• Title/Summary/Keyword: User Perception

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A Study on Perceptions of Users for Establishing Mid-to Long Term Development Plan for Public Libraries in Dobong-gu (도봉구 공공도서관 중장기 발전계획 수립을 위한 지역주민 인식 연구)

  • Su-Young Lee;Ji-Ann Yang;Jae-Woo Nam;Min Sun Song
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.34 no.4
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    • pp.183-205
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    • 2023
  • This study was conducted to identify the operation status of Dobong-gu public libraries in order to establish a mid- to long-term development plan for Dobong-gu libraries, and to analyze local residents' perceptions of libraries by factors through user surveys to suggest specific development plans for Dobong-gu libraries. Overall, the satisfaction level of Dobong-gu residents with library services was found to be high, and all libraries were analyzed to be providing high-quality services. From this, the following operational strategies for the mid- to long-term development plan of Dobong-gu public libraries can be derived. First, libraries need to continue to collect and provide books that meet the quantitative and qualitative levels to satisfy the needs of the community and users. Electronic and online materials, including e-books and audiobooks, as well as subject-specific materials should be expanded to provide relevant programs. Second, although Dobong-gu is an aging city, a wide range of age live there, so there is a need to promote communication and understanding between generations and promote integration of the community through a generational empathy program. Third, it is necessary to remodel and improve the space of aging libraries by organizing library facilities and environments into open spaces and creating makerspaces and multicultural spaces for direct experience and practice, reflecting the latest trends in library space organization.

Cybersickness and Experience of Viewing VR Contents in Augmented Reality (증강현실에서의 가상현실 콘텐츠 시청 경험과 사이버 멀미)

  • Jiyoung Oh;Minseong Jin;Zion Park;Seyoon Song;Subin Jeon;Yoojung Lee;Haeji Shin;Chai-Youn Kim
    • Science of Emotion and Sensibility
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    • v.26 no.4
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    • pp.103-114
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    • 2023
  • Augmented reality (AR) and virtual reality (VR) differ fundamentally, with AR overlaying computer-generated information onto the real world in a nonimmersive way. Despite extensive research on cybersickness in VR, its occurrence in AR has received less attention (Vovk et al., 2018). This study examines cybersickness and discomfort associated with AR usage, focusing on the impact of content intensity and exposure time. Participants viewed 30-minute racing simulation game clips through AR equipment, varying in racing speed to alter content intensity. Cybersickness was assessed subjectively using the Simulator sickness questionnaire (SSQ; Kennedy et al., 1993). Findings revealed a progressive increase in cybersickness with longer exposure, persisting even after removing the AR equipment. Contrarily, content intensity did not significantly influence cybersickness levels. Analysis of the SSQ subscales revealed higher oculomotor (O) scores compared to nausea (N) and disorientation (D), suggesting that discomfort primarily stemmed from oculomotor strain. The study highlights distinct differences in user experience between AR and VR, specifically in subjective responses.

Configuration of Premium Mobility Customer's Experience Using a Critical Incident Technique (결정적 사건기법을 이용한 프리미엄 모빌리티 고객의 이용경험 구성요인 분석)

  • Jeong, Hyein;Hong, Seokpyo;Chung, Namho
    • Knowledge Management Research
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    • v.25 no.2
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    • pp.135-153
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    • 2024
  • With the recent emergence of smart tourist cities, premium mobility is being considered an important means of transportation in the tourism. However, there has been insufficient research conducted on the experience of premium mobility among its users. Accordingly, this study used CIT to analyze the components of the user experience of customers who used premium mobility. In order to specifically identify the factors that make up the premium mobility experience, 366 cases of satisfaction and 13 cases of dissatisfaction were collected through a total of 273 online surveys. As a result of the study, based on the customer's experience using premium mobility, CIT was applied to derive 6 categories and 9 sub-factors that constitute the perception of premium mobility. In particular, this study is different from existing studies in that convenience was added as a new category out of the 6 categories, and wide ride comfort and high price were derived as new sub-factors among the 9 sub-factors. Because of this, it has academic significance. Therefore, if scales suitable for quantitative research are developed based on the derived constructs, they could be widely applied to various topics related to premium mobility in the tourism field.

