• Title/Summary/Keyword: Usage experience

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The Influence of Social Capital Types Through Social Media on Consumer Citizenship (소셜미디어를 통한 사회자본 유형이 소비자시민성에 미치는 영향)

  • Jang, Il Hoon;Lee, Seonglim;Park, Eun Jung
    • Journal of Families and Better Life
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    • v.35 no.1
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    • pp.107-124
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    • 2017
  • Consumer citizenship is essential for better market and economy, and social capital plays an important role for raising consumer citizenship. This study explored the types of social capital developed on social media, and investigated the relationship between consumer citizenship of college students and social capital. Using data from 263 undergraduate students currently using social media, K-mean cluster analysis, one-way ANOVA, Duncan's multiple range test, chi-squared test, and multiple regression analysis were conducted. The major results were as follows. First, four types of social capital on social media were identified: mediocre social capital, instrumental-centered social capital, weak social capital, and strong social capital. Second, socio-demographic characteristics variables such as gender and work experience showed significant difference by type of social capital through social media. In addition, the most used social media and time for using social media variables showed significant difference by type of social capital through social media. Third, controlling for socio-demographic characteristics and social media usage pattern, the types of social capital had a significant effect on consumer citizenship. Based on the results, the implications for consumer education to develop consumer citizenship were suggested.

Survey Study of Optimal Cooling Equipment Capacity of the Large Hospitals in Busan City (부산지역 대형병원 냉방장비의 용량설정 실태조사)

  • Lee, Ji-Weon;Chin, Kyung-Il;Kim, Se-Hwan
    • KIEAE Journal
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    • v.14 no.6
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    • pp.105-110
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    • 2014
  • The basic factors determining the amount of energy used in hospital buildings are weather conditions and building factors. But the real energy consumer is central plant equipment such as boilers and chillers that produce thermal energy for heating and cooling. Inaccurate decision of the primary equipment's size can cause a high initial-cost, an excessive equipment space, a wasted energy by low operation-efficiency and shortening of the machine's life. In this reason, the decision of optimal size for central plant equipment is very important. There are several factors for the decision such as an operation factor, a factor (equipment factor), piping losses and a simultaneous usage factor applied in the sizing process except a basic cooling load. But there is no standard method for applying those factors. Usually, factors are applied individually by an experience or custom of each engineer. In this study, the authors emphasize the meaning and the problem of those factors, examine them by analyzing factors which were applied to actual practices, and propose the recommendation value of safety, load, operation factors and application methods.

A Comparison Study for Optimal Implementation of the EDI Systems of Port Logistics (항만물류 EDI 시스템의 최적 구현을 위한 비교 분석)

  • 김현수;박남규;한계섭;최형림;조재형
    • The Journal of Information Systems
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    • v.10 no.2
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    • pp.103-128
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    • 2001
  • At present, the EDI systems are indispensable software in port logistics industry. Currently, a monopolistic VAN/EDI service provider operates the EDI services. The current EDI client software has the 2-tier fat client/server architecture. However, the current EDI software is lack of Web interface and causes lots of cost for maintenance. Therefore, a variety of implementation architecture has been being tried by using script, XML and distributed object-oriented technology. Web/EDI and XML/EDI are the new EDI systems, However, the EDI systems have some limitations such as speed. This study intends to compare the variety implementation architecture for the EDI systems in the users' perspective and explore the strong and weak points of each architecture. We compared the EDI systems based on our experience of more than 2-years of implementation project for the EDI systems of port logistics. We categorized the EDI systems as client application EDI, Web EDI using script, XML/EDI, and 3-tier distributed object-oriented EDI system. We compared them with criteria such as speed, program maintenance, easiness of implementation and usage, security, and load balancing and fail-over. Finally we discuss the direction of optimal EDI system architecture for the future.

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A study on UI of the wired & wireless unified RSS reader Based on analysis of information management & storage in web usage (정보 관리와 저장에 관한 사용자의 웹 사용형태에 기반한 유무선 통합 RSS 리더의 인터페이스에 관한 연구)

