• Title/Summary/Keyword: User Attitude

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THE SURVEY ON ORAL HEALTH AND MAXILLOFACIAL TRAUMA INCIDENCE OF THE SPORTS PLAYERS IN KOREA (운동선수들의 구강 악 안면 영역에서의 스포츠 외상에 관한 설문조사)

  • Park, Neung-Seog;Woo, Yi-Hyung;Bak, Jin;Choi, Dae-Gyun
    • The Journal of Korean Academy of Prosthodontics
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    • v.45 no.4
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    • pp.534-545
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    • 2007
  • Statement of problem: In spite of increasing sports injury, there was no collected data on the rate and type of dental injuries for athletes in Korea. Purpose: The purpose of this study was to investigate the occurrence of maxillofacial injuries and attitude of college sports player in Korea towards mouthguard. Material and methods: Total 617 athletes answered a series of questionnaire concerning their sports injury and using mouthguard. Results: 1. 81%(502) of athletes had, playing or training a sports, suffered an injury. Female athletes suffered an injury more than male athletes(p<0.05). Contact sports athletes were injured more than non contact sports athletes(p<0.05). 2. 335 athletes(54.8%) had suffered maxillofacial injuries while playing or training. 81.8% of athletes suffered an maxillofacial injury in contact sports(p<0.05). 3. Laceration of oral area, wrick in neck, fracture or avulsion on upper incisors, concussion, TMJ injury, fracture or avulsion on lower incisors, fracture or avulsion on lower molars were frequently injured area. 4. 67.2% of athletes answered that mouthguard could prevent sports injury especially high in contact sports(p<0.05). But only 39.1% of athletes required mouthguard while playing. 44.6% of athletes showed their intention of using mouthguard. Conclusion: This study shows that the incidence of maxillofacial injuries is very high while the actual use of mouthguard is very low. To prevent sports injury, a dentist must inform sports players and coaches of accurate information about mouthguard so that they can use it well. A dentist also has to provide them with better mouthguard on the basis of user's complaint.

An Importance Analysis of The Korean Ethical Guideline for Automated Vehicle Using AHP Method (계층화 분석방법을 활용한 한국형 자율주행자동차 윤리 가이드라인 중요도 분석 연구)

  • Hwang, Kee-yeon;Song, Jae-in;Kang, Min-hee;Im, I-jeong
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.19 no.1
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    • pp.107-120
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    • 2020
  • This study aims to analyze the importance of key elements and clauses of the preliminary ethical guideline for Automated Vehicles(AV) using the Analytic Hierarchy Process(AHP). Reflecting previous researches on AV ethical guideline, we developed the questionnaire for the AHP survey. According to the AHP results of key elements and detailed clauses, Protecting human dignity and life are most important as a top priority in overall clauses. Also, clauses related to the user's liability are high priorities, but clauses related to the administrator's liability are low priorities. These results implied that the government should enact a law and draw up an ethical guideline in a neutral attitude to respect the private areas and enjoy the public interests. In order to declare Korean ethical guidelines and improve social acceptance, it is necessary to conduct a seminar and make an educational program, also gather the opinions of citizens and experts.

How the Strength of Parent Brand Associations Influences the User Acceptance of Extended brand: Internet of Things Perspective (사용자의 확장브랜드 수용과 모브랜드의 영향력: 사물인터넷을 중심으로)

  • Lim, Hyun A;Kwon, Hyuk-Jun;Choi, Jaewon
    • The Journal of Society for e-Business Studies
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    • v.23 no.2
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    • pp.49-65
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    • 2018
  • The purpose of the research is to identify the effects of brand evidence, brand personality and negative factors on extended brand trust and customer purchase intention in IoT (Internet of Things) service. Negative factors include scarcity marketing and privacy concern. To achieve this objective, we analyzed the 269 respondents who had used Xiaomi products at least more than once. The results of this study are as follows: First, it was found that core service, self-image congruence of brand evidence and brand personality has a positive influence on extended brand trust. But, perceived price of brand evidence is not related to extended brand trust. Secondly, Scarcity marketing influenced extended brand trust. But, Privacy concern is not related to extended brand trust. Consumers did not realize privacy because of technological innovation of IoT. Thus, the research has a different significance from antecedent research.

