• Title/Summary/Keyword: User level

Search Result 2,652, Processing Time 0.028 seconds

Virtual Community Recommendation Model using Technology Acceptance Model and User's Needs Type (기술수용모형과 사용자의 욕구유형을 활용한 가상 커뮤니티 추천 모형)

  • Lee, Hyoung-Yong;Han, In-Goo;Ahn, Hyun-Chul
    • Asia pacific journal of information systems
    • /
    • v.16 no.4
    • /
    • pp.217-238
    • /
    • 2006
  • In this study, we propose a virtual community recommendation model based on user behavioral models. It is designed to recommend optimal virtual communities for an active user by applying case-based reasoning (CBR) using behavioral factors suggested in the technology acceptance model (TAM) and its extensions. Also, it is designed to filter its case-base by considering the user's needs type before applying CBR. To test the usefulness of our model, we conduct two-step validation - experimental validation for the collected data, and survey validation for investigating the actual satisfaction level. Experimental results show that our model presents effective recommendation results in an efficient way. In addition, they also show that the information on the user's needs type may generate opportunities for cross-selling other commercial items.

A New Multi-layer Multimedia for Copyright Protection (저작권보호를 위한 다중계층 멀티미디어)

  • Bae, Kyoung-Yul
    • Journal of Intelligence and Information Systems
    • /
    • v.14 no.4
    • /
    • pp.135-145
    • /
    • 2008
  • Needs for copyright protection of multimedia content are getting increased because of the internet growth. In this paper, a new technology which protects the content copyright to provide different content services by user level using the digital watermarking technology was proposed. The service can be provided by two layers of a paid user and a free user. By the proposed method, the paid user can use the high quality content and the free user only can use the low quality content. The digital watermarking technology was used to hide information to be able to improve the content quality.

  • PDF

이용자 인터페이스에 관한 연구-인터넷 특허정보 데이터베이스를 중심으로-

  • 최경화;이란주
    • Journal of Korean Library and Information Science Society
    • /
    • v.29
    • /
    • pp.213-239
    • /
    • 1998
  • The purpose of this study is to provide more effective utilization of Internet patent information databases and to help develop an user-friendly interface design. Search functions, level of user-friendliness and user-suport have been closely analyzed, using USPTO, QPAT-US, IBM as well as the relatively well-known domestically-developed Patrom. The factors used in this quality evaluation are those resulting from the combination of CD-ROM databases and traditional databases. The followings are the results. Patrom most effectively utilizes the characteristics of databases. USPTO provides the most adequate Interface for a novice user. QPAT-US employs various auxilary services while IBM uses an assortment of search methods and images. In addition, it is expected that the findings will contribute to the development of user-friendly interface databases.

  • PDF

An Empirical Study on End-user's Perception and Acceptance of Mobile Office (모바일 오피스에 대한 이용자 인식과 수용에 관한 실증 연구)

  • Lee, Ji Eun
    • Journal of Information Technology Applications and Management
    • /
    • v.19 no.4
    • /
    • pp.97-113
    • /
    • 2012
  • In order to implement the real-time enterprise (RTE) and smart work effectively, many companies have introduced a mobile office. A mobile office improves employee productivity and increases ability to respond to business opportunities by helping employee manage their business anytime and anywhere. However, it also raises the user's stress level. We conducted in-depth interviews with users to assess user's perception of a mobile office according to Saaty's BOCR model. Based on the results of the interviews, we set variables affecting user's perception of the mobile office using factor analysis. This study revealed that support for real-time business, support for communication and collaboration, and information processing quality were positively related to continuous intention to use mobile office. Further study demonstrated that three variables have mediating effect between the psychological stress and continuous intention to use. This result implies that the system quality and function are the key elements of mobile office and may contribute to the continuous use.

An Empirical Study on the Factors Influencing User Resistance to ERP : Focused on the Vietnam Users (ERP에 대한 사용자 저항의 영향 요인에 관한 실증적 연구 : 베트남 사용자를 중심으로)

  • Kim, Hongkeun;Hwang, K.T.
    • Journal of Information Technology Applications and Management
    • /
    • v.22 no.4
    • /
    • pp.127-158
    • /
    • 2015
  • This study analyzes the factors affecting user resistance to ERP in Vietnam, including the factors related to the cultural values of the users, which is rarely dealt in the previous ERP research. A research model is developed based on Klaus and Blanton [2010] and Hofstede [2011], consisting of the independent variables ('cultural value', 'system', 'organization', and 'process' related variables), a dependent variable ('user resistance to ERP') and a moderating variable ('self efficacy'). Major results of study include (1) users with high degree of uncertainty avoidance and femininity regard ERP as potential threat to their job and are likely to resist to ERP; (2) By training the users with high level of femininity to enhance their self efficacy, the degree of resistance to ERP can be reduced; (3) For ERP to be utilized successfully, systems should be developed in such a way in which working with ERP is not regarded as complex and difficult; and (4) communication and training play an important role in reducing the resistance of users.

