, usage, degree of dependence and continuous use intention, especially focused on chinese case. Methods: Face to face interviews was conducted for people who has experience in the use of the Xiaomi Mi band. This study used Partial Least Square(PLS) method with the questionnaires from the interview. Results: IoT-based healthcare users taking playful experience have a strong trust in a positive economic experiences. Also, the user recognizing the experience as an economic one shows stronger intention to use continuously. Conclusion: By getting healthcare users have more economic experience, they have continuous use intention of healthcare product. The empirical findings can be applied to the related companies strategy building.

청소년의 인터넷 정보윤리의식 및 영향요인에 관한 연구 (Information Ethics on the Net among Youths and Related Variables)

  • 진연주;김혜연
    • 가정과삶의질연구
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    • 제20권5호
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    • pp.99-112
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    • 2002
  • This study is aimed to investigate ethics cognition to information of youths who are main users of computers, but yet not built up the own ethics and the sense of value, as ethical problems are raised in information-oriented society. The research was focused on youths ethics cognition to information according to contact of multimedia pornography, surreptitious use of others and abusion of indecent languages in chatting. The survey was conducted to 520 students from middle and high schools in Jeju region and analyzed Probit Regression. The major results of this study are as follows; First, most of youths possess own-computers, and use Internet. Second, looking into experiencing or not according to sub-spheres of ethics cognition to information, the experience of contacting multimedia pornography was few. but the primary place of using it was a house. Most of youths approach multimedia pornography in awareness of a ban on youths' contact. The experience of surreptitious use of others was less than other spheres, and mainly only once. The number of youths who have an experience of abusing indecent languages was less than that of youths who don't have, but the frequency of was high when the youths have an experience. Third, the experience or no experience on each sub-sphere has a significant difference on personal-relative variables such as gender, age, education levels, number of siblings, academic records, personal expenses, relationship with friends. The experience or no experience on each sub-sphere has a meaningful influence upon family-relative variables such as father's education levels, Job, mother's age, education levels, employment, family type, monthly household expense. The experience or no experience on each sub-sphere has a meaningful influence upon PC-relative variables such as deviation experience in PC rooms, the experience of request for age confirmation(I.D. card), average use hour of PC rooms. The experience or no experience on each sub-sphere has a more meaningful influence on personal-relative variables and PC-relative variables than family-relative variables.

The Effect of Mobile MMORPG Characteristics on Flow Experience and Performance

  • LEE, Jeonghoon
    • 유통과학연구
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    • 제17권8호
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    • pp.35-44
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    • 2019
  • Purpose - This study examines the changes in the mobile MMORPG market in recent years and the factors affecting the performance of mobile games through flow experience according to the characteristics of game content. Research design, data, and methodology - This study focuses on the fact that the cause of game use behavior changes is the flow experience which influences the duration of mobile game continuation. The flow experience and the influencing factors are divided into the relationship between first, second-leading factors, and lagged factors. Results - The user's sense of challenge, skillfulness, concentration, and reality influenced the flow experience as a leading factor influencing the performance of MMORPG games. On the other hand, fun and preference were found to be the outcomes of the flow experience. This is because the game content is experienced not through passive enjoyment but by intentionally enjoying the game content. The flow experience has a positive effect on the intention of continuous use as in the previous study. Conclusions - This study found that the flow experience of game users is necessary for continuous use by organizing relationships of flow experience in mobile MMORPG users' gaming behavior.

The Impact of New Logistics Factors on the Intention of use and Consumer Happiness: Focusing on the Mediating Effect of Perceived Benefits

  • MENG, JIA;LIU, ZIYANG;DONG, CUI
    • 한국컴퓨터정보학회논문지
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    • 제25권7호
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    • pp.203-211
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    • 2020
  • 본 연구의 목적은 신유통 경험요소가 소비자의 사용의향과 소비자행복에 미치는 영향을 실증하고, 지각된 혜택의 매개효과를 연구하고, 다양한 소비 환경에서 소비자의 사용의향과 소비자행복을 향상시키기에 대해 시사점을 제공하고자 한다. 본 연구는 온라인 경험, 오프라인 경험, 물류 경험, 지각된 혜택, 사용의향, 소비자 행복에 대한 이론들, 기존의 선행연구들과 논의를 검토하였고 최종적으로 6개의 가설을 도출하였다. 이를 위해, 소비자의 사용의향과 소비자행복에 대하여 데이터를 수집하였다. 수집된 데이터에 대해 타당성과 신뢰성을 검토하였고, 구조방정모텔분석을 통해 가설을 검증하였다. 지각된 혜택의 매개효과를 중심으로 신유통 경험요소가 소비자의 사용의향과 소비자행복에 미치는 영향에 대한 연구 결과, 온라인 경험, 오프라인 경험, 물류 경험은 지각된 혜택에 미치는 영향, 지각된 혜택은 사용의향, 소비자 행복에 미치는 영향, 그리고 사용의향은 소비자 행복에 미치는 영향 모두 정(+)의 영향을 미치는 것으로 나타났다. 또한, 온라인 경험, 오프라인 경험, 물류 경험과 사용의향, 소비자 행복의 사이에 지각된 혜택의 매개효과를 하는 것으로 나타났다. 본 연구에서는 기존의 선행연구를 확정하여 신유통 경험요소가 소비자의 사용의향과 소비자행복에 미치는 영향을 실증함으로써 이론적, 실무적 시사점을 제공하였다.