Technology Standardization, Government Intervention, and Public Electronic Certificate in Korea (기술표준화, 정부개입, 그리고 공인인증서)

  • Song, Yeongkwan
    • KDI Journal of Economic Policy
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    • v.37 no.sup
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    • pp.1-32
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    • 2015
  • Korea witnesses continued debate over the policy that mandates the use of the public authentication certificate (electronic certificate) in electronic financing. The debate mainly centers on the rationale of the government compelling, as a standard, a public electronic certificate based on a specific technology, among several user authentication technologies. This paper looks into the impacts of both adoption and abolition of this mandatory policy and thereby analyzes the effects of government intervention in technology standardization. To that end, two main questions are presented: what conditions would enable a single technology to serve as a standard in the market without government intervention; and what conditions would make the standard determined in the market contribute to maximizing social welfare. This paper demonstrates that the attitude and preference of market participants towards each technology determine the level of market equilibria and social welfare caused by the adoption and abolition of the mandatory policy on electronic certificate.

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A Posture Based Control Interface for Quadrotor Aerial Video System Using Head-Mounted Display (HMD를 이용한 사용자 자세 기반 항공 촬영용 쿼드로터 시스템 제어 인터페이스 개발)

  • Kim, Jaeseung;Jeong, Jong Min;Kim, Han Sol;Hwang, Nam Eung;Choi, Yoon Ho;Park, Jin Bae
    • The Transactions of The Korean Institute of Electrical Engineers
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    • v.64 no.7
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    • pp.1056-1063
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    • 2015
  • In this paper, we develop an interface for aerial photograph platform which consists of a quadrotor and a gimbal using the human body and the head posture. As quadrotors have been widely adopted in many industries such as aerial photography, remote surveillance, and maintenance of infrastructures, the demand of aerial video and photograph has been increasing remarkably. Stick type remote controllers are widely used to control a quadrotor, but this method is not an intuitive way of controlling the aerial vehicle and the camera simultaneously. Therefore, a new interface which controls the serial photograph platform is presented. The presented interface uses the human head movement measured by head-mounted display as a reference for controlling the camera angle, and the human body posture measured from Kinect for controlling the attitude of the quadrotor. As the image captured by the camera is displayed on the head-mounted display simultaneously, the user can feel flying experience and intuitively control the quadrotor and the camera. Finally, the performance of the developed system shown to verify the effectiveness and superiority of the presented interface.

Type of attitude analysis of the Auto-play mobile games using user (모바일 게임 자동플레이 사용 유저의 유형별 태도분석)

  • Lee, Seung-Jae;Paik, Paul Chul-Ho
    • Journal of Korea Game Society
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    • v.16 no.6
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    • pp.163-172
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    • 2016
  • This study analyzes the attitudes of users who use the automatic-play function of mobile-games. It also observes changes in different emotions to enjoyment. For the analysis, the Q methodology appropriate for the subjectivity study was used, and it classified two types of attitudes based on the analysis. After the classification, it defined the characteristic of each type based on Lazzaro's theory on classification of fun. Types with high rate of convenience feature dependency utilize automatic-play feature to play games for collecting and growth, and they prefer managing the game outdoors. Another type enjoyed the experience of problem solving through games. They want the process to be a good skill to possess in game-play. There was also a tendency to perceive oneself as the game's character. Both types were responded positively to using automatic-play to play mobile-games. This is expected to be used as important data for game production, leading to usability evaluation for analyzing the emotional sensitivity of mobile game users.

Design and Implementation of a PREP-based Mobile System for Improving Reading Skills of Children with Learning Disabilities (학습장애아의 읽기 능력 향상을 위한 PREP 기반의 모바일 학습시스템 설계 및 구현)

  • Lee, Deuk-Ye;Jun, Woo-Chun
    • Journal of The Korean Association of Information Education
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    • v.15 no.2
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    • pp.227-239
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    • 2011
  • In this paper, a mobile system is designed and implemented for children with learning disabilities. The system is designed to improve reading skills of those students. The reading skill is very basic and essential ability for various subjects. In this paper, the proposed mobile system is based on PREP that is known as a good theory for improving reading skills of children with learning disabilities. The system has the following characteristics. First, the system can improve the reading skills by providing successive tasks and simultaneous tasks. Second, the system can provide interests by introducing quiz-type study and considering accessibility, and individuality of learning disorder students. Third, the system has user-friendly interface so that the students have easy access to the system. The system is applied to some elementary school students. The following result is obtained: both of reading attitude and reading ability are improved.

