• Title/Summary/Keyword: Usage experience

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A Study on the Importance of Measures for Improving PLM System Usage (PLM 시스템 활용도 향상 방안의 중요도에 관한 연구)

  • Yoo, Jong Kwang;Rim, Seong Taek;Min, Dai Hwan
    • The Journal of Information Systems
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    • v.31 no.1
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    • pp.239-269
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    • 2022
  • Purpose This paper attempts to identify items for improving the usage of PLM(Product Lifecycle Management) systems and suggests ways to prioritize improvement items on the basis of importance. It also tries to find out differences in the importance of improvement items due to the company size, the industry, the job, or the PLM solution. Design/methodology/approach Through a survey from participants to a PLM System Conference, data were collected from a sample of 181 users who had the previous experience in using a PLM system. In order to figure out the differences in the importance among user groups, the F-test with the Scheffe test as a post-hoc analysis was used in case of equal variances and the Welch test with the Dunnett T3 test was used in case of unequal variances. Findings This study sorted out 25 improvement ideas according to their importance assessed by the PLM system users. The top five ideas are improving data consistency, error minimization, fast system response time, enhancing user recognition, and business process improvement. The support group puts higher importance than the general user group in data consistency, fast system response time, enhancing user recognition, business process improvement, dedicated team for data consistency, continuous support from management, hardware performance upgrade, output linkage to other systems, and shortening problem solving duration. The largest company group attaches significantly higher weights than the smallest company group to data consistency, error minimization, fast system response time, business process improvement, dedicated team for data consistency, security with proper access management, output linkage to other systems, and better user interface.

The Effect of The Characteristics of One-Person Media on Intention of Usage: Focusing on The Mediating Effect of Perceived Value (1인 미디어의 특성이 사용의도에 미치는 영향: 지각된 가치의 매개효과를 중심으로)

  • Chen Yu, Fei;Chen, Xing
    • Journal of Digital Convergence
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    • v.20 no.5
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    • pp.357-362
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    • 2022
  • This study classified the characteristics of one-person media into two factors: interactivity and entertainment, and investigated the effect on intention of usage and the mediating effect of perceived value. In order to confirm this, this study conducted an empirical analysis targeting Chinese people who have experience watching one-person media real-time broadcasting and Chinese students studying in South Korea. As a result of the analysis, it was found that the interactivity and entertainment of one-person media had a positive (+) effect on intention of usage, and the partial mediating role of the perceived value was also verified in the relationship between the characteristics of one-person media and the intention of usage. Based on the above results, characteristics such as interactivity and entertainment of one-person media were identified as important factors that can increase users' intention to use. In addition, it also introduces the significance of this study, and reviews the limitations of the study and the direction of follow-up research.

Key words research of players' experience and presence in FPS genre-focusing on game play time and Steam reviews (FPS게임의 사용자 현존감과 플레이어 경험에 대한 키워드 연구 - Steam 리뷰와 게임 이용 시간을 중심으로)

  • Choi, Young-Woo;Ryu, Seoung-Ho
    • Journal of Korea Game Society
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    • v.21 no.6
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    • pp.13-30
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    • 2021
  • This paper analyzed the user's presence experience and player experience in FPS according to game usage time using Steam's review data. Data was obtained through crawling using Python. In analysis result, it was confirmed that issues related to controllable physical presence and uncontrollable social presence emerged in the group with less game use time, and controllable physical presence was changed to controllable social presence in the group with more play timeFurthermore, through player experience analysis, it was found that the keyword "recoil," a factor in game play, was important.

