• Title/Summary/Keyword: Usage experience

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Development of Coupon System for Youth's Experiential Learning using QR Code (QR코드를 이용한 청소년 체험학습 쿠폰 시스템 개발)

  • Park, Soon-Ho;Kim, Yu-Doo;Moon, Il-Young
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.5 no.1
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    • pp.52-57
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    • 2013
  • Because of rapid spread of the PC, many users have been enjoying a variety of content as PC. Especially in recent years, young people has increased dramatically PC usage. Young people get more easily information using a PC. Especially they relieve their stress through online games and feel another fun of virtual reality. It is obviously a good effect that they contact IT culture with rapidly developed. But young people's perspective with world is narrow because of doing more indoor activities than outdoor. Therefore we built Spot experience voucher system using smart phone application. We hope that many young people act outdoor activities. And Our product offer hybrid device by developing HTML5-based app. Thus this app will give interest of spot-experience to young-people. So If young people use this app, they can have many experience and see diverse aspects.

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Knowledge Acquisition and Application for Scheduling Expert System of Highrise Buildings (HRB Expert 구축을 위한 지식의 획득과 활용)

  • Hong Young-Tak;Yu Jung-Ho;Lim Gyeong-Ho;Lee Hyun-Soo
    • Korean Journal of Construction Engineering and Management
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    • v.6 no.2 s.24
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    • pp.92-101
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    • 2005
  • The duration of highrise building projects is more shorter than its increasing of the numbers of floors. The project is liable to overrun of the time in which the project must be complete. AS highrise buildings are increased, time management has been reorganized as critical success factor. To improve time management, time management softwares are introduced and the software's education is made lively in construction company. However a large amount of time management works still have been based on not the software but scheduler's experience. We often can find the time overrun risk of highrise building because of the shortage of scheduler's experience. To diminish the mistake of the scheduler who does not have much experience, we suggested HRB Expert which uses expert's knowledge to make the time plan of highrise building. We made an example of knowledge acquiring and knowledge usage which cased on reinforced concrete work of highrise building by literature review and interview with scheduling expert. The precision of time plan will be enhanced and time overrun will be prevented on condition that HRB Expert is constructed and used

The Characteristics of Dining-out Customers at Ski Resorts in South Korea

  • Yoon, Hei-Ryeo
    • Food Quality and Culture
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    • v.3 no.1
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    • pp.20-26
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    • 2009
  • The purpose of this study was to investigate the characteristics of dining-out customers by their behaviors based on geographical regions and visiting days in relation to restaurant attraction at ski resorts in Korea. The data were collected from six ski resorts. Three of the ski resorts were located in Kyunggi Province close to a metropolitan area, namely Seoul. The other three resorts were located in Kangwon Province, which is considered to be distant from the Seoul metropolitan area. A total of 599 usable questionnaires were utilized in the data analysis. Descriptive statistics and a cross tabulation analysis with chi square were used to examine the demographic characteristics of the respondents and the significant differences between geographical regions as well as between weekdays and weekends. The responding customers consisted of 57.3% (n=343) males and 42.7% (n=256) females. With respect to age, 15.5% were less than 20 yr., 44.6% were $20{\sim}30$ yr., and 28.0% were $30{\sim}40$ yr. The most recognizable occupations were student (32.9%) followed by office worker (33.2%). Twenty-seven percent of the respondents had less than one year of skiing experience and the majority (32.9%) had more than $1{\sim}3$ yr of experience. The major findings obtained from this study include statistically significant differences in the customers' demographical characteristics of age, occupation, skiing experience, and residential area according to the geographical regions of Kyunggi Province and Kangwon Province (p<0.05). All six of the customers' behavioral attributes, including transportation, reason to visit, staying days, purpose of visit, spending expenses, and usage of discount programs, showed significant differences between geographical groups (p<0.05). Finally, restaurant attraction was associated with the purpose of visiting and spending expenses by customers at the ski resorts (p<0.001).

