• Title/Summary/Keyword: User personality

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Technology Acceptance Model and fashion: Toward an integrated model for fashionable technology products (패션과 기술의 융합 제품을 위한 TAM과 패션의 통합 모형 연구)

  • Shim, Soo In
    • Korea Science and Art Forum
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    • v.30
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    • pp.217-230
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    • 2017
  • The purpose of this study is to develop a theoretical model identifying how consumers accept a fashionable technology product. A systematic review of 39 influential TAM studies focusing on theory development in the context of information technology results in three tendencies, which become backbone of the model of fashionable technology acceptance. A subsequent review of the nature of fashion fleshes out the backbone with detailed propositions in the more specific context of fashionable technology. The model of fashionable technology acceptance includes key propositions of Theory of Reasoned Action, in which internal beliefs consist of functional, aesthetic and symbolic values, and other factors, such as technology features (i.e., hardware specification, software specification, brand, and price factors), environmental conditions (i.e., technical infrastructure and user occasion), individual differences (i.e., age, gender, experience, personality, aesthetic sense, fashion innovativeness, and income), and social influence (i.e., subjective norms, social reputation, and cultural difference). Implications, limitations, and suggestions for future research are also discussed.

Predicting User Personality Based on Dynamic Keyframes Using Video Stream Structure (비디오 스트림 구조를 활용한 동적 키프레임 기반 사용자 개성 예측)

  • Mira Lee;Simon S.Woo;Hyedong Jung
    • Proceedings of the Korea Information Processing Society Conference
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    • 2023.11a
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    • pp.601-604
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    • 2023
  • 기술이 발전함에 따라 복합적인 모달리티 정보를 포함하는 멀티미디어 데이터의 수집이 용이해지면서, 사람의 성격 특성을 이해하고 이를 개인화된 에이전트에 적용하고자 하는 연구가 활발히 진행되고 있다. 본 논문에서는 비디오 스트림 구조를 활용하여 사용자 특성을 예측하기 위한 동적 키프레임 추출 방법을 제안한다. 비디오 데이터를 효과적으로 활용하기 위해서는 무작위로 선택한 프레임에서 특징을 추출하던 기존의 방법을 개선하여 영상 내 시간에 따른 정보와 변화량을 기반으로 중요한 프레임을 선택하는 방법이 필요하다. 본 논문에서는 제 3자가 평가한 Big-five 지표 값이 레이블링된 대표적인 데이터셋인 First Impressions V2 데이터셋을 사용하여 외면에서 발현되는 특징들을 기반으로 영상에서 등장하는 인물들의 성격 특성을 예측했다. 결론에서는 선택된 키프레임에서 멀티 모달리티 정보를 조합하여 성격 특성을 예측한 결과와 베이스라인 모델과의 성능을 비교한다.

Factors in Discriminating SNS Users in Korea (SNS 이용 특성에 따른 집단 판별 요인에 대한 탐색적 연구)

  • Lee, So Yeon;Chon, Bum Soo
    • Informatization Policy
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    • v.19 no.4
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    • pp.46-62
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    • 2012
  • This research intends to find factors to analyze users, non-users, and the relation between how many sites people use and the users' tendencies, in regards of social network services such as Facebook, Twitter, and Cyworld. The major results are as follows: firstly, the user group seems to be composed of people who are younger, have higher self-efficacy, and use smartphones, compared to the non-user group. Secondly, a single-site user group has lower motivation of 'expert search and expression' and a lower degree of personal tendency of innovation (novelty seeking and self-efficacy), compared to multiple-site user group. Thirdly, foreign SNS user groups have a higher degree of personal tendency of innovation and motivation of 'experts search and expression' than the Cyworld user group. On the other hand, the Cyworld user group seems to be affected by reference group in their use, while they have high motivation of 'connection'. In conclusion, there were significant relationships between personality and multiple SNS uses. Also, Cyworld users tended to use it for maintaining established relationships.

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Open Source Based Knitting Machine Pattern Program Interface Usability Study (오픈 소스 기반의 니팅기 패턴 프로그램 인터페이스 사용성 연구)

  • Park, Ji-Hoon;Nam, Won-Suk;Jang, Jung-Sik
    • Journal of the Korea Convergence Society
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    • v.11 no.4
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    • pp.109-118
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    • 2020
  • In recent years, the needs of consumers for personality and personalized clothing are increasing. Knitting machines, which produce clothing by the user at low cost, are a good way to meet consumer demand. However, the user is having difficulty in using the knitting machine pattern program, which is a software program, independently of the operation of the knitting machine. Therefore, this study conducted a literature review prior to the empirical research and evaluated the usability by selecting three kinds of frequently used knitting machine pattern programs as research subjects. Based on the nine usability evaluation principles derived from expert group discussions, the study found that the needs of users for nine evaluation principles: visibility, conciseness, operability, consistency, accuracy, flexibility, intuition, error recognition, and supplementary explanation (The purpose of this study is to identify the direction and alternatives of usability improvement for the interface of the knitting machine pattern program.