Research and Design of Functional Requirements of Shared Electric Bicycle App Based on User Experience

  • Xiangqin Zhao;Bin Wang
    • Journal of Information Processing Systems
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    • v.19 no.2
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    • pp.219-231
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    • 2023
  • Intelligent applications are crucial for increasing the popularity of shared urban electric bicycles (EBs). Building an application platform architectural system that can satisfy independent user operations is critical for increasing the intelligent usage of shared EBs. Consequently, we collected online reviews of shared EB applications, conducted semantic processing and sentiment analysis, and refined the positive and negative review data for each function. The positive and negative review indices of each function were calculated using the formulae for positive and negative review indices of product functions, thereby determining the functions that need to be improved. Each function of the Shared EB application was improved according to its business process. The main contributions of this study are to build a user requirement architecture system for the Shared EB application with five dimensions and 22 functions using the Delphi method to design the user interface (UI) of this application based on user satisfaction evaluation results; to create a high-fidelity dynamic interaction prototype and compare user satisfaction before and after improving the Shared EB application functions. The testing results indicate that the changes in the UI significantly improve the user experience satisfaction of the urban Shared EB application, with the positive experience index increasing by 69.21% and the negative experience index decreasing by 75.85% overall. This information can be directly used by relevant companies to improve the functions of the Shared EB application.

Usage of Library Collection, Services & Assistance Among Ophthalmologists - An Opinion Survey

  • Govindarajan, R.;Dhanavandan, S.
    • International Journal of Knowledge Content Development & Technology
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    • v.10 no.2
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    • pp.39-49
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    • 2020
  • Accurate and reliable Information improves decision making, reduces costs, and saves time. The ophthalmic Libraries supply quality ophthalmic information to the ophthalmologists to serve the patients in a better way and stimulate the growth of ophthalmic field. This paper aims to study the usage of library collection, services and assistance among the Ophthalmologists - Eye Doctors in India. A survey method is used to obtain the ophthalmologists' usage of library collection, services and assistance. Through convenient sampling method, a structured questionnaire is circulated to the ophthalmologists in India and 633 ophthalmologists are responded. Among the 633 ophthalmologist, 82.15% of the ophthalmologists use the library collection - book. 73.46% of the ophthalmologists use the online data / journals. 89.73% of the ophthalmologists seek assistance to locate books/articles/documents. There exists a significant difference between the ophthalmologists use of Library Service and gender (p value 0.001**). There exists a significant difference between the ophthalmologists use of Library Assistance / help and designation category (p value 0.000**). There exists a significant difference between the ophthalmologists use of Library Assistance / help and working experience (p value 0.017**). There exists a significant difference between Library Services (p value 0.009**), Library Assistance / help (p value 0.000**) and institution type. The study results will help the ophthalmic libraries to serve the user better.

Influencing Factors on the Adoption of Object-Oriected Computing

  • Kim, lnjai
    • Proceedings of the Korea Society for Industrial Systems Conference
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    • 1998.10a
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    • pp.613-622
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    • 1998
  • This study investigates the factors that affect the adoption of object orientation . One major research question is addressed : What are the factors that significantly influeence the adoption of object orientation ? This study especially explores the impact of independent variables on the level of actual usage of object orientation. The independent variables are classified into four categories as follow ; (1) Individual factors : amount of experience in using the structures methods and level of openness toward new technologies ; (2) Managerical factors : perceived management support and training : (3) Organizatinal factors : number of IS professionals in the working group and that in organization ; and (4) Environmental factors ; accessibility to technology champions and software hardware environment supporting object orientation. A Questionnaire measuring the above variables was utilized to investigate the effect of these variables on the dependent variable, the actual usage of object orientation. The structured questionnaire was administered to Data Processing Management Association (DPMA) professionals in U. S. The results of this study revealed several important findings with most results being consistent with expectations based on related theory. The personal openness toward new technologies, perceived management support, training, and hardware/software environment were highly related to the usage of object orientation. This study suggested an empiriclal basis for understanding the early adoption of object orientation in organization.

Impacts of Intrinsic Motivation and Gender Difference on Video Game Genre Usage: A Multiple Group Comparison Approach (내재적 동기와 성차가 비디오 게임 장르 이용에 미치는 영향: 다중 그룹비교 접근법을 이용한 이론적 모델 검증)

  • Kim, Jung Kyu;Ahn, Jungsun
    • The Journal of the Korea Contents Association
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    • v.13 no.6
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    • pp.67-76
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    • 2013
  • By integrating of intrinsic motivation theory and flow theory, this study sought to investigate the causal linkage among optimal balance of video game player's perceived skill and challenge, flow experience, intrinsic motivation and video game genre usage. A path analysis showed that the different types of video game usage were directly influenced by players' intrinsic motivations, which were also reinforced by players' flow experiences of enjoyment. However, the path model with a multiple group approach provided no strong evidence for gender differences in the relationships between the variables of interest.