A Gap Analysis Using Spatial Data and Social Media Big Data Analysis Results of Island Tourism Resources for Sustainable Resource Management (지속가능한 자원관리를 위한 섬 지역 관광자원의 공간정보와 소셜미디어 빅데이터 분석 결과를 활용한 격차분석)

  • Lee, Sung-Hee;Lee, Ju-Kyung;Son, Yong-Hoon;Kim, Young-Jin
    • Journal of Korean Society of Rural Planning
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    • v.30 no.2
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    • pp.13-24
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    • 2024
  • This study conducts an analysis of social media big data pertaining to island tourism resources, aiming to discern the diverse forms and categories of island tourism favored by consumers, ascertain predominant resources, and facilitate objective decision-making grounded in scientific methodologies. To achieve this objective, an examination of blog posts published on Naver from 2022 to 2023 was undertaken, utilizing keywords such as 'Island tourism', 'Island travel', and 'Island backpacking' as focal points for analysis. Text mining techniques were applied to sift through the data. Among the resources identified, the port emerged as a significant asset, serving as a pivotal conduit linking the island and mainland and holding substantial importance as a focal point and resource for tourist access to the island. Furthermore, an analysis of the disparity between existing island tourism resources and those acknowledged by tourists who actively engage with and appreciate island destinations led to the identification of 186 newly emerging resources. These nascent resources predominantly clustered within five regions: Incheon Metropolitan City, Tongyeong/Geoje City, Jeju Island, Ulleung-gun, and Shinan-gun. A scrutiny of these resources, categorized according to the tourism resource classification system, revealed a notable presence of new resources, chiefly in the domains of 'rural landscape', 'tourist resort/training facility', 'transportation facility', and 'natural resource'. Notably, many of these emerging resources were previously overlooked in official management targets or resource inventories pertaining to existing island tourism resources. Noteworthy examples include ports, beaches, and mountains, which, despite constituting a substantial proportion of the newly identified tourist resources, were not accorded prominence in spatial information datasets. This study holds significance in its ability to unearth novel tourism resources recognized by island tourism consumers through a gap analysis approach that juxtaposes the existing status of island tourism resource data with techniques utilizing social media big data. Furthermore, the methodology delineated in this research offers a valuable framework for domestic local governments to gauge local tourism demand and embark on initiatives for tourism development or regional revitalization.

A Study on the Color of AI-Generated Images for Fashion Design -Focused on the Use of Midjourney (패션디자인을 위한 AI 생성 이미지 색상 비교 연구 -미드저니의 활용을 중심으로-)

  • Park, Keunsoo
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.2
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    • pp.343-348
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    • 2024
  • Today, AI image creation programs are optimized for various and specialized purposes such as fashion product advertising, customized fashion style suggestions, and design development, and are actively utilized in the fashion industry. Meanwhile, color is a powerful formative element and plays an important role in expressing images for suggesting products or fashion styles. This study seeks to expand understanding of the use of Midjourney by identifying the characteristics of color combinations that appear in clothing images created using Midjourney among AI image creation tools. The results of this study are as follows. First, the initial image created in Midjourney reflects the existing image color used to create the image more than the color specified in the command. Second, the color combinations that appear in the clothes of the images created in Midjourney are divided into separate and mixed colors. The ratio of colors expressed in a separate color scheme is affected by the color order specified in the command. The number of colors combined in a mixed color scheme appears as a combination of fewer colors than the total number of colors of clothing in the existing image used to create the image in Midjourney and the number of colors specified in the command. Third, caution is needed because changes in background color can affect the user's color perception of the clothes in the image and the formation of the costume image. It is hoped that the results of this study will be helpful in fashion design education and practice.