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Research on value-added services of Chinese online music platforms

  • Yuan, Yuxuan
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.11
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    • pp.287-294
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    • 2022
  • The purpose of this study is to define the concept of value-added services on online music platforms, put forward a model of users' willingness to use value-added services on online music platforms, and explore the way its influencing factors affect users' willingness to use. This study is based on the stimulus-response model, combined with the characteristics of online music service platforms, using information value, social value, and entertainment value as independent variables, using flow experience as a mediating variable, and self-awareness as a moderator variable, and then researches on the use of users. influence of will. Empirical analysis was carried out in this study using SPSS and AMOS statistical analysis tools. It is verified that the value-added services of online music platforms have a positive and positive impact on consumers' flow experience and usage intention. This research can fill in the theoretical defects of online music platform service, which has positive and important significance for music platform operators to improve their service capabilities and improve their income.

A Study on the Experience and Utilization of Generative AI-Based Classes - Focusing on Programming Classes (생성형 인공지능 기반 수업 경험 및 활용 방안에 대한 연구 - 프로그래밍 수업을 중심으로)

  • Jung-Oh Park
    • Journal of Practical Engineering Education
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    • v.16 no.1_spc
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    • pp.33-39
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    • 2024
  • This study examines the changes in learners' positive/negative perceptions of classroom experience and actual utilisation of AI chatbots in response to the recent changes in education trends caused by generative AI. AI chatbots were utilised in web programming classes for six classes of engineering students over two semesters. The learners' experience and usage were analysed from the beginning of the semester through surveys until the submission of midterm and final examination reports. The study's results indicate that the chatbot enhanced learning by providing Q/A feedback and solving practical problems. Additionally, the perception of the chatbot improved from midterm to the end of the course. The study also drew meaningful conclusions about the issue of community disconnection (personalisation) in the classroom and how to use it as educational software. This research is significant for the development of generative AI-based software.

The actual conditions on drug abuse among High school students in Busan city (고등학생(高等學生)의 약물(藥物) 남용(濫用) 실태(實態))

  • Cho, Yeon-Sook
    • Journal of the Korean Society of School Health
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    • v.3 no.1
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    • pp.101-118
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    • 1990
  • This study was intended to investigate actual conditions and problems relating to a variety of substance which have been used by students. A Questionnaire survey was carried out with the subject of 2411 students in an academic boys' high school, academic girls' high school, technical boys' high school and technical girls' high school in Pusan, from the 15th day to 29th day of March, 1989. The summarized results were as follows. There was not a remarkable difference in distribution of these subjects in boys' & girls' high school. The common and good health condition of subjects accounted for 90 percent or higher. 24.4 percent of them also had smoking experience, 11.6 percent of which continues to smoking. The understanding rate of these substances name other than sedative, psychostimulants and antihypnotic accounted for 90 percent or higher. The experience rate taking these substances for one year showed that anodyne, digestive and nutritive tonic accounted for 70 percent, antihypnotic for 15.6 percent, sedative for 1.4 percent, respectively, and psychostimulants for 0.5 percent. Moreover. it was shown that drugs accounted for 1.5 percent, bond for 1.4 percent, and thinner for 0.5 percent. The rate of the daily experiencers who took anodyne, digestive, nutritive tonic, sedatives, and psychostimulants and so on was 7.7 percent, 6.2 percent, 5.2 percent, 5.9 percent, and 5.0 percent respectively. This fact implied that there was a serious problem in high school students' non - narcotic abuse. The usage rate of these substances for treatment purpose showed that anodyme accounted for 90 percent or higher, and digestive for 70-80 percent, respectively, where girl students showed higher rate than one of boy students. Additionally, there was higher the usage rate for other purposes. The usage rate of drugs was highest when these students felt melancholy and curiousity. Their obtaining place appeared that these students mainly obtained these drugs, bonds and thinners from a small shop or peddler and their friend while they usually obtained other substance from the pharmacy and medical institute. The first usage time of these substances appeared during the middle school (the age of 14-15) which was the highest rate. The smoker of all subjects used remarkly large substances as compared with one of no-smoker. Particularly, it appeared that the usage of drugs was very closely related to smoking. The large number of students did not use these substances for oesrable purposes even though they understood the name of these substances. For this reason, from primasy schools it is required to teach the students dependence and harmful effects caused by these substances abuse. Moreover, it was shown that these students firstly used these substances during the middle school (the age of 14-15)due to curiosity. As a result, it is very urgent to give the students health education suitabale for prevention of these substance abuse, when considering harmful effects of these substances. And so health education for no-smoking. Finally, considering that it is very easy to obtain these substances from a small shop and pharmacy, the regulation of these substances control should be considered and completed in the future.

