• Title/Summary/Keyword: Usage Context

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An Analysis of Determinants Affecting Satisfaction of Usage of Live Commerce from the Perspective of User, Information Source and Platform (이용자, 정보원천 및 플랫폼 차원에서의 라이브 커머스 이용 만족도 영향 요인 고찰)

  • Lee, Sungjoon
    • The Journal of the Korea Contents Association
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    • v.21 no.3
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    • pp.576-589
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    • 2021
  • Live commerce as a new form of service that combines live streaming service with e-commerce is gaining a growing attention from many people with diffusion of a new trend of untact economy. In this context, this research examines what leads to user satisfaction of live commerce. In especial, this research conceptualized several determinants that might affect user satisfaction of live commerce from three dimensions of users, information sources and platforms. It also tested whether those factors had influences on user satisfaction of live commerce empirically. The sample in this study was responses of 218 people in their 20s and 30s who had experienced using live commerce. They were analyzed using a hierarchical regression analysis. The findings revealed that depression and innovativeness from the dimension of users, attractiveness of show host from that of information sources, and physical affordance and perceived interaction among users from that of platforms had significant influences on user satisfaction of live commerce.

An Exploratory Study of Psychological Characteristics of Metaverse Users (메타버스 이용자의 심리 특성 탐색 연구)

  • Hyeonjeong Kim;HyunJung Kim;Beomsoo Kim;Hwan-Ho Noh
    • Knowledge Management Research
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    • v.24 no.4
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    • pp.63-85
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    • 2023
  • This study aims to identify the primary user group in the growing metaverse space based on the increased interest during the COVID-19 era. It also aims to explore the predictive factors for metaverse adoption. To predict online activities, the study examined user purposes, motivations, and relevant demographic factors as predictive variables through model analysis. The data from the Korean Media Panel Survey were used, and a two-stage analysis with the Heckman two-stage sample selection model was conducted to predict metaverse users. The analysis revealed that the key factors influencing metaverse adoption were offline activities, openness, OTT usage, and purchasing of paid content. Moreover, in the second stage model, openness, gender, and paid content purchases were identified as significant variables for increasing metaverse usage time. These results indicate that understanding metaverse users is essential in the context of the rising interest in online activities during the COVID-19 era and can provide valuable insights for metaverse platform-related companies and developers.

Proposal for Phenomena-based Experimental Education through Reconsidering the Meaning of Experimentation: Based on Ian Hacking's Creation of Phenomena (실험의 의미 재고를 통한 현상중심의 실험교육의 필요성 제안 -이언 해킹(Ian Hacking)의 현상의 창조를 중심으로-)

  • Jinhyeon Choi;Sang-Hak Jeon
    • Journal of The Korean Association For Science Education
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    • v.44 no.1
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    • pp.29-38
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    • 2024
  • In this study, we explored the philosophical perspective of Ian Hacking on experimentation and discussed its potential impact on science education in schools. Traditionally, many philosophers have advocated a theory-driven view of experimentation, emphasizing its importance primarily in validating theories. Similarly, in the context of education, the prevailing perspective has been to focus on experimentation primarily as a means of confirming and proving theories. However, in contrast to this theory-driven perspective, philosophers like Hacking have proposed that experimentation itself possesses autonomy and vitality. Through their discussions, they have brought to light the significance of previously overlooked elements in experiments, such as tool usage, materials, and the involvement of scientists. They have prompted a reevaluation of the role and importance of experiments in scientific activities. Therefore, in this study, we consider the application of this philosophical standpoint to school experimental education. We anticipate that the phenomenon-centered perspective we propose in this research will be beneficial for teaching scientific practices, including tool usage, the involvement of experimenters, and modeling activities.

Exploring Korean Collegians' Social Commerce Usage: Extending Technology Acceptance Model with Word-of-Mouth and Perceived Enjoyment (우리나라 대학생의 소셜커머스 이용에 대한 탐색: 구전효과와 인지적 즐거움으로 확장한 기술수용모형의 적용)

  • Joo, Jihyuk
    • Journal of Digital Convergence
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    • v.12 no.8
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    • pp.147-155
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    • 2014
  • Social commerce is a combination of social media and shopping. Social commerce, based on Web 2.0 technologies, has the various potentials, which is the factor attracting customers. In Korea, collegians are more active user of social media, in turn, are estimated more active customer in social commerce context. Present research explored what made Korean collegians use social commerce with extending technology acceptance model(TAM) with word-of-mouth(WOM) and perceived enjoyment(PE). We found that WOM affected indirectly the intention to use(ITU) with mediating PE, in turn, PE has a positive effect on the all of constructs in TAM. Accordingly, TAM extended with WOM and PE is validated in social commerce context. Finally, based on the findings, implications and suggestions for future studies are discussed.

An User-driven Service Creation Architecture in Consumer Networking Environments (소비자 네트워킹 환경에서의 사용자 주도 서비스의 효율적 생성)

  • Jung, Yuchul;Kim, Jin-Young;Lee, Hyejin;Kim, Kwang-Young;Suh, Dongjun
    • Journal of Digital Contents Society
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    • v.17 no.6
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    • pp.479-487
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    • 2016
  • In a Web 2.0 context, users are exposed to numerous smart devices and services that allow real-time interaction between users (or consumers) and developers (or producers). For the provisioning of new user-created services based on user's context, the data management of service creation experiences becomes a non-trivial task. This article introduces a data model for service creation and then proposes a service creation management architecture which enables new service creation using the data model, the management of the service creation data, and the semantic service discovery across internal/external service repositories. The article also explains the use of the proposed architecture with two different scenarios: home and mobile environments. The proposed architecture for service creation data management offers consistent and seamless handling of the service creation data throughout its usage lifecycle.

