• Title/Summary/Keyword: USE EXPERIENCE

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The Effects of Instructional Multi-Media in Home Economics Education Perceived by Teachers. (멀티미디어 활용효과에 대한 가정과 교사의 인식)

  • 박명숙
    • Journal of Korean Home Economics Education Association
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    • v.12 no.3
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    • pp.105-114
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    • 2000
  • The purpose of this study was to investigate the effects of instructional multi-media in Home Economics Education perceived by teachers. The data for this research were attained from 139 middle & high school teachers of Home Economics. The data were analyzed by frequency of distribution, mean, stand deviation. t-test and analysis of variance, scheffe test with SPSSWin 7.5 program. The results of this study are as follows: The effects of instructional multi-media were composed of four dimensions in this study; need, frequency of use, pros and cons. 1. From these four dimensions, the need has the highest and the frequency of use has the lowest score. 2. The effects of instructional multi-media are significantly related to personal & environmental characteristics. 1)Need of the instructional multi-media effects is significantly different according to age, experience of computer education and possession of a computer at home. Low and high age groups are higher in the need of the instructional multi-media effects score than middle group age and the more experience of computer education and possession of a computer at home are higher in that score. 2) Frequency of use is significantly different according to LAN system in school. The higher score of frequency of use is in a LAN system’s school. 3) Pros of the instructional multi-media effects is significantly different according to the level of education, experience of computer education and the type of school. Undergraduate high school teachers and the lower o experience of computer education are higher in the pros of the instructional multi-media effects score. 4) Cons of the instructional multi-media effects is significantly different according to the level of education. Graduate teachers are higher in the cons of the instructional multi-media effects score.

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The Effect of Perceived Enjoyment and User Characteristics on Intention of Continuous Use of Mobile Social Network Games: Focusing on Mediating Effect of Flow Experience (모바일 소셜 네트워크 게임에 대한 지각된 즐거움과 이용자 특성이 지속적 이용의도에 미치는 영향: 플로우 경험의 매개효과를 중심으로)

  • Youm, Dongsup
    • Journal of Digital Convergence
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    • v.15 no.9
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    • pp.415-425
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    • 2017
  • The purpose of this study is to examine the effect of perceived enjoyment and user's characteristics on the intention of continuous use when users play social network games on a mobile device. In addition, the study empirically investigated the mediating effect of flow experience in this process. To fulfill the purpose, this study conducted a survey on 244 college students and collected data. When the collected data was analyzed, the followings were known. First, perceived enjoyment, and both self-efficacy and innovation propensity of user's characteristics turned out to have a positive (+) effect on the intention of continuous use in mobile social network game. Second, in the process, it was known that flow experience played a mediating role. These findings are expected to be useful data in developing game contents of high quality or making a marketing strategy for continuous improvement of online social network game industry. In addition, future studies are expected to generalize the research to various age groups.

Use of Social Commerce Restaurant Products by College Students According to Demographic Characteristics and Eating Out Behavior (인구통계학적 특성 및 외식행동에 따른 대학생의 소셜커머스 외식상품 이용 현황)

  • Jo, Mi-Na;Heo, Ji-Hwan
    • Korean journal of food and cookery science
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    • v.30 no.3
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    • pp.291-306
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    • 2014
  • The purpose of this study was to examine the use of social commerce restaurant products by college students according to demographic characteristics and eating out behavior. The questionnaire for the survey was distributed to 450 college students, who have experiences of purchasing a restaurant product on social commerce, with 286 responses used for analysis. From the result, college students frequently use smart phones and SNS for making such purchases. While the awareness of social commerce was high, they sometimes visited the websites and purchased products. The awareness and purchase experience of Coupang and Ticket Monster turned out to be the highest. The most frequently purchased product was restaurant discount coupons, followed by fashion/accessories, movie or concert tickets, food products, and beauty shop discount coupons. The discount rate was mostly 30 to 40% on average. The most significantly considered matter in purchasing products and services was product quality, followed by discount rate and consumer review. The respondents ate out at least 3 to 5 times a week, spent $100,000{\leq}200,000$ won, and were generally satisfied with the restaurant products from social commerce sites. The main satisfaction reason was price, whereas the dissatisfaction reason was false and puffy advertising. Service quality improvement and variety of category were the most necessary factors for improvement. Among the demographic characteristics, there was a difference in purchase expenditure of social commerce restaurant products, as well as purpose, companion, time used and word-of-mouth experience according to gender. According to grade, there was a difference in purchase expenditure, companion, area of use and impulsive purchase. Among the eating out behavior, there was a difference in purpose, companion and word-of-mouth experience according to the eating out frequency. Meanwhile, there was a difference in purchase expenditure, companion, time used, word-of-mouth experience and tool according to the eating out cost.