  • Seo, Kyung-Ja;Cho, Kwan-Hee;Song, Hyun-Chul;Kim, Seong-Kyoon;Kang, Wook
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.199-204
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    • 2008
  • 웹 2.0의 대표적인 형태로 관심을 받고 있는 RSS 서비스는 기술에 대한 이해가 바탕이 되어야만 사용할 수 있는 인터페이스를 기반하고 있기 때문에 사용자들의 이용이 저조한 현상이 나타나고 있다. 이러한 현상을 극복하기 위한 방안으로 정보 저장과 관리에 관한 사용자의 웹 브라우징 형태를 분석하여 유용성이 높은 유무선 통합 RSS 리더의 인터페이스를 연구하고자 히는 것이 이 논문의 목적이다. 실험을 통하여 사용자를 조사한 결과 웹 정보를 저장하고 관리하는 툴로 즐겨찾기를 가장 많이 사용하고 있으며 포탈서비스에 대한 의존도가 높게 나타났다. 이러한 분석을 토대로 사용자의 정보 저장과 보관에 대한 경험에 근거한 인터페이스 개발로 기술에 대한 거부감 해소와 유용성 높은 유무선 연동 RSS 리더 서비스 개발이 가능하리라고 판단된다. 또한 Push model 과 Pull model 의 자연스러운 공존을 통해 웹 1.0에서 2.0으로 이행하는 과도기적 모델로 활용할 수 있다. 이 논문을 통하여 웹 2.0 서비스 개발하는데 있어 현재 사용자들의 웹 사용 경험을 이해할 수 있는 자료로 활용될 수 있을 것이라고 예상된다.

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A Model of User Adoption of Mobile Games (모바일게임 플레이 의도의 영향요인 연구)

  • Han, Kwang-Hyun;Kim, Tae-Ung
    • Asia pacific journal of information systems
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    • v.16 no.2
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    • pp.123-141
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    • 2006
  • 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, as well as PC games, Video games and online games, offer a unique value for users in providing an exciting digital experience in virtual worlds. The overall trend for mobile games is towards bigger, more colorful, more involving and exciting contents, which might build upon the developing capabilities of mobile phones and networks, in order to bring new styles, concepts and experiences of game play to the users. In this paper, we investigate the factors influencing the usage and acceptance of the mobile games, based on the extended version of the Technology Acceptance Model (TAM). Based on data collected from online survey, we show that perceived usefulness, ease of use are the major determinants for mobile game users to play games. Four factors, including ease of use, self-expressiveness, visibility, and innovativeness are empirically shown to determine the level of perceived usefulness; additionally, innovativeness and facilitating conditions are shown to directly affect ease of use. Based upon the statistical results, some useful guidelines for game development and market penetration strategies are also provided.

Evaluation Research on Smart Mirror UX for Efficient Communication of the IoT Generation (IoT 시대 효과적인 커뮤니케이션을 위한 스마트미러 UX 평가 연구)

  • Oh, Moonseok
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.11 no.1
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    • pp.121-133
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    • 2015
  • IoT utilized network vitalization between objects are being rapidly established within current IT communication environment. Therefore the worth of smart mirrors is rising for it is a tool to allow online network between objects to be possible in human communication environment. For effective IoT generation's communication, this research intends to evaluate the smart mirror's value for practical uses based on the users' experiences. For the UX evaluation according to the locations where it will be used, Peter Morville's Honeycomb model and Jocob Nielsen's usage evaluation principles were referred to analyze effectiveness of 4 factors, utilization convenience, communication effectiveness, mass interest and space adequateness on households, public places and work places. Hence, we have were led to an objective result through statistical analysis method based on survey. As a result, we have confirmed the smart mirror's positive influence on the users' effective communication in all places. Especially in households, utilization convenience and space adequateness appeared to be high that confirmed sufficient users' need for the home-automation services. In public places, the communication effectiveness and space adequateness ranked high to confirm that the smart mirror utilization is adequate to provide location information. Also, in work places, the mass adequateness was high that we were able to confirm that supply of work place-specific service contents would bring meaningful results to the users. The smart mirrors are the adequate method to provide effective communication in IoT generation with high possibilities in further development.

Game Theory based Dynamic Spectrum Allocation for Secondary Users in the Cell Edge of Cognitive Radio Networks

  • Jang, Sungjin;Kim, Jongbae;Byun, Jungwon;Shin, Yongtae
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.8 no.7
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    • pp.2231-2245
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    • 2014
  • Cognitive Radio (CR) has very promising potential to improve spectrum utilization by allowing unlicensed Secondary Users (SUs) to access the spectrum dynamically without disturbing licensed Primary Users (PUs). Mitigating interference is a fundamental problem in CR scenarios. This is particularly problematic for deploying CR in cellular networks, when users are located at the cell edge, as the inter-cell interference mitigation and frequency reuse are critical requirements for both PUs and SUs. Further cellular networks require higher cell edge performance, then SUs will meet more challenges than PUs. To solve the performance decrease for SUs at the cell edge, a novel Dynamic Spectrum Allocation (DSA) scheme based on Game Theory is proposed in this paper. Full frequency reuse can be realized as well as inter-cell interference mitigated according to SUs' sensing, measurement and interaction in this scheme. A joint power/channel allocation algorithm is proposed to improve both cell-edge user experience and network performance through distributed pricing calculation and exchange based on game theory. Analytical proof is presented and simulation results show that the proposed scheme achieves high efficiency of spectrum usage and improvement of cell edge SUs' performance.