Macro Interface: Organizational Design for UI Team (거시 인터페이스: UI(User Interface) 조직 구축에 관한 연구)

  • Pan, Young-Hwan
    • Journal of the Ergonomics Society of Korea
    • /
    • v.25 no.3
    • /
    • pp.43-47
    • /
    • 2006
  • Macro interface is primarily focused at the organization, while micro interface is primarily focused at the products or services. UI(User Interface) or UX(User Experience) organizations in Korea are institutionalized from 2000 years. Since most of the UI organizations are not institutionalized with the strategic plan, structures of them aren't optimized efficiency. The structure of the organization is conceptualized as having three core dimensions: complexity, formalization, and centralization. The status of the UI organizations in Korea is reviewed with these dimensions. This study issued the key success factors for institutionalization for UI team. Organizational maturity is considered in 5 levels based on a model by CMMI. The UI strategy has to be based the maturity level of the organization.

A Study on User Authorization for Grid Resources

  • Lee, Seoung-Hyeon;Lee, Won-Goo;Lee, Jae-Kwang
    • Journal of information and communication convergence engineering
    • /
    • v.2 no.2
    • /
    • pp.128-131
    • /
    • 2004
  • We suggest resource authorization system based on RBAC admitting someone to access resources. In existing grid environment, The authorization mechanism on user's resource is to give users an authority on the basis of DN(Distinguished Name) of proxy certificate and map file mapped in local system ID by one-to-one. In this case, it is difficulty in resource management such as each accounting management, memory resource, and disk resource, if the number of users, who want to use them is increased. To solve this problem, we specify the role of user's task in extension fields of his proxy certificate instead of the authorization mechanism of user's ID and propose resource authorization system being able to access his resource.

User Factors and Trust in ChatGPT: Investigating the Relationship between Demographic Variables, Experience with AI Systems, and Trust in ChatGPT (사용자 특성과 ChatGPT 신뢰의 관계 : 인구통계학적 변수와 AI 경험의 영향)

  • Park Yeeun;Jang Jeonghoon
    • Journal of Korea Society of Digital Industry and Information Management
    • /
    • v.19 no.4
    • /
    • pp.53-71
    • /
    • 2023
  • This study explores the relationship between various user factors and the level of trust in ChatGPT, a sophisticated language model exhibiting human-like capabilities. Specifically, we considered demographic characteristics such as age, education, gender, and major, along with factors related to previous AI experience, including duration, frequency, proficiency, perception, and familiarity. Through a survey of 140 participants, comprising 71 females and 69 males, we collected and analyzed the data to see how these user factors have a relationship with trust in ChatGPT. Both descriptive and inferential statistical methods, encompassing multiple linear regression models, were employed in our analysis. Our findings reveal significant relationships between user factors such as gender, the perception of prior AI interactions, self-evaluated proficiency, and Trust in ChatGPT. This research not only enhances our understanding of trust in artificial intelligence but also offers valuable insights for AI developers and practitioners in the field.

Analyzing User Feedback on a Fan Community Platform 'Weverse': A Text Mining Approach

  • Thi Thao Van Ho;Mi Jin Noh;Yu Na Lee;Yang Sok Kim
    • Smart Media Journal
    • /
    • v.13 no.6
    • /
    • pp.62-71
    • /
    • 2024
  • This study applies topic modeling to uncover user experience and app issues expressed in users' online reviews of a fan community platform, Weverse on Google Play Store. It allows us to identify the features which need to be improved to enhance user experience or need to be maintained and leveraged to attract more users. Therefore, we collect 88,068 first-level English online reviews of Weverse on Google Play Store with Google-Play-Scraper tool. After the initial preprocessing step, a dataset of 31,861 online reviews is analyzed using Latent Dirichlet Allocation (LDA) topic modeling with Gensim library in Python. There are 5 topics explored in this study which highlight significant issues such as network connection error, delayed notification, and incorrect translation. Besides, the result revealed the app's effectiveness in fostering not only interaction between fans and artists but also fans' mutual relationships. Consequently, the business can strengthen user engagement and loyalty by addressing the identified drawbacks and leveraging the platform for user communication.

The Effects of Interactivity on User Experience and Intention to use in Mobile Fitness App Game (모바일 피트니스 앱 게임의 상호작용성이 운동경험과 이용의도에 미치는 효과 : 플레이테스트 실험연구)

  • Park, Jeong-Min;Noh, Ghee-Young
    • Journal of Korea Game Society
    • /
    • v.15 no.6
    • /
    • pp.17-28
    • /
    • 2015
  • This study attempted to identify differences in user experience and app game fun, satisfaction, use intention between fitness app games at different level of interaction design. The playtesting method was conducted on 100(male 50, female 50) university students using 'Enjoy Your Fitness', a fitness app game developed by The Center for Health Communication Studies. The results found that more interactive app game is higher in the level of user experience such as fitness accomplishment, flow, and interest. Fitness app game's fun, satisfaction, use intention is also higher on interactive fitness app game. As the study verified that interactive fitness app game had stronger effects in user fitness experience and user experience than general fitness app games through experimental studies, it may contribute to design fitness mobile app game for health improvement.