The Influence of Personality Traits on Airline Untact Check-in: Focusing on Mobile Check-in User

  • YANG, Jae-Pil;PARK, Sang-Beom
    • The Journal of Industrial Distribution & Business
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    • v.12 no.1
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    • pp.15-30
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    • 2021
  • Purpose: Year of 2020, COVID-19 has been changing the people's everyday life to ways never been thought of before all over the world. The IT and electronic industry, the methods of supplying goods and services have been changed from contact to un-tact environments based on un-tact systems very rapidly. COVID-19 has been striking the tourism and the travel industry, especially the airline and hotel industry of which services are provided by human. For the passenger service of airliner, automation has been propelled and un-tact style of service has become mainstreams except cabin service since 2000's. For passenger transportation, due to traffic regulations and exclusions etc., switching to new ways is not easy. However, under the new environment made by COVID-19, kiosk check-in, web check-in and mobile check-in has become more important. In this study, the characteristics of airline customers using mobile goods are investigated to find ways to raise the rate of utilizing mobile check-in and to increase the efficiency of boarding process. Research design, data, and methodology: Considering the COVID-19 environment, survey was done by online research company. The research model is designed to integrate the user characteristics and usage/purchase motive and technology acceptance theory. Especially considering infectious diseases prevention, concern of safety is adopted as one of the usage motive variable. Results: Extraversion or conscientiousness characteristics prefers counter check-in(contact service), while openness characteristics prefers mobile check-in(un-tact service). Concern of safety for infectious disease shows strong non-preference on counter check-in. Conclusions: Regarding service type regardless of type of the industry, automation and un-tact have been mainstreams due to high costs of labor, efficiency and standardization issue, etc., and COVID-19 has given impetus to them. For airliner, un-tact service including boarding process service has been more and more important. To raise the rate of un-tact service use, the characteristics of the user should be analyzed first. The study results indicate that for extraversion or conscientiousness, some kinds of methods to induce them to use un-tact service more are needed.

Social Media Use and the Users' Perception of Social Support (소셜미디어 이용자의 이용행태와 사회적 지지감 인식: 성격, 이용동기, 이용방식을 중심으로)

  • Kim, Young Yim
    • The Journal of the Korea Contents Association
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    • v.15 no.4
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    • pp.407-419
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    • 2015
  • As the use of social media has gained mainstream popularity, concerns on the particulars of the users' motivation and method of use is on the rise. Under uses and gratifications approach, this study analyzes the use behaviors in Kakao-story, Facebook, and Twitter, and analyzes the changes in the perception of social support by the users of the media. Data was analyzed from 240 online questionnaire surveys. The study finds that the frequency of use of social media differs depending upon the personality of the users and their purpose of use, both of which also influence their type of use. It also finds that frequent use of social media increased the users' perception of social support, whereas their type of use had no effect with such perception. Communication behavior through social media seem to increase perception of social support.

Effects of System and Knowledge Quality, Organizational Support and Individual Traits on Knowledge Management System(KMS) Success in Research Organizations (시스템·지식 품질, 조직지원, 개인특성이 지식관리시스템 성공에 미치는 영향 -연구조직을 중심으로-)

  • Han, In-Soo;Park, Kil-Su
    • The Journal of the Korea Contents Association
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    • v.11 no.11
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    • pp.364-377
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    • 2011
  • This research aims at investigating the factors determining the success of knowledge management system(KMS) in research organizations. Based on the literature survey and the general framework of IS success model, a new comprehensive model which is customized to the context of KMS is proposed. Some organizational support factors and an individual personality variable that moderates the relationship between predictors and the success factors are also integrated to the new model. A proposed model was tested by the technique of structural equation modeling using survey data from the employees in research organization. The results revealed that KMS quality had the strongest impact on the KMS success measured by perceived usefulness and user satisfaction and KMS use. The moderating effect of an individual personality factor, organization-based self esteem is also founded in the research.

