• Title/Summary/Keyword: User Perceptions

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Image Retrieval: Access and Use in Information Overload (이미지 검색: 정보과다 환경에서의 접근과 이용)

  • Park, Minsoo
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.703-708
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    • 2022
  • Tables and figures in academic literature contain important and valuable information. Tables and figures represent the essence of the refined study, which is the closest to the raw dataset. If so, can researchers easily access and utilize these image data through the search system? In this study, we try to identify user perceptions and needs for image data through user and case studies. Through this study we also explore expected effects and utilizations of image search systems. It was found that the majority of researchers prefer a system that combines table and figure indexing functions with traditional search functions. They valued the provision of an advanced search function that would allow them to limit their searches to specific object types (pictures and tables). Overall, researchers discovered many potential uses of the system for indexing tables and figures. It has been shown to be helpful in finding special types of information for teaching, presentation, research and learning. It should be also noticed that the usefulness of these systems is highest when features are integrated into existing systems, seamlessly link to fulltexts, and include high-quality images with full captions. Expected effects and utilizations for user-centered image search systems are also discussed.

Understanding User Perception of Generative AI and Copyright of AI-Generated Outputs: focusing on differences by user group (생성 AI와 AI 창작물 저작권에 대한 사용자의 인식 연구: 사용자 그룹의 차이를 중심으로)

  • Dahye Choi;Jungyong Kim;Daeun Han;Changhoon Oh
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.777-786
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    • 2023
  • Generative AI systems are expected to be more widely utilized. However, relatively little attention has been paid to understanding how users perceive and accept generative AI results. To identify strategies for increasing the future use of generative AI and prepare for potential issues, we organized design workshop for the general user group and the designer group. They created artwork utilizing Novel AI and semi-structured interview was followed to evaluate their attitudes toward generative AI and its copyright. Results indicate that the general public views generative AI positively, while the design-related group views it quite negatively. The participants expressed concerns as to the misuse the system, specifically related to copyright issues. People who are likely to utilize generative AI outcomes have insisted more strongly that copyrights should be their own. Those working in the design field highly evaluated the possibility of using generative AI in their work. Copyright perceptions were not significantly influenced by users' satisfaction or their level of involvement in the creation process. We discuss design implications for interfaces using generative AI based on the findings.

A Study on the Use of Book Numbers in the National Libraries and Regional Central Libraries in Korea (국가도서관과 지역대표도서관의 도서기호 현황 분석 및 개선방안에 관한 연구)

  • Chung, Yeon-Kyoung;Chang, Yun-Mee
    • Journal of the Korean Society for information Management
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    • v.29 no.3
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    • pp.79-97
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    • 2012
  • The purpose of this study was to investigate the current status of assigning book numbers and the perceptions of librarians who assign the book numbers at two National Libraries, nine Regional Central Libraries and Jeongdok Public Library in Korea. Based upon the analysis, a better method to assign book numbers for the libraries was suggested. The most serious problem was the length of the book numbers due to the duplication of book numbers and lack of intuitiveness. Therefore, this study suggested a user-oriented way of assigning book numbers based upon combining the name of the author and the year of the publication.

Influences of Enneagram Personality Types on OPAC Searching and Satisfaction (에니어그램 성격 유형에 따른 OPAC 탐색 성향과 만족도)

  • Jung, Young-Mi
    • Journal of the Korean Society for information Management
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    • v.29 no.3
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    • pp.169-186
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    • 2012
  • This study examined the relation between personality types and users' searching trait and satisfaction when interacting with OPAC system. In this study, personality type was measured by the KEPTI Enneagram tools. Data was collected through four questionnaires, pre-test, TaskA, TaskB, and post-test survey. The results indicated that there was a statistically significant difference in perceptions on the expected ease of search, completion time, adequacy of search time, usefulness of search results, and performed ease of search within the Three Triads of Enneagram. Also a statistically significant difference was found on familiarity and interest in the selected queries within the Hornivian group.

Analysis of Game-Like Internet Banner Advertisement Based on Display Factors (게임성향 인터넷 배너광고의 표현요소 도출)

  • Seo, Mi-Ra
    • Journal of Digital Convergence
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    • v.10 no.8
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    • pp.311-316
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    • 2012
  • With the growing market for the internet advertisement, the user perceptions of the importance of the Internet advertisement have been also changed. It is quite certain that the use of Internet banner advertising, which is much more cost-effective than other types of advertisement, is the most attractive to advertisers. At the same time, the interactivity of the internet banner advertisement has been recognized as an attractive portion of advertisement, which can make the users keep their attention toward the banner advertisement. The internet banner advertisement utilizes its characteristics, such as the additions of both visualized transformations and synesthetic concepts, to increase users' curiosity and interest. Hence, the present study analyzed the cases by exploring potential seven display factors of game-like internet banner advertisement based on previous literature with regard to the analysis of characteristics of the internet banner advertisement, components of design structures, and components of games.