An Examination of Preconditions for the Creation of Collective Intelligence (집단지성 발현의 선행요인 검토)

  • Chu, Cheol Ho;Ryu, Suyoung
    • Knowledge Management Research
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    • v.23 no.3
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    • pp.213-229
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    • 2022
  • This study aimed to reveal factors that contribute to the creation of collective intelligence (CI) and to provide a cornerstone for future studies on this subject. We hypothesized that effects of the complexity and meaningfulness of the task, diversity, openness to experience, independence, decentralization, and the use of information and communication technology (ICT) are preconditions for the creation of CI. To investigate these hypotheses, we surveyed 200 individuals in the research and development-based manufacturing industry and collected a total of 185 valid responses. The results of the analysis showed that the meaningfulness of the task, openness to experience, independence, decentralization, and the use of ICT had positive effects on CI. Both perceived dissimilarity and value diversity had negative effects on CI. When all variables were included, their significance for the creation of CI showed the following order: use of ICT, the meaningfulness of the task, openness to experience, perceived dissimilarity, and value difference. The theoretical and empirical implications of these results were discussed.

User Experience (UX) in the Early Days of Generative AI : The benefits and concerns of employees in their 30s and 40s through the Q-methodology (생성형 인공지능 초기 단계의 사용자경험(UX): Q-방법론을 통해 살펴본 30-40대 직장인의 편의와 우려)

  • Yi, Eunju;Yun, Ji-Chan;Lee, Junsik;Park, Do-Hyung
    • The Journal of Information Systems
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    • v.33 no.1
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    • pp.1-30
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    • 2024
  • Purpose The purpose of this study is to examine the customer experience of generative AI among office workers aged 30 to 40, investigating usability, usefulness, and affect, and understanding concerns and expectations. Design/Methodology/Approach This research used Q methodology to assess the customer experience of generative AI. Users are engaged in a problem-solving journey, and data is collected by having participants rank 36 statements based on usability, usefulness, and affect, referred to as the three goals of User Experience. Participants use a forced distribution table with a scale from -5 to +5 to indicate the subjective importance of each statement. The results identified four groups, reflecting different perspectives and attitudes toward generative AI. Findings Participants express overall comfort with generative AI, perceive AI as more knowledgeable in unfamiliar domains, but harbor doubts about AI's understanding. Disagreements emerge on AI replacing humans, the value of unique human roles, data confidentiality, fears of AI advancement, and emotional impacts. Identified four groups: Users who treat AI as a soulless assistant and are active in business use, Uncle users who want to use new technologies properly and are not afraid of technology, users who recognize the limits of AI despite its efficiency, and users who require strong verification in the future. It has the potential to guide future guidelines, ethical codes, and regulations for the appropriate use of AI. In addition, this approach lays the groundwork for future empirical analyses of generative AI.

A Study on the Effects of Customers' Smartphone Use on their Waiting Experience and Service Quality Evaluation (스마트폰 사용이 고객의 대기경험 및 서비스 품질 평가에 미치는 영향에 대한 연구)

  • Jeong, Jun Hyeong;Lee, Jong-Oh;Lee, Sunro
    • Journal of Information Technology Applications and Management
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    • v.21 no.4
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    • pp.15-33
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    • 2014
  • Recently, the service providers are making various attempts to provide smartphone applications for waiting information in order for customers to perceive waiting time short. This research, therefore, investigates the impact of smartphone use on the waiting experience and provide service organizations with effective measures for managing customers' waiting. As a result of this study, utilization of smartphone during the waiting period shows the positive impact on perceived waiting time, acceptability, and emotional response. Among these, the largest impact appears on the acceptability of waiting that has the largest impact on the perceived service quality. In addition, results reveal that smartphone users shows more positive waiting experience than non-users who read newspapers or magazines, watch TV, or do nothing.