A Study on Factors Affecting Intention to Use Online Collaboration Tools for the Non-Face-to-Face Educational Environment (비대면 교육 환경에서 온라인 협업 툴 사용의도에 영향을 미치는 요인에 관한 연구)

  • Seo, Jay;An, Sunju;Choi, Jeongil
    • Journal of Korean Society for Quality Management
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    • v.50 no.3
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    • pp.571-591
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    • 2022
  • Purpose: The purpose of this study is to examine the factors affecting the intention to use online collaboration tools for non-face-to-face educational environment in the perspective of the learners. Methods: For empirical analysis, the survey of this study was administered with data that were limited to experienced learners using online collaboration tools such as Google Docs, Allo, Padlet, and Slido in online education environments such as Zoom, Webex, MS Teams, etc. and valid 400 data were analyzed by SPSS(ver 22.0) and R(ver 4.1.0) program package. Results: The results of empirical analysis showed that performance expectancy were found to have an effect on reliability of system quality, empathy of service quality, playfulness and informativity of content quality among the characteristics of online collaboration tools. On the other hand, it was found that the security of system quality, responsiveness of service quality, and extroversion of user personality characteristics did not affect. It was analyzed that playfulness had the greatest positive effect, followed by informativity, empathy, and reliability. Among the characteristics of online collaboration tools, it was found that the reliability and security of system quality and informativity of content quality had an effect on the effort expectancy. It was analyzed that informativity has the greatest influence, followed by security and reliability. Conclusion: This study is meaningful in that it examines the perspectives of users and learners, who can be said to be the end customers of online collaboration tools. Based on the results of this study, it is expected that not only platform operators that provide online collaborative tools, but also providers that use online collaboration tools will have a significant impact on the development of edutech and infrastructure in the educational environment.

An investigation of the User Research Techniques in the User-Centered Design Framework - Focused on the on-line community services development for 13-18 Young Adults (사용자 중심 디자인 프레임워크에서 사용자 조사기법의 역할에 관한 연구 - 13-18 청소년용 온라인 커뮤니티 컨텐트 개발 프로젝트를 중심으로)

  • 이종호
    • Archives of design research
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    • v.17 no.2
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    • pp.77-86
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    • 2004
  • User-Centered Design Approach plays important role in dealing with usability issues for developing modern technology products. Yet it is still questionable whether the User-Centered approach is enough for the development of successful consumer contents since the User-Centered Design is originated from the software engineering field where meeting customers' functional requirement is the most critical aspect in developing a software. However, modern consumer market is already saturated and in order to meet ever increasing consumer requirements, the User-Centered Design approach needs to be expanded. As a way of incorporating the User-Centered Approach into the consumer product development, Jordan suggested the 'Pleasure-based Approach' in industrial design field, which usually generates multi-dimensional user requirements: 1)physical, 2)cognitive, 3)identity and 4) social. It is the current tendency that many portal and community service providers focus on fulfilling both functional and emotional needs for users when developing new items, contents and services. Previously fulfilling consumers' emotional needs solely depend on visual designer's graphical sense and capability. However, taking the customer-centered approach on withdrawing consumers' unknown needs is getting critical in the competitive market environment. This paper reviews different types of user research techniques and categorized into 6 ways based on Kano(1992)'s product quality model. Based on his theory, only performance factors, such as suability, can be identified through the user-centered design approach. The user-centered design approach has to be expanded to include factors include personality, sociability, pleasure, and so on. In order to identify performance as well as excellent factors through user research, a user-research framework was established and tested through the case study, which is ' the development of new online service for teens '. The results of the user research were summarized at the end of the paper and the pros and cons of each research techniques were analyzed.

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The Relations Between Elementary Pupils' Game Addiction, Aggression and Personality (초등학교 학생들의 게임 중독과 공격성 및 인성과의 관계)

  • Lee, Chul-Hyun;Jeong, Gye-Hwan
    • Journal of The Korean Association of Information Education
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    • v.9 no.3
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    • pp.417-438
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    • 2005
  • The purpose of this study was to find out the relations between elementary children's game addition, aggression, and personality, by making a survey with 360 children of 5th and 6th grade in the Metropolitan are. The results were made as follows: First, as it examined the real condition of computer addition, it presented a low level of addiction. There was a meaningful difference according to their gender, however no meaningful differences were found between the grades. It found that the more they had game experience, game frequency, game concentration, the more they were addicted. Second, there were significant differences when investigated the relations of game addiction and aggression, students who were in severe addicted group showed more aggressive attitudes. Aggression in general, seemed less related to the gender, but related to the level of addiction, showing higher level of physical, linguistic, negative, indirect aggression in the more addicted group. Third, when it compared the difference between the general personality by the level of game addiction, there was a meaningful difference statistically in the addicted level of p<0.01. In detail, more addicted children showed low level of sociality, achievement, mobility, stability, and they showed lower figures in comparison with normal user group. It is interpreted that they dislike to get along with friends, and unstable emotionally.

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