Young Children Teacher's Application Experience and Utilizing Observation of Digital Device

  • Kim, Dae-Wook;Song, Yun-Kyung
    • International Journal of Advanced Culture Technology
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    • 제10권4호
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    • pp.126-136
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    • 2022
  • The purpose of this study is to investigate the application experience and observation of young children's teachers' digital devices. The participants of this study were 6 young children teachers using digital devices. Individual interviews were conducted as a data collection method. It was conducted 2-3 times per research participant. Data collection was conducted from November to December 2020. The Data analysis was focused on the young children's teachers' digital device application experience and observation use. 'Easy and simple use', 'using existing familiar apps', 'providing healing to teachers', and 'improving the utilization of spare time' were derived as early childhood teachers' experience of applying digital devices. 'Easy use of observation records', 'Use together in various ways', 'Use for parent counseling', 'Use appropriate for observation of revised Nuri Curriculum' through early childhood teacher's experience of observing digital devices ' was derived. As a conclusion of this study, first, it is easy for young children's teachers to apply digital devices to the field. Second, if young children's teachers use digital devices, they can make a wide range of observations, enabling high-quality early childhood education practices.

청소년의 환경교육경험과 또래집단이 환경친화적 소비행동에 미치는 영향 (The Influences of Adolescent′s Environmental Education Experience and Peer Group on Pro-environmental Consumption Behavior)

  • 장윤옥;박수경
    • 대한가정학회지
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    • 제42권11호
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    • pp.151-165
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    • 2004
  • The purpose of this study was to investigate the influence of adolescent's environmental education experience and peer group on pro-environmental consumption behavior The survey study administered 610 questionnaires to general high school students in Daegu. The main findings of this study were as follows. First, adolescent's pro-environmental purchase behavior was positively correlated to the degree of participation in environment-related events in school, the mother's pro-environmental purchase, use and disposal behavior and environment education experience in society, while the peer group's pro-environmental purchase was positively correlated to use and disposal behavior Also adolescent's pro-environmental use behavior was positively correlated to the mother's pro-environmental purchase, use and disposal behavior, the peer group's pro-environmental purchase, and use and disposal behavior. Adolescent's pro-environmental disposal behavior was positively correlated to the degree of participation in environment-related events in school, the mother's pro-environmental purchase, use and disposal behavior, environment education experience in society, the peer group's pro-environmental purchase, and use and disposal behavior. Second, adolescent's pro-environmental purchase behavior was influenced to the greatest extent by the peer group's pro-environmental purchase behavior, followed by the mother's pro-environmental purchase behavior and use behavior, and to a lesser extent, tv environment education experience in society. Also adolescent's pro-environmental use behavior was influenced to the greatest extent tv the mother's pro-environmental use behavior, followed by the peer group's one, and to a lesser extent, by the mother's pro-environmental disposal behavior. Adolescent's pro-environmental disposal behavior was influenced to the greatest extent by the mother's pro-environmental disposal behavior, followed tv the peer group's one, the mother's pro-environmental purchase behavior and, to a lesser extent, by the degree of participation in environment-related events in school.

우리나라 청소년들의 흡연유형 경험 영향요인 (Factors Affecting the Smoking Type Experience of Korean Adolescents)

  • 빈성오
    • 한국학교ㆍ지역보건교육학회지
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    • 제23권2호
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    • pp.65-76
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    • 2022
  • Objectives: The purpose of this study is to investigate the factors that affect the smoking type among those who have used regular cigarettes, liquid or cigarette-type e-cigarettes. Methods: The subjects of analysis were 6,081 people who had smoked regular cigarettes or e-cigarettes. For data analysis, SPSS ver.25.0 statistical package program was used. Multinomial logistic regression analysis was performed to find out the factors affecting smoking type. Results: Factors affecting the experience of using e-cigarettes compared to regular cigarette smoking are gender and class. Academic performance, living with family members, drinking experience, and secondhand smoke in school. The factors influencing dual use compared to regular cigarette smoking were gender, class, academic performance, economic status, living with family, drinking experience, and experience of secondhand smoke in school. Smoking cessation attempts had an effect on dual use compared to regular cigarette smoking. Conclusion: Smoking cessation experience had a greater effect on e-cigarette use than regular cigarette smoking.