The Differences in Children's Story Comprehension According to the Types of Reading Media : Paperback Books vs. Electronic Books (읽기매체의 종류에 따른 유아의 이야기 이해도 차이 : 종이책과 전자책)

  • Kim, Tae-Yeon;Yi, Soon-Hyung
    • Korean Journal of Child Studies
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    • v.35 no.4
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    • pp.249-262
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    • 2014
  • This study investigated differences in children's story comprehension as they related to the types of reading media. The participants comprised 62 four-years-olds from two child-care centers located in a middle-income region of Seoul and Gyeonggi Province. In order to control the experience effect, newly developed stories published into two formats of reading media (paperback books and electronic books) were provided to the participants. The results indicated that there were no significant differences in children's story comprehension depending on the types of reading media. Paperback book readers and electronic book readers did not show any significant difference in story comprehension, which consists of recall, recognition and reasoning tasks. As literature pertaining to children's usage of electronic books is limited, the present study offers guidelines for the development of children's reading media and may serve as a useful resource for future studies.

The Current Use of Human Patient Simulators in Nursing Schools in Korea (간호교육에서의 환자시뮬레이션 교육 현황)

  • Lee, Yoon Ju;Kim, Mi Won;Oh, Eui Geum
    • Korean Medical Education Review
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    • v.13 no.2
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    • pp.47-57
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    • 2011
  • Purpose: This study was conducted to explore the current usage of high integration mannequin human patient simulators (hereafter HPS) in nursing education. Methods: Thirty-two faculty members in 11 nursing schools participated in this survey. the questionnaire consisted of some multiple-choice questions and open questions to collect data on the experience of faculty members with using HPS as well as quantitative information. Results: The faculty members who used HPS in their classes recognized the need to use simulation in nursing education. They identified the advantages of simulation education as promoting adaptation to the clinical environment(46.9%), promoting self-confidence(28.1%), promoting critical thinking(28.15), and making direct nursing skill practice available(28.1%). However, they considered the obstacles to the use of simulation in nursing education to be insufficient manpower(62.5%), insufficient time(40.6%), and difficulty in preparing a teaching strategy(34.4%). Conclusion: HPS is useful in nursing education, but systematic plans and policies regarding on its operation are needed to confirm its effectiveness. The results of this study generally provide a basic information for use of HPS in nursing education.

Investigating the Privacy Paradox in Facebook Based on Dual Factor Theory (페이스북에서의 프라이버시 패러독스 현상 연구 : 듀얼팩터이론을 중심으로)

  • Yu, Jae Ho;Lee, Ae Ri;Kim, Kyung Kyu
    • Knowledge Management Research
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    • v.17 no.1
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    • pp.17-47
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    • 2016
  • People use social network services (SNSs) for various purposes, for example, to share information, to express themselves, and to strengthen social relationships with others. Meanwhile, problems of personal information leakage and privacy infringement become a social issue and thus information privacy concerns about inappropriate collection and use of personal information increase in SNSs (e.g., Facebook). Although people have privacy concerns in SNSs, they behave in a contradictory way, voluntarily presenting themselves and disclosing personal information. This phenomenon is called 'privacy paradox'. Using dual factor theory, this study investigates the phenomenon of privacy paradox by looking into enablers (e.g., self-presentation) and inhibitors (e.g., information privacy concern) for continuous use of Facebook that can co-exist independently of each other. It also includes antecedents of self-presentation (i.e., narcissism, need for affiliation, involvement, and self-efficacy) and those of information privacy concern (i.e., previous experience of privacy infringement, privacy awareness, and privacy control). The results show that most hypothesized relationships were supported. These findings provide strategic implications for SNS providers who want to promote continuous use of SNS. Under the current circumstances in which enhanced privacy policies are required, this study would be a useful reference for future research on information privacy issues in SNSs.

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