• Title/Summary/Keyword: User Tendency

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The Effects of Attachment, Friendship, Avatars Image Decoration Needs, and Avatars Identification on Internet Addiction Tendency among Elementary School Children (초등학생 인터넷 중독경향성에 미치는 모애착, 친구관계, 아바타 이미지 표현욕구 및 아바타 동일시의 영향)

  • Kawk, Tae-Eun;Jeon, Hyo-Jeong
    • Korean Journal of Child Studies
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    • v.31 no.2
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    • pp.103-117
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    • 2010
  • The purpose of this study was to investigate the characteristics of internet usage among 5th and 6th grade of elementary school children and to elucidate the path model and the relative effects of various factors on internet addiction in the internet addiction tendency group. According to our results, the normal internet user group exhibit higher educational levels in fathers, secure attachment to mother, and warm friendship when compared to the internet addiction tendency group. At the same time, internet addiction group exhibit longer internet use time, a greater numbers of avatars in use, and higher avatars decoration costs. The research model suggested here was supported by the results. Attachment to mother appears to affect friendship which in turn affects avatars image decoration needs and avatars identification which in turn then has an impact upon internet addiction tendency. These results were then discussed in relation to previous research and theories.

The Effects of the Characteristics of Internet Communities and Individuals on User Loyalty (인터넷 커뮤니티의 특성과 개인 특성이 사용자 충성도에 미치는 영향)

  • Suh, Kun-Soo
    • Asia pacific journal of information systems
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    • v.13 no.2
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    • pp.1-21
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    • 2003
  • Although the internet community(IC) has been recognized as an increasingly important for better understanding and relationships with customers, few evidence has been accumulated what factors influence IC success. This study posits the characteristics and individual characteristics as key determinants of IC success, and related hypotheses were tested using 230 data. Using user loyalty as a surrogate of IC success, this study found that the three key characteristics of IC-focus, interactivity, and cohesion levels-significantly influence the community user's loyalty. In addition, individual characteristics including personal value propositions(e.g, challenge/ambitious value, economic/rational value) and absorption tendency(e.g., flow level) affect their loyalty levels. This study also found that the determinents of IC user's loyalty defer with different types of community such as entertainment, relationships, and information/opinion sharing communities. These findings are hopefully helpful for the successful and contingent management of IC buildings and operations.

A Formal Study on Game Character Preference through Game User Classification (게임 이용자의 특성 분류를 통한 게임 캐릭터 선호도에 관한 조형 연구)

  • Noh, Kyung-Hee;Lee, Tae-Il;Cho, Sung-Hyun
    • Journal of Korea Game Society
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    • v.7 no.4
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    • pp.23-31
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    • 2007
  • The study is to explore the ways to design game characters according to the tendency of game users by classifying game users and analyzing the relation between user classes and their preferences towards game characters. The study examines various user classifications based on users' engagement levels, and designs a user questionnaire from them. Based on the result of questionnaire analysis, the study redefines user classes and applies the formal elements of character design to draw on the relationships between user classes and their preferences.

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Effects of FIN-TECH use motivation on User Attitude and Word Of Mouth Intention: Focus on a Innovation Resistance Tendency and Type of Message (Rational, Emotional) (핀테크 이용 동기에 따른 이용자 태도와 구전의도의 관계 - 혁신저항과 메시지 유형의 조절효과 -)

  • Seol, Sang-Cheol;Jung, Sung-Gwang;Choi, Woo-Young
    • Management & Information Systems Review
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    • v.36 no.5
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    • pp.195-222
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    • 2017
  • Today's economy is becoming more and more convergence between different industries as the demarcation of the boundaries of all areas is leading to innovations such as mobile and social network services. So Fin-tech is a new technology that can combine the advantages of mobile and Internet with the technology revolution to easily handle financial and IT tasks. This Fin-tech is a compound word of finance and technology. The purpose of this study is to investigate the overall structural relationship between Fin-Tech use motivation (usefulness, enjoyment) on user attitude and word of mouth intention. In addition, we investigated how FinTech use motivation, user attitude, and word of mouth intention change according to innovation resistance tendency. And, we examined how the motivation, user attitude, and word of mouth intention of FinTech change according to the message type (rational and emotional). The main results of this study are as follows. First, the usefulness and enjoyment of motivation for using FinTech have a positive effect on user attitude, and user attitude also has a positive effect on word of mouse intention. Second, the relationship between FinTech use motivation, user attitude, and word of mouth intention was found to difference according to consumers' innovation resistance. Third, it was found that the relationship between FinTech use motivation, user attitude, and word of mouth intention differs according to type of message (rational, emotional). At the conclusion of the study, the summary of the research results, implications and limitations, and future research direction are described.

A study on Customized Foreign Language Learning Contents Construction (사용자 맞춤형 외국어학습 콘텐츠 구성을 위한 연구)

  • Kim, Gui-Jung;Yi, Jae-Il
    • Journal of Digital Convergence
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    • v.17 no.1
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    • pp.189-194
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    • 2019
  • This paper is a study on the methodology of making customized contents according to user 's tendency through the development of learning contents utilizing IT. A variety of learners around the world use mobile devices and mobile learning contents to conduct their learning activities in various fields, and foreign language learning is one of the typical mobile learning areas. Foreign language learning contents suggested in this study is constructed based on the learner's verbal and text information in accordance with the user's vocal tendency. It is necessary to find out a suitable method to translate the user's native language text into the target language and make it into user friendly content.