Development of a Medication Error Prevention System and Its Influence on Patient Safety Culture and Initiatives (투약오류예방 시스템 구축에 따른 환자안전문화와 환자안전행위계획)

  • Kim, Myoung-Soo;Kim, Hyun-Hee
    • Korean Journal of Adult Nursing
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    • v.27 no.1
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    • pp.1-10
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    • 2015
  • Purpose: The objective of this study was to examine patient safety culture (PSC) and patient safety initiatives (PSI) according to IT-based medication errors prevention system which is constructed in this study, and to identify the relationships among system construction, perception to the usage, PSC and PSI. Methods: The subjects were 180 nurses who work at 12 different hospitals with over 300 beds. The questionnaire included the characteristics of participants, a system construction status, the perception to the usage using electric pharmacopoeia (EP), a drug dose calculation system (DDCS), a patient safety reporting system (PSRS) and a bar-code system (BS). The data were collected from July 2011 to August 2011. Descriptive statistics, ANOVA, Pearson correlation and MANOVA were used for data analysis. Results: Systems were constructed in participating hospitals; For EP and PSRS, 83.9%, DDCS, 50%, and BS, 18.3%. The perceptions on the usage of the system were marked highest in BS as 4.54 followed by EP as 3.85. There were significant positive correlations between PSI and EP construction (r=.17, p=.028); PSRS (r=.17, p=.028) and DDCS (r=.23, p=.002). Conclusion: The developed system for improving the user experiences and reducing medication errors was found out well accepted. It is hoped that the system is helpful for PSC and PSI improvement in clinical settings.

The Effect of Force Feedback on Video Gamers' Performance (포스 피드백이 비디오 게이머들의 게임결과에 미치는 영향)

  • Jeong, Wooseob
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.24 no.4
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    • pp.91-98
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    • 2013
  • The purpose of this study is to examine the effect of force feedback on video gamers' performance with two different types of game controllers, and to verify users' consistency on their perceptions of force feedback effect and their actual performances in video games. 42 qualified players' records on a driving video game were analyzed in this study. This study shows 1) the force feedback effect in video games depends on the type of game controllers, 2) there is inconsistency between gamers' perception on the force feedback effect and their actual performances with the force feedback effect, and 3) emotional pleasure (fun factor) plays a big role in gamers' performances.

A study on the library of 'The Name of the Rose' as a Haptic space (촉지적 공간으로서의 영화 '장미의 이름'의 장서각에 관한 연구)

  • Park, Miyoung;Joh, Hahn
    • Korean Institute of Interior Design Journal
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    • v.22 no.2
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    • pp.100-111
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    • 2013
  • The theories of optical/haptic perception provide us contrasting insights into the perception of space in movie and architecture. Through the lenses of these theories, this study aims to analyse the optical and haptical aspect of the medieval library of the film, The Name of the Rose. The dominance of vision over the other senses has been maintained by many philosophers, such as Plato, Aristotle, and Aquinas, and this trend leads to the development of the hierarchical and perspective space of Renaissance and Modern Architecture. Those conceptions of optical space help us not only identify space as clear and distinct three-dimensional entity but also separate the subject and the object. However, tactile/haptic perception is more useful to explain the experience of film and contemporary architecture than optical perception. This haptic space is developed by Alois Riegl, Walter Benjamin, and Gilles Deleuze. This study intends to search for the difference between two perceptions on the architectural space of the movie, examine the relation between architecture and human, space and user.

Usability Evaluation of Text-based Search and Visual Search of a Multidisciplinary Library Database (상용 학술데이터베이스의 텍스트 기반 검색과 비주얼검색의 사용성에 관한 연구)

  • Kim, Jong-Ae
    • Journal of the Korean Society for information Management
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    • v.26 no.3
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    • pp.111-129
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    • 2009
  • This study examined the usability of text-based search and visual search of a large multidisciplinary library database to provide an empirical analysis of the acceptability of visual systems in the information retrieval environment. It also examined if there are differences in the usability assessment based on experimental order. The results indicated that the text-based search supported users' search behaviors more efficiently than the visual search. Also the text-based search was rated higher than the visual search in terms of user perceptions of four usability factors.

A Method to Identify How Librarians Adopt a Technology Innovation, CBAM(Concern Based Adoption Model): Focusing on School Librarians' Concern about Digital Textbooks

  • Kang, Ji Hei
    • Journal of the Korean Society for Library and Information Science
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    • v.50 no.3
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    • pp.5-23
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    • 2016
  • As new technologies change a society, librarians need to understand and adapt to technology innovations. However, most innovations that librarians are supposed to adopt are government-driven or top-down changes; and there have been very few studies conducted to identify any patterns or consistencies in librarians' perceptions of innovation. This paper, therefore, has two research purposes. First, it introduces the Concern Based Adoption Model (CBAM) as one method to gain a deeper understanding of how librarians see such changes. Second, this study identifies school librarians' concerns regarding digital textbooks in South Korea applying the CBAM theory. The test signifies that school librarians present a typical non-user profile, and the pattern anticipates a potential resistance to digital textbooks. Also, it discovers the less experienced and innovator librarians had higher concerns across every stage. The findings underscore a need of various interventions. The CBAM theory suggests, in terms of intense Stage 0 and 1, it is required for school librarians to have events to gain information about digital textbook implementation. Regarding targeted interventions, since the biggest gaps occurs in Stage 4, Consequence and Stage 5, Collaboration, according to school librarians' experience and adoption style, new school librarians need stronger engagement with the community, which including associations, mentors or peer support, and collaborating with public libraries; innovator school librarians require opportunities to test and present their use of digital textbooks (Hall and Hord 1987).