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An Analysis of the Roles of Experience in Information System Continuance (정보시스템의 지속적 사용에서 경험의 역할에 대한 분석)

  • Lee, Woong-Kyu
    • Asia pacific journal of information systems
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    • v.21 no.4
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    • pp.45-62
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    • 2011
  • The notion of information systems (IS) continuance has recently emerged as one of the most important research issues in the field of IS. A great deal of research has been conducted thus far on the basis of theories adapted from various disciplines including consumer behaviors and social psychology, in addition to theories regarding information technology (IT) acceptance. This previous body of knowledge provides a robust research framework that can already account for the determination of IS continuance; however, this research points to other, thus-far-unelucidated determinant factors such as habit, which were not included in traditional IT acceptance frameworks, and also re-emphasizes the importance of emotion-related constructs such as satisfaction in addition to conscious intention with rational beliefs such as usefulness. Experiences should also be considered one of the most important factors determining the characteristics of information system (IS) continuance and the features distinct from those determining IS acceptance, because more experienced users may have more opportunities for IS use, which would allow them more frequent use than would be available to less experienced or non-experienced users. Interestingly, experience has dual features that may contradictorily influence IS use. On one hand, attitudes predicated on direct experience have been shown to predict behavior better than attitudes from indirect experience or without experience; as more information is available, direct experience may render IS use a more salient behavior, and may also make IS use more accessible via memory. Therefore, experience may serve to intensify the relationship between IS use and conscious intention with evaluations, On the other hand, experience may culminate in the formation of habits: greater experience may also imply more frequent performance of the behavior, which may lead to the formation of habits, Hence, like experience, users' activation of an IS may be more dependent on habit-that is, unconscious automatic use without deliberation regarding the IS-and less dependent on conscious intentions, Furthermore, experiences can provide basic information necessary for satisfaction with the use of a specific IS, thus spurring the formation of both conscious intentions and unconscious habits, Whereas IT adoption Is a one-time decision, IS continuance may be a series of users' decisions and evaluations based on satisfaction with IS use. Moreover. habits also cannot be formed without satisfaction, even when a behavior is carried out repeatedly. Thus, experiences also play a critical role in satisfaction, as satisfaction is the consequence of direct experiences of actual behaviors. In particular, emotional experiences such as enjoyment can become as influential on IS use as are utilitarian experiences such as usefulness; this is especially true in light of the modern increase in membership-based hedonic systems - including online games, web-based social network services (SNS), blogs, and portals-all of which attempt to provide users with self-fulfilling value. Therefore, in order to understand more clearly the role of experiences in IS continuance, analysis must be conducted under a research framework that includes intentions, habits, and satisfaction, as experience may not only have duration-based moderating effects on the relationship between both intention and habit and the activation of IS use, but may also have content-based positive effects on satisfaction. This is consistent with the basic assumptions regarding the determining factors in IS continuance as suggested by Oritz de Guinea and Markus: consciousness, emotion, and habit. The principal objective of this study was to explore and assess the effects of experiences in IS continuance, with special consideration given to conscious intentions and unconscious habits, as well as satisfaction. IN service of this goal, along with a review of the relevant literature regarding the effects of experiences and habit on continuous IS use, this study suggested a research model that represents the roles of experience: its moderating role in the relationships of IS continuance with both conscious intention and unconscious habit, and its antecedent role in the development of satisfaction. For the validation of this research model. Korean university student users of 'Cyworld', one of the most influential social network services in South Korea, were surveyed, and the data were analyzed via partial least square (PLS) analysis to assess the implications of this study. In result most hypotheses in our research model were statistically supported with the exception of one. Although one hypothesis was not supported, the study's findings provide us with some important implications. First the role of experience in IS continuance differs from its role in IS acceptance. Second, the use of IS was explained by the dynamic balance between habit and intention. Third, the importance of satisfaction was confirmed from the perspective of IS continuance with experience.