Roles of Perceived Use Control consisting of Perceived Ease of Use and Perceived Controllability in IT acceptance (정보기술 수용에서 사용용이성과 통제가능성을 하위 차원으로 하는 지각된 사용통제의 역할)

  • Lee, Woong-Kyu
    • Asia pacific journal of information systems
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    • v.18 no.2
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    • pp.1-14
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    • 2008
  • According to technology acceptance model(TAN) which is one of the most important research models for explaining IT users' behavior, on intention of using IT is determined by usefulness and ease of use of it. However, TAM wouldn't explain the performance of using IT while it has been considered as a very good model for prediction of the intention. Many people would not be confirmed in the performance of using IT until they can control it at their will, although they think it useful and easy to use. In other words, in addition to usefulness and ease of use as in TAM, controllability is also should be a factor to determine acceptance of IT. Especially, there is a very close relationship between controllability and ease of use, both of which explain the other sides of control over the performance of using IT, so called perceived behavioral control(PBC) in social psychology. The objective of this study is to identify the relationship between ease of use and controllability, and analyse the effects of both two beliefs over performance and intention in using IT. For this purpose, we review the issues related with PBC in information systems studies as well as social psychology, Based on a review of PBC, we suggest a research model which includes the relationship between control and performance in using IT, and prove its validity empirically. Since it was introduced as qa variable for explaining volitional control for actions in theory of planned behavior(TPB), there have been confusion about concept of PBC in spite of its important role in predicting so many kinds of actions. Some studies define PBC as self-efficacy that means actor's perception of difficulty or ease of actions, while others as controllability. However, this confusion dose not imply conceptual contradiction but a double-faced feature of PBC since the performance of actions is related with both self-efficacy and controllability. In other words, these two concepts are discriminated and correlated with each other. Therefore, PBC should be considered as a composite concept consisting of self-efficacy and controllability, Use of IT has been also one of important areas for predictions by PBC. Most of them have been studied by analysis of comparison in prediction power between TAM and TPB or modification of TAM by inclusion of PBC as another belief as like usefulness and ease of use. Interestingly, unlike the other applications in social psychology, it is hard to find such confusion in the concept of PBC in the studies for use of IT. In most of studies, controllability is adapted as PBC since the concept of self-efficacy is included in ease of use explicitly. Based on these discussions, we can suggest perceived use control(PUC) which is defined as perception of control over the performance of using IT and composed of controllability and ease of use as sub-concepts. We suggest a research model explaining acceptance of IT which includes the relationships of PUC with attitude and performance of using IT. For empirical test of our research model, two user groups are selected for surveying questionnaires. In the first group, there are freshmen who take a basic course for Microsoft Excel, and the second group consists of senior students who take a course for analysis of management information by Excel. Most of measurements are adapted ones that have been validated in the other studies, while performance is real score of mid-term in each class. In result, four hypotheses related with PUC are supported statistically with very low significance level. Main contribution of this study is suggestion of PUC through theoretical review of PBC. Specifically, a hierarchical model of PUC are derived from very rigorous studies in the relationship between self-efficacy and controllability with a view of PBC in social psychology. The relationship between PUC and performance is another main contribution.

Big Five Personality in Discriminating the Groups by the Level of Social Sims (심리학적 도구 '5요인 성격 특성'에 의한 소셜 게임 연구: <심즈 소셜> 게임의 분석사례를 중심으로)