Environmental Impact Assessment: Russian Experience of Spatial Analysis for GIS Technologies (환경영향평가: GIS 기법을 이용한 공간분석의 러시아 경험)

  • Tikunov, Vladimir S.;Krasovskaia, Tatiana M.
    • Journal of Environmental Impact Assessment
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    • v.3 no.1
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    • pp.69-76
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    • 1994
  • Environmental impact assessment methodology using geographical information systems (GIS) technologies is described. Brief characteristics of experience for evaluation of consequences of mineral fertilizers use in the Moscow region as well as authors' experience for detection of urban ecologically conflict territories (in Kirovsk and Apatity. Murmansk region, Subpolar Aretic). Possibilities of expert systems use for environmental impact assessment are demonstrated.

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A Study on Social Carrying Capacity in Outdoor Recreation Setting: An Exploratory Analysis on the Perceived Crowding Path Model in National Park (옥외휴양공간에서의 사회적 수용능력연구: 국립공원에서의 혼잡지각의 경로모형 분석)

  • Park, Chung In
    • KIEAE Journal
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    • v.5 no.1
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    • pp.35-42
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    • 2005
  • The primary concerns of recreation plan are to provide visitors with quality of recreational experience and to protect of recreation resources. The quality of recreational experience is often defined in terms of social carrying capacity. The carrying capacity is revealed as perceived crowding. In this respects, measuring perceived crowding is useful tool of social carrying capacity determination. This study is to test the structural equation model that includes variables affecting perceived crowding. Through an on-site questionnaire survey, 467 visitors on Naejangsan national park were collected. The results of the study are follows. The encounter level on facility area is higher evaluated as crowding factor than other area in the park. It can be concluded that visitor perceived crowding when facility area situates high density use level rather than other areas expose high density use level. In the path analysis, the input variables(attitude, experience, encounter level) on the structural equation model affect significantly on perceived crowding. Especially, the attitude on the park management polocy is the most affecting factor on perceived crowding.

A Study on the Determinant to User's Continuous Usage of SNG Based Mobile Social-Platform (모바일 소셜플랫폼 기반 SNG 이용자의 지속적 사용의도에 영향을 미치는 요인에 관한 연구)

  • Han, Areum;Lee, Jae-Shin
    • Journal of Information Technology Services
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    • v.12 no.2
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    • pp.85-101
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    • 2013
  • The wide spread of smartphones and the growth of the number of internet users are reshaping the SNS (Social Network Service). Merging into other service areas and creating new business models with high profits, SNS is no more a service simply providing personal connections. Now SNS has positioned itself as a service platform. SNG (Social Network Game) is a new outcome utilizing SNS as a game platform and showing a rapid growth rate in a short period of time. The number of SNG users is expected to increase steadily. In this study, we examine whether SNG user motivations lead to flow experience and future intention to use. For that purpose, we conducted a survey with smartphone users. The results indicate that flow experience functions as a mediator and user motivations indirectly affect intention to use through flow experience. This paper concludes with discussions on findings and suggestions for future research.

A Study on Purchase and Use of Women's Dress Shoes (여성의 구두 구매 및 착용에 관한 연구)

  • 천종숙;최선희
    • Journal of the Korean Society of Clothing and Textiles
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    • v.24 no.2
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    • pp.185-191
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    • 2000
  • This survey was carried out to clarify the consumers' behavior related the purchase and use of women's dress shoes. The subjects participated in this study were 386 Korean women. Their age were ranged from 18 to 86 years. The results of this study were as following; 1. The most popular women's dress shoe sizes were 235 and 240. 2. 82.6% of subjects had experienced uncomfortable fit when they wore dress shoes. 3. The subjects aged over 30 years preferred low heel shoes. They valued wearing comfort above fashion trend in shoe design consideration. 4. The subjects aged under 30 years gave more emphasis on fashion trend than comfort and fit when they purchase dress shoes. 5. Consumer's experience of unfit with dress shoes was different with age. The younger subjects complained improper bottom sole shape. The older subjects had experience of unfit with outshell design and material. The subjects aged over 60 years thought that their dress shoe design was too narrow at the toe and lack for flexiblity of shoe material.

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