A Study on the Effect of Machining Precision and Shop Floor Environment due to Cutting Fluid Usage (절삭유 사용이 가공정밀도 및 작업환경에 미치는 영향에 관한 연구)

  • Hwang, Joon;Chung, Eui-Sik;Heo, Sung-Jung
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 2001.04a
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    • pp.1004-1007
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    • 2001
  • This paper presents the experimental results to verify the environmental consciousness with economic balances due to cutting fluid behaviors, effectiveness in machining process. Even though cutting fluid improves the machined part quality through the cooling and lubracating effects, its environmental impact is also increased according to the cutting fluid usage. Because cutting fluid are used by experience than science on shop floors, its environmental impact are more serious to human health hazard, shop floor environments. In this study a few cutting parameters are adopted as the machinability index (i.e. ; tool wear and surface roughness), and aerosol mist diffusion rate of cutting fluid as the environment consciousness index. These indeces are analyzed quantitatively via a few experiements. The results of this study can be facilitate the optimization of cutting fluid usage in achieving a balanced environmental consciousness consideration with economic view.

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A Study on Purchase Satisfaction and Repurchase Intention accoding to Usage Motivation when Purchasing Fashion Products in Social Commerce (소셜커머스에서 패션제품 구매시 이용동기에 따른 구매만족도와 재구매의도에 관한 연구)

  • Lee, Hyun Ji
    • Fashion & Textile Research Journal
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    • v.16 no.4
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    • pp.596-603
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    • 2014
  • The purpose of this study was to find affecting consumer's usage motivation on purchase satisfaction and repurchase intension when purchasing fashion products in social commerce. The data were collected via a self-administered questionnaire from 239 male and female who living in Busan with experience in social commerce purchasing fashion products. Using SPSS 20.0 and AMOS 20.0 package, Cronbach's ${\alpha}$, a confirmotory factor analysis and a structural equation modeling analysis were performed. The results are as follows. Hedonic, economical efficiency and interaction without information provide subjective norms significantly influenced the purchase satisfaction. And aforementioned subjective norms significantly influenced repurchase intension, too. The purchase satisfaction positively influenced the repurchase intension. Therefore, social commerce sellers of fashion products ought to offer variety price benift and promotion to raise the purchase satisfaction and repurchase intension. To offer variety price benift, they should respond sensitively to the price set by comparing prices with other sellers. And promotion to raise the purchase satisfaction and repurchase intension need to consider such variety of missions, discount coupons or event and mileage. In addition, they should develop customer service system for interaction with customer and connect to the repurchase increases the purchass satisfaction through faster customer response to the product information or sales, service.

The Experience of Health Food Usage for Adults in Seoul (서울지역 성인들의 건강보조식품 섭취실태에 관한 연구)

  • 유양자;홍완수;윤선주;최영심
    • Korean journal of food and cookery science
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    • v.18 no.2
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    • pp.136-146
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    • 2002
  • This study was performed to find out the patterns of health food usage among the adults residing in Seoul. The majority of respondents were female (72.2%), who were 40∼49 years old (42.2%), and 53.4% had college education or over. Of the 618 respondents surveyed, more than half (56.3%) was found to take health food. The respondents responded that the most important factors for maintaining healthy body were proper eating habit (4.38 out of 5), and good rest and enough sleep (4.38). Depending on the general characteristics and the age of the subject, there were significant differences in the usage and the kind of health food, respectively Probiotic beverage was the most frequently used by the age group of 20's due to its affordable price. The most popular health food items were ginseng, herbal medicine, and animal protein. The main reasons for taking health food were to maintain health (49.7%) and to recover from the fatigue (22.6%). When selecting health food, they considered side effect, effectiveness, cleanliness, reliability of company and price. The motivation for purchasing health food came from family members and relatives (45%), subjects themselves (27%), and commercial advertisement (10%). Pharmacy and health food store were the popular places for purchasing them.