  • Lee, Dong-Yeop
    • Cartoon and Animation Studies
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    • s.29
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    • pp.129-149
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    • 2012
  • The purpose of this study was to investigate the clustering and Big Five Personality domains in discriminating groups by level of school-related adjustment, as experienced by Social Sims game users. Social Games are based on web that has simple rules to play in fictional time and space background. This paper is to analyze the relationships between social networks and user behaviors through the social games . In general, characteristics of social games are simple, fun and easy to play, popular to the public, and based on personal connections in reality. These features of social games make themselves different from video games with one player or MMORPG with many unspecific players. Especially Social Game show a noticeable characteristic related to social learning. The object of this research is to provide a possibility that game that its social perspective can be strengthened in social game environment and analyze whether it actually influences on problem solving of real life problems, therefore suggesting its direction of alternative play means and positive simulation game. Data was collected by administering 4 questionnaires (the short version of BFI, Satisfaction with life, Career Decision-.Making Self-.Efficacy, Depression) to the participants who were 20 people in Seoul and Daejeon. For the purposes of the data analysis, both Stepwise Discriminant analysis and Cluster analysis was employed. Neuroticism, Openness, Conscientiousness within the Big Five Personality domains were seen to be significant variables when it came to discriminating the groups. These findings indicated that the short version of the BFI may be useful in understanding for game user behaviors When it comes to cultural research, digital game takes up a significant role. We can see that from the fact that game, which has only been considered as a leisure activity or commercial means, is being actively research for its methodological, social role and function. Among digital game's several meanings, one of the most noticeable ones is the research on its critical, social participating function. According to Jame Paul gee, the most important merit of game is 'projected identity'. This means that experiences from various perspectives is possible.[1] In his recent autobiography , he described gamer as an active problem solver. In addition, Gonzalo Francesca also suggested an alternative game developing method through 'game that conveys critical messages by strengthening critical reasons'. [2] They all provided evidences showing game can be a strong academic tool. Not only does a genre called social game exist in the field of media and Social Network Game, but there are also some efforts to positively evaluate its value Through these kinds of researches, we can study how game can give positive influence along with the change in its general perception, which would eventually lead to spreading healthy game culture and enabling fresh life experience. This would better bring out the educative side of the game and become a social communicative tool. The object of this game is to provide a possibility that the social aspect can be strengthened within the game environment and analyze whether it actually influences the problem solving of real life problems. Therefore suggesting it's direction of alternative play means positive game simulation.

Importance-Satisfaction Analysis of Meditation Forest in Schools - Focusing on Middle Schools in Gwang-Ju City - (명상숲의 중요도-만족도 평가 - 광주광역시 중학교를 대상으로 -)

  • Kang, Taesun;Jeong, Moonsun
    • Journal of the Korean Institute of Landscape Architecture
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    • v.47 no.4
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    • pp.68-80
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    • 2019
  • This study is to provide basic data for the user-oriented design for a middle school meditation forest in the future by analyzing the physical environment characteristics of existing middle school meditation forests, the users' utilization behavior, and the degree of the importance satisfaction. For this purpose, 24 evaluation indices based on site characteristics, naturalness, functionality, and the effectiveness of meditation forest sites were selected for analysis of importance satisfaction. We surveyed and analyzed the students and teachers of two middle schools 'A' and 'B' in Gwangju Metropolitan City. The results of this study are as follows. First, the perception and utilization rates of the meditation forests by students was significantly lower than teachers at both schools. 'A' school has a better use and recognition rate than the 'B' school. Second, the purposes of using meditation forests were rest (49.6%), weekday lunchtime (63.6%), with friends (65.0%) or colleagues (60%), and short (less than 10 minutes) rests (68.6%). They preferred flowers (30.0%) and shading plants (28.9%), mainly using shelters (57.9%) and walking trails (37.1%). Third, as a result of the importance of satisfaction analysis, the average score of the 24 items importance (3.81), higher than the satisfaction (3.62). The 24 items positioned in 4 quadrants are as follows: Nine items are in the I quadrant for 'persistent maintenance'. Three items are in the II quadrant for 'priority correction'. Seven items are in the quadrant III for 'low priority in the management and operation'. Five items are in the quadrant IV for 'avoid over effort'. For the comparison of two middle schools' satisfaction, 'A' school satisfaction was higher than 'B' school for 16 items, which showed a statistically significant difference. It is believed that the users in 'A' school are more satisfied than 'B' school because it has more forests and trails, better accessibility, and a variety of plant types and planting areas in the A school meditation forest. The results of the overall satisfaction analysis showed a significant difference between 'A' school (68.0%) and 'B' school (47.2%) as 'A' school has better shelters and trails. The rankings of the most satisfying space are walking trails (1st place) and shelters (2nd place). The reason for the highest satisfaction was for rest (stress relief and emotional support) in both 'A' and 'B' schools.