The Effect of Paid YouTube Channel Membership Motivation on Usage Satisfaction and Continuance Intention: Based on Consumption Value Theory (유료 유튜브 채널멤버십 이용동기가 이용만족과 지속이용의도에 미치는 영향: 소비가치이론을 기반으로)

  • Chengnan Jiang;Ji Yoon Kwon;Sung-Byung Yang
    • Journal of Service Research and Studies
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    • v.13 no.2
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    • pp.181-203
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    • 2023
  • YouTube exhibits a hybrid personality, incorporating traits of both over-the-top (OTT) and personal broadcasting platforms. However, limited research has investigated these hybrid characteristics, particularly in the context of paid YouTube channel memberships. Therefore, building upon consumption value theory and prior literature, this study examines the influence of consumption value factors associated with paid YouTube channel memberships on usage satisfaction and continuance intention. Specifically, the study identifies four perceived consumption value factors (functional, social, emotional, and epistemic values) within the paid YouTube channel membership context and assesses their impact on usage satisfaction and continuance intention. Additionally, the study explores the moderating role of conditional value (the experience of watching live streams on paid YouTube channels) in these relationships. Data was collected via an online survey from Korean adults who subscribed to multiple paid YouTube channel memberships, resulting in 274 responses. The proposed hypotheses were tested using structural equation modeling (SEM). The SEM results indicate that all four consumption value factors significantly influence usage satisfaction, with usage satisfaction in turn positively affecting continuance intention. Furthermore, the study reveals that conditional value moderates the relationships between functional/emotional values and usage satisfaction, as well as between usage satisfaction and continuance intention. This study is the first to focus on YouTube channel paid memberships, which encompass characteristics from both OTT and personal broadcasting platforms. It is anticipated that this research will offer insights to personal broadcasters and stakeholders regarding the motivational factors that impact user satisfaction and encourage subscriptions to channel memberships.

A Study on the Information Usage Behavior of Researchers in the Field of Ocean Science and Technology (해양과학기술 분야 연구자의 정보이용행태에 관한 연구)

  • Han, Jong Yup;Seo, Man Deok
    • Journal of the Korean Society for information Management
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    • v.31 no.1
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    • pp.163-187
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    • 2014
  • The purpose of this study is to explain information usage behavior of researchers in the field of ocean science and technology. The study mainly collected primary data for advancement of special library services as well as establishment of personalized information services based on personal characteristics such as age, education level, and area of research. The data collection was conducted for two weeks during January 2014, through a web survey to 348 researchers in national ocean research institutions in South Korea. Total of 115 researchers replied. The analysis showed that the most preferred type of information medium was a scholarly journal. Researchers used more foreign published journals compared to Korean ones, while favoring digital formats rather than printed ones. The top channels for information collection were 'web search' and 'affiliated libraries.' Most pointed out difficulties of data collection were 'lack of variety of digital resources in affiliated libraries' and 'reluctance to use charged information.' Key elements for satisfactory user experience were ranked in the order of 'digital library system,' 'library staff,' and 'library collection' and so on;which proves the close relationship between library service and information usage service satisfaction. The result of an assessment for demands in special libraries showed that 'personalized information search service,' 'project support service,' and 'research direction analysis service' should be implemented in the future.

Determining Uses and Gratifications for the Mobile Games (이용 충족관점에서의 모바일게임 플레이어 유형과 특성 분석에 관한 연구)

  • Han, Kwang-Hyun;Lee, Han-Chul;Kim, Tae-Ung
    • Information Systems Review
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    • v.9 no.2
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    • pp.15-39
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    • 2007
  • Mobile games have emerged as the most innovative entertainment technology, adding new revenue streams, taking advantage of the potential of wireless applications and service offerings. Mobile games, like any other types of computer game, offer a unique value for users in providing an exciting digital experience in virtual worlds. In this paper, we attempt to investigate the demographic factors which play critical roles in determining the level of playing times; classify mobile gamers based on their motives for playing games; and empirically test differences in their demographic factors and mobile game usage. Statistical results show that significant differences in playing times exist, depending upon their age, gender, mobile device, mobile phone usage, mobile game experiences, and preferred games genres. Applying Factor analysis, we have identified Escape, Social interaction, Challenge and Competition, Fantasy, Diversion and Relaxation, Ease of Accessibility as key motivators for playing mobile games. Additional cluster analysis shows that the categorization of gamers, according to their usage habits and the key motivators for playing, can be made as follows: Multi-gamers, Communication-focused gamers and Mobile active-gamers. Further correlation of these grouping with socio-economic data shows the significant differences in gaming habits and patterns of mobile phone use.