Design and Implementation of a Swearing Remover Program on Web board (웹 게시판 비속어 처리 프로그램의 설계 및 구현)

  • 조아영
    • Journal of the Korea Computer Industry Society
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    • v.2 no.10
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    • pp.1317-1328
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    • 2001
  • The existing swearing remover programs could not have blocked even slightly transformed swearings because of their input blocking properties. To overcome these defects, this paper implemented a supervising program which analysize and remove/replace swearings on web board. For this purpose this paper first classified the patterns of swearings on web board and then implemented a tokenizer which can analysize those patterns. The module tokenizing and removing/replacing swearings on each web board was implemented as a thread so that it could be parallely controlled. As a result of running this Program on some web boards , we found out it had detected almost of the swearings as 91.9% of recall but it could not meet our purpose sufficiently on morphological transformed swearings and swearings in context. So the studies will be continued about processing on morphological ambiguous words, ambiguous words in meaning and sweaings in context by extracting this program's manual mode. We expect this program could induce the users to proper usage of words and replace the manual works of web board managers in schools, public bodies, broadcasting stations etc.

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Mobile App Recommendation using User's Spatio-Temporal Context (사용자의 시공간 컨텍스트를 이용한 모바일 앱 추천)

  • Kang, Younggil;Hwang, Seyoung;Park, Sangwon;Lee, Soowon
    • KIPS Transactions on Software and Data Engineering
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    • v.2 no.9
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    • pp.615-620
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    • 2013
  • With the development of smartphones, the number of applications for smartphone increases sharply. As a result, users need to try several times to find their favorite apps. In order to solve this problem, we propose a recommendation system to provide an appropriate app list based on the user's log information including time stamp, location, application list, and so on. The proposed approach learns three recommendation models including Naive-Bayesian model, SVM model, and Most-Frequent Usage model using temporal and spatial attributes. In order to figure out the best model, we compared the performance of these models with variant features, and suggest an hybrid method to improve the performance of single models.

Teacher's acceptance of digital games and related factors (학교 장면에서 디지털 게임 이용에 대한 교사의 수용도와 이에 영향을 미치는 요인)

  • Kim, Jee Yeon;Doh, Young Yim
    • Journal of Korea Game Society
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    • v.17 no.2
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    • pp.123-134
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    • 2017
  • The purpose of this study is to investigate how teachers' acceptance of digital games is constructed in the school context and what factors influence teachers' acceptance. To do this, we conducted a survey on teachers, school counselors, and professional counselors in August 2016. A total of 250 data were analyzed. As a result, it was confirmed that the teachers' acceptance of digital game is composed of 5 factors - need for supervision, willingness to use, concern & monitoring, acceptance as alternative activities, acceptance efficacy. As a result of multi-variate multiple regression analysis, it was found that the teacher's age, the 2 factors of digital media literacy, the teacher's attitude toward student's digital game usage, and teacher's evaluation of the impact of digital games on school achievement have different effects on the 5 factors of teachers' acceptance. This study is meaningful to identify how teachers' acceptance of digital games is constructed and to explore the main factors affecting teachers' acceptance of digital games.

Array Localization for Multithreaded Code Generation (다중스레드 코드 생성을 위한 배열 지역화)

  • Yang, Chang-Mo;Yu, Won-Hui
    • The Transactions of the Korea Information Processing Society
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    • v.3 no.6
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    • pp.1407-1417
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    • 1996
  • In recent researches on thread partitioning algorithms break a thread at the long latency operation and merge threads to get the longer threads under the given constraints. Due to this limitation, even a program with little parallelism is partitioned into small-sized threads and context-swithings occur frequently. In the paper, we propose another method array localization about the array name, dependence distance(the difference of accessed element index from loop index), and the element usage that indicates whether element is used or defined. Using this information we can allocate array elements to the node where the corresponding loop activation is executed. By array localization, remote accesses to array elements can be replaced with local accesses to localized array elements. As a resuit,the boundaries of some threads are removed, programs can be partitioned into the larger threads and the number of context switchings reduced.

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Key Factors Influencing Online Relational Intimacy in the Context of Social Networking Services (SNS 환경에서 온라인 관계 친밀도에 영향을 미치는 선행 요인들)

  • Kim, Byoungsoo
    • Journal of Digital Convergence
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    • v.18 no.7
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    • pp.149-156
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    • 2020
  • This study investigated the key factors affecting online relational intimacy in the context of SNS. Based on the use and gratification theory, self-presentation, relationship formation and information searching were identified as the main needs of SNS usage. These needs were expected to influence online relational intimacy through user satisfaction, subjective well-being, and disclosing information behaviors. The theoretical framework was validated by a longitudinal method. Hypotheses were tested by using the partial least squares to data from 199 Facebook users. Self-presentation and information searching had a significant impact on both user satisfaction and subjective well-being. However, relationship formation did not significantly affect both user satisfaction and subjective well-being. User satisfaction had a significant direct effect only on online relational intimacy. Subjective well-beings played a significant role in enhancing both disclosing information behaviors and online relational intimacy. Finally, it has been found that disclosing information behaviors are a key factor in enhancing online relational intimacy. The results of this study are expected to provide academic and practical implications for the key antecedents of online relational intimacy.