리조트 이용객이 지각하는 고객 경험, 리조트 이용만족, 고객 행동의도 간 구조적 관계: 리조트 이용만족의 매개효과 검증 (The Structural Relationship among Customer Experience, Resort Use Satisfaction, and Customer Behavioral Intentions: The mediating effect of resort use satisfaction)

  • 신현기;김병민;하채원
    • 한국프랜차이즈경영연구
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    • 제15권1호
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    • pp.43-60
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    • 2024
  • Purpose: According to previous studies, customer experience had a significant effect on consumer behaviors. In this perspective, this study investigates the structural relationship among customer experience, resort use satisfaction, and customer behavioral intentions, with focus on the mediating role of resort use satisfaction. Research design, data, and methodology: Data collected from 361 individuals who had experienced the resort service were analyzed using SPSS 29.0 and AMOS 29.0, involving frequency analysis, HTMT, reliability analysis, correlation analysis, confirmatory factor analysis, and structural equation model testing. Result: Firstly, cognitive, and relational experiences had significant effect on resort use satisfaction. Secondly, resort use satisfaction had significant effect on customer behavioral intentions. Thirdly, resort use satisfaction had partial mediating effects in the relationship between customer experiences and customer behavioral intentions. Conclusion: This study academically confirmed the empirical link between customer experience and consumer behaviors. From a practical standpoint, it suggests the necessity of marketing activities that enhance customers' perception of their experiences, as well as resort use satisfaction and customer behavioral intentions, through systematic CS education and management of the physical environment.

지역주민 특성과 인지도가 공공병원 이용경험에 미치는 영향 (Effects of Personal Characteristics and Public Hospitals Awareness by Community Residents on use-experience of Public Hospitals)

  • 심인옥;황은정
    • 한국병원경영학회지
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    • 제19권4호
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    • pp.45-56
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    • 2014
  • Purpose: This study aims to explore the effects of personal characteristics, satisfaction, quality of care, role performance, image, awareness level of public hospitals perceived by community residents on use-experience of public hospitals. Methods: A cross-sectional survey was conducted with 2,100 community residents around 39 district public hospitals. The questionnaire was designed to collected information on personal characteristics and community awareness of public hospitals. The community awareness consists of 5 factors and 15 items. The data were collected utilizing call-interview by a survey company. Results: The personal characteristic and community awareness were shown significant differences between having use-experience and not-having use-experience of public hospitals (p<.001), except gender. As the results of multiple logistic regression, the significant variables of use-experience of public hospitals were satisfaction (OR=1.06 95%CI=1.010-1.116), quality of care (OR=1.07, 95%CI=1.016-1.134, level of awareness to public hospitals (OR=1.50, 95%CI=1.378-1.632), age (OR=0.43, 95%CI=0.236-0.785), education (OR=1.62, 95%CI=1.013-2.590), type of medical security (OR=0.37, 95%CI=0.142-0.945). Conclusions: Public hospitals have to effort to improve community awareness through providing quality of care, and role performance. It is possible to support them by the Central and Local Government.

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청소년의 물질사용경험이 문제도박에 미치는 영향: 비합리적 도박신념의 조절효과를 중심으로 (The Effect of Substance Use Experience on the Problem Gambling among Adolescents: Focusing on the Moderating Effects of Irrational Gambling Beliefs)

  • 박완경
    • 한국콘텐츠학회논문지
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    • 제21권11호
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    • pp.723-732
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    • 2021
  • 본 연구의 목적은 청소년의 물질사용경험이 문제도박에 미치는 영향을 살펴보고, 이를 비합리적 도박신념이 조절하는지 살펴보는 것이다. 이를 위해 한국도박문제관리센터에서 청소년 도박예방 모델 개발을 위해 실시한 설문조사 자료를 활용하여 청소년 1,500명을 대상으로 조절회귀분석을 실시하였다. 주요 연구결과는 다음과 같다. 첫째, 인구사회학적 특성에서는 성별과 용돈수준에 따라, 독립변수에서는 물질사용경험과 비합리적 도박신념 수준에 따라 문제도박 수준에 유의미한 차이가 있는 것으로 나타났다. 둘째, 물질사용경험과 비합리적 도박신념이 증가할수록 문제도박 수준도 높아지는 것으로 나타났다. 셋째, 조절회귀분석 결과, 비합리적 도박신념은 문제도박에 대한 물질사용경험을 조절하는 것으로 나타났다. 이상의 연구결과를 토대로 청소년의 물질사용 및 도박문제에 대한 예방 및 개입방안에 대해 논의하였다.