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A Behavioral Study of Cyworld Mini Homepage Users' Fashion Consciousness and Their Online Clothing Purchase Patterns in Relation to the Level of Self-disclosure (싸이월드 미니홈피 사용자의 자기노출 정도에 따른 패션 의식 및 온라인 의복 구매행동 연구)

  • Kim, Yeon-Ji;Kim, Chil-Soon
    • The Research Journal of the Costume Culture
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    • v.18 no.5
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    • pp.991-1002
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    • 2010
  • Nowadays, personal media is a new tool for communication as digital cameras and mobile phones are developing rapidly. We are concerned over Cyworld users who could have different personal characteristics which will influence on buying patterns in on line shopping behaviors. The purpose of this research was to observe fashion attitudes and purchase behavior of Cyworld mini homepage users, for establishing marketing strategies by understanding consumers. For this study, one line survey was used for 500 male and female subjects who are 20 to 40 years old. Only reliable 441 questionnaires were used for analysis. The SPSS program was used for frequency, K-means cluster, t test, and chi-square test. A total of 441 respondents were clustered on the basis of 8 item self-disclosure scale, using the K-means procedures. The results indicated that respondents were clustered into two segments; 267 respondents(active attitude towards self-disclosure) and 164 ones(not active). We examined fashion attitudes in mini home page and buying behavior by self-disclosed variable. Those who are involved actively in self expression and self-disclosure considered more fashion style and trend. The major motivates of web surfing was finding a good design, and good price. High self-disclosure group tends to search many shopping mall for right design and low self disclosure group tends to search them for the right price. High self-disclosure group tend to shop the fashion products more, while low self disclosure group tend to purchase books more through the internet. We realized that active group in self-disclosure purchased their clothing accidently when they visit Cyworld.

The Effects of Attitudinal Ambivalence and Positive Mind for Smart Devices on User Satisfaction (스마트기기에 대한 태도적 양가성, 긍정적 마음과 사용자 만족 간의 관계)

  • Cho, Hwihyung
    • The Journal of the Korea Contents Association
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    • v.15 no.5
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    • pp.464-474
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    • 2015
  • Smart devices are playing an increasing important role in today's knowledge society. On the other hand, its adverse effects are creating social problems as well. Thus, users have diverse attitude toward smart devices. In this regard, this study is aimed at examining the impact of attitudinal ambivalence and positive mind for the smart technology on consumer satisfaction. In order to achieve the research objective, we formulated research hypotheses. Then we conducted a questionnaire survey using college students to test hypotheses, and analyzed collected data using regression analysis. The results of our analysis indicated two key findings. First, it was found that attitudinal ambivalence had a negative effect on consumer satisfaction. Second, positive mind was found to have a positive effect on consumer satisfaction. Our findings are expected to make an academic contribution by enhancing our understanding of what leads to consumer satisfaction with smart devices.

Factors for the Adoption of Smartphone-based Mobile Banking : On User's Technology Readiness and Expertise (스마트폰 기반 모바일뱅킹 채택에 영향을 미치는 요인 : 기술준비도와 전문지식을 중심으로)

  • Lee, Ji-Eun;Shin, Min-Soo
    • The Journal of Society for e-Business Studies
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    • v.16 no.4
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    • pp.155-172
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    • 2011
  • The purpose of this study is to examine factors affecting an individual's acceptance of mobile banking, which is a typical example of smartphone based self-service. We derive three personal traits(positive technology readiness, negative technology readiness and individual's expertise) as antecedent variables that affect intention to use mobile banking from previous studies, and adopt a technology readiness and acceptance model(TRAM) to investigate factors that determine an individual's intention to use mobile banking. TRAM, which integrates technology readiness index(TRI) into the technology acceptance model (TAM) in the context of consumer adoption of e-service systems, is adopted to examine personal traits influencing on the factors forming the attitude of mobile banking. The new findings of this study are as follows. First, individual's expertise and positive technology readiness(ptr) have significant effect on both perceived usefulness and perceived easy of use. However, negative technology readiness(ntr) has significant effect on only perceived easy of use.