The Distribution and Characteristics of Protected Areas and Natural Resources in the Metropolitan Area in Blog Posts (블로그 게시물에 나타난 수도권 보전지역 및 자연자원의 분포 및 특성)

  • Lee, Sung-Hee;Son, Yong-Hoon
    • Journal of the Korean Institute of Landscape Architecture
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    • v.50 no.5
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    • pp.30-39
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    • 2022
  • This study aimed to evaluate the awareness of conservation areas and green resources and analyze their characteristics by utilizing accumulated blog data created for specific places and objects. Among all the conservation areas and resources located in the Seoul metropolitan area, places that can be evaluated were classified, and sites were evaluated by dividing them into ten categories based on the number of blog posts written. As a result of the study, the users' awareness of forests was the highest, and the awareness of conservation areas and green resources was higher in urban areas than suburban areas. The result shows that the conservation areas and green resources located around the metropolitan area serve as natural tourist destinations while being the object of conservation for users. In addition, these results are in the same vein as the research results in domestic and foreign studies on the importance of ecosystem services in urban areas. Unlike existing research methods, this study is meaningful in that it identified the level of user awareness through social media analysis and applied it to evaluating conservation areas and green resources. It can be used as basic data to prepare a management plan considering public interest and awareness or to establish a development plan to increase awareness. In addition, the cumulative amount of blog content used in the study is meaningful in that it can identify and monitor users' interest in the space. However, it was not possible to examine the contents of each blog in detail because it was evaluated based on the amount of social media content. In addition, in the case of conservation areas and green resources, it is necessary to review and supplement the evaluation contents by adding keyword analysis and content analysis for the site to be evaluated as content other than the pure viewpoint of users may be mixed with development issues.

A Study on the Entrepreneurial Intention of College Students in the Entertainment Industry with Idea Education and Support for Startup Infrastructure (아이디어 교육 및 창업 인프라 지원이 엔터테인먼트 산업 분야에 대한 대학생 창업의도 연구)

  • Lee, Ji-Hun
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.8
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    • pp.19-31
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    • 2021
  • This study tried to identify the characteristics of college students' entrepreneurial intentions in the entertainment industry, focusing on existing literature studies. Based on this, it was intended to suggest realistic educational alternatives for university student start-ups and implications for start-up management to university start-up officials and those in charge of national start-up support policy. Therefore, the implications of this study are as follows. First, technology(item) for idea creation education, which is an essential element in the entertainment industry, how to connect ideas and products, technology methods that can increase content value, and user characteristics education within the entertainment industry will need to be continued. In addition, along with the idea education, it is necessary to increase the understanding of start-up business management such as financing, human resource management, marketing, and operation management, and furthermore, confidence education should be provided so that the possibility of success in an entertainment start-up and a sense of adventure in a new job can be developed. Second, the space and equipment necessary for start-up (club room, student start-up room, entertainment-related equipment, etc.) should be provided centering on the opinion survey of students who are interested in starting a business, and various regulations of universities and government for student start-up should be relaxed. will have to In addition, education for the formation of entrepreneurial knowledge inside and outside of the school, special lectures and consultations by experts, and on-the-spot education, etc., should be made to create more practical entrepreneurial knowledge. something to do. Third, for students wishing to start a business in the entertainment industry, it is necessary to inform their families about the field situation of the entertainment industry accurately so that their children can develop a positive perception rather than a negative perception when choosing a business field. In addition, by promoting various successful cases of college students to their families after starting a business, families should be encouraged so that their children can develop a challenging spirit about starting a business. Fourth, it should be possible to form continuous clubs or gatherings with friends who wish to start a business in the entertainment industry, and furthermore, an opportunity to listen to the opinions of friends who actually started a business through these meetings should be provided. In addition, the meeting and the formation of friends should create a place for discussion about writing a business plan, how to succeed in starting a business, and management of startups, and psychological stimulation activities should be conducted so that each other's will to start a business arises. Fifth, various knowledge related to start-up (methods for securing funds, management of start-up organizations, grasping information about the market in which they want to start a business, etc.) should be cultivated, and how to write a business plan for the various entertainment industry fields they want to start up. You will also need to train them to be practical. Also, based on this knowledge formation, students themselves should be able to respond to risks and changes that may occur in entrepreneurship. Lastly, it is necessary to increase the understanding of business start-up management, and various psychological stimulation activities are needed to make the confidence and fear of starting a business disappear.