A Real-Time User Authenticating Method Using Behavior Pattern Through Web (웹 사용자의 실시간 사용 패턴 분석을 이용한 정상 사용자 판별 방법)

  • Jang, Jin-gu;Moon, Jong Sub
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.26 no.6
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    • pp.1493-1504
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    • 2016
  • As cyber threats have been increased over the Internet, the invasions of personal information are constantly occurring. A malicious user can access the Web site as a normal user using leaked personal information and does illegal activities. This paper proposes an effective method which authenticates a genuine user with real-time. The method use the user's profile which is a record of user's behavior created by Membership Analysis(MA) and Markov Chain Model(MCM). In addition to, user's profile is augmented by a Time Weight(TW) which reflects the user's tendency. This method can detect a malicious user who camouflage normal user. Even if it is a genuine user, it can be determined as an abnomal user if the user acts beyond the record profile. The result of experiment showed a high accuracy, 96%, for the correct user.

An Auto Playlist Generation System with One Seed Song

  • Bang, Sung-Woo;Jung, Hye-Wuk;Kim, Jae-Kwang;Lee, Jee-Hyong
    • International Journal of Fuzzy Logic and Intelligent Systems
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    • v.10 no.1
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    • pp.19-24
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    • 2010
  • The rise of music resources has led to a parallel rise in the need to manage thousands of songs on user devices. So users have a tendency to build playlist for manage songs. However the manual selection of songs for creating playlist is a troublesome work. This paper proposes an auto playlist generation system considering user context of use and preferences. This system has two separated systems; 1) the mood and emotion classification system and 2) the music recommendation system. Firstly, users need to choose just one seed song for reflecting their context of use. Then system recommends candidate song list before the current song ends in order to fill up user playlist. User also can remove unsatisfied songs from the recommended song list to adapt the user preference model on the system for the next song list. The generated playlists show well defined mood and emotion of music and provide songs that the preference of the current user is reflected.

A Study on the Factors Affecting Game Flow and Satisfaction in Mobile Game (모바일 게임에 대한 몰입과 만족도에 미치는 영향요인 연구)

  • Lee, Jin Hyung;Kim, Chul Soo
    • The Journal of Information Systems
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    • v.28 no.1
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    • pp.183-206
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    • 2019
  • Purpose Research purpose is extraction of the factors affecting game flow and satisfaction in mobile game. Design/methodology/approach In mobile game, the factors affecting game flow were classified into three parts: mobile game platform characteristics, user cognition characteristics, and user individual characteristics through previous studies for existing online game and mobile game. In the research we extracted the factors as follows: the connectivity, usability, network speed, pleasure, service quality, relatedness, proficiency, self-fulfillment, early adopter tendency, and competitive spirit. Using the factors, we established research model and tested hypotheses empirically. This survey was conducted five months targeting from teenagers to fifties with mobile game experience. The questionnaire items were reconstructed according to the questionnaires of the present study or those newly developed by the game experts and total 56 items in the literature of Internet game, smartphone game, and mobile game based on the existing literature study respectively. Findings According to the analysis result, this study showed that ease of use, enjoyment, self - fulfillment and competitive spirit had a significant influence on user flow and also that service quality, proficiency and competitive spirit had a significant influence on user satisfaction in mobile games.

A Study of Transformation tendency of an Apartment Unit Plan after The Enforcement of Price Deregulation (분양가 자율화이후 공동주택 단위평면의 변화경향에 관한 연구)

  • Ko, Young-Seok;Kweon, Young;Kim, Yong-Sung
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2003.05a
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    • pp.74-77
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    • 2003
  • After the Enforcement of Price Deregulation of Apartment, Apartment house get down to originality goods, The Housing Market have reorganized the nucleus by a user, have demanding the development for discriminative unit plan. The purpose of this study is that before and after the Price Decontrol of Apartment take part a variety of unit plan, search for transformation factor and analyze into the tendency of the distinction plan of Housing Goods. Before and after the Price Decontrol of Apartment, Apartment unit have analyzed from 85 $m^2$ till 152 $m^2$ private area; ten corporations of civil construction' unit in Seoul and The national capital region supply apartment, will supply apartment. For selected examples, first, unit plan is normalized from the ratio of front to side wall, bay, a Room' organization and a kind of Room, number, and for examples of unit plan of apartment, the examples were analyzed with respect to change of a Room' organization and the number of a room and the ratio of front wall to side wall for item investigated. Finally, I search out course of transformation tendency of an apartment unit plan after Enforcement of Price Deregulation and analyzed a factor. The results of the study are follows, after Enforcement of Price Deregulation, unit plan of apartment lead to change lay out, to secure each family's privacy, to secure feeling for open hearted, tendency of flexibility.

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An Intelligence P2P Mobile Agent System to learn Real-time Users' Tendency in Ubiquitous Environment (유비쿼터스 환경에서 실시간 사용자 성향 학습을 위한 지능형 P2P 모바일 에이전트 시스템)

  • Yun Hyo-Gun;Lee Sang-Yong;Kim Chang-Suk
    • Journal of the Korean Institute of Intelligent Systems
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    • v.15 no.7
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    • pp.840-845
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    • 2005
  • Intelligent agents to learn users' tendency have learn uscrs' tendency by sufficient users information and training time. When the intelligent agents is used in ubiquitous environment, users must wait for intelligent agents to learn, so user may be can't get proper services. In this paper we proposed an intelligent P2P mobile agent system that can learn users' tendency in real-time by sharing users' resource. The system shared users contexts on four places and made feel groups which was composed of similar users. When users' service which had the highest correlation coefficient in the peer groups was suggested, users were satisfied over $80\%$.