• Title/Summary/Keyword: User study

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The Effects of Use Patterns and Service Quality on Performance and Use Satisfaction on Library Information System (도서관의 이용패턴과 서비스품질이 정보화성과지각 및 만족에 미치는 영향)

  • Jung, Hyung-Shik;Yeoum, Seoung-Yeoub
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.4
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    • pp.217-244
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    • 2008
  • Consumers' overall satisfaction on a specific library use is inferred to be primarily accrued from their performance perception and use satisfaction on the library information service system as recent information technology is being rapidly improved and more libraries are being equipped with advanced information technologies. However, prior research has been conducted only on general library service quality and visitors' satisfaction, leaving the important aspects of visitors' library use and information performance perception. Thus, the objectives of this research are to examine the effect of library use patterns such as general visit for book reading and more professional information search, coupled with service quality, on the library users' performance perception on the information system that in turn, affects library use satisfaction on the same information system. More specifically, this study examines whether library visitors perceive differenltly the information system performance according to their library use patterns such that professional library users may have less positive on information system service due to their higher expectation or more positive perception on it due to variety of information uses and positive judgment on advanced information system. Next, three dimensions of service quality, consisting of interaction, outcome, and physical evidence quality in visitors' library use situations, are hypothesized to affect performance perception on library information system. Thirdly, the performance perception on library information system is hypothesized to influence the system use satisfaction while these two constructs are to affect visitors' overall satisfaction. we develop the following research model in accordance with the above theoretical reasoning. All variables used in this study(General Use Patterns, Professional Use Patterns, Interaction Quality, Outcome Quality, Physical Evidence Quality, Information Performance Perception, Information Use Satisfaction, Overall Satisfaction) were defined operationally based on the underlying prior studies. A survey was conducted with prepared questionnaires to about 400 visitors of a specific university library. Among them, 353 proper questionnaires were finally used for the analyses. Two-step approach was used to test the hypotheses. First, confirmatory factor analysis was conducted to guarantee the validity and reliability of variables. The results showed that all variables had not only convergent and discriminant validity, but also reliability. Then, research model was examined with a structural equation using LISREL 8.30 version. The fitness of the research model was found to be within the acceptable level. The findings of this study are as follows. The professional library use pattern was found to affect the users' performance perception on the library information system while the general library use pattern was not. Second, three dimensions of service quality (interaction, outcome, physical evidence) were found to influence the information system performance respectively while none of them was not to information use satisfaction. Third, library users' performance perception on the information system operation was found to affect the information system use satisfaction, both of which also influence users' overall satisfaction of the library. The findings of this study suggest that contemporary libraries strengthen their advanced information system operation in a way of user orientation and more importantly maximize their visitors' utilization of information system, accompanying proper material and various program development. This study conceptualized the new constructs of library users' performance perception on the information system and information use satisfaction which could better explain library users' overall satisfaction. Thus, furture study related with library service could utilize the constructs of information system performance and satisfaction as well as the variety of library use patterns in the users' viewpoints.

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A study of Artificial Intelligence (AI) Speaker's Development Process in Terms of Social Constructivism: Focused on the Products and Periodic Co-revolution Process (인공지능(AI) 스피커에 대한 사회구성 차원의 발달과정 연구: 제품과 시기별 공진화 과정을 중심으로)

  • Cha, Hyeon-ju;Kweon, Sang-hee
    • Journal of Internet Computing and Services
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    • v.22 no.1
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    • pp.109-135
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    • 2021
  • his study classified the development process of artificial intelligence (AI) speakers through analysis of the news text of artificial intelligence (AI) speakers shown in traditional news reports, and identified the characteristics of each product by period. The theoretical background used in the analysis are news frames and topic frames. As analysis methods, topic modeling and semantic network analysis using the LDA method were used. The research method was a content analysis method. From 2014 to 2019, 2710 news related to AI speakers were first collected, and secondly, topic frames were analyzed using Nodexl algorithm. The result of this study is that, first, the trend of topic frames by AI speaker provider type was different according to the characteristics of the four operators (communication service provider, online platform, OS provider, and IT device manufacturer). Specifically, online platform operators (Google, Naver, Amazon, Kakao) appeared as a frame that uses AI speakers as'search or input devices'. On the other hand, telecommunications operators (SKT, KT) showed prominent frames for IPTV, which is the parent company's flagship business, and 'auxiliary device' of the telecommunication business. Furthermore, the frame of "personalization of products and voice service" was remarkable for OS operators (MS, Apple), and the frame for IT device manufacturers (Samsung) was "Internet of Things (IoT) Integrated Intelligence System". The econd, result id that the trend of the topic frame by AI speaker development period (by year) showed a tendency to develop around AI technology in the first phase (2014-2016), and in the second phase (2017-2018), the social relationship between AI technology and users It was related to interaction, and in the third phase (2019), there was a trend of shifting from AI technology-centered to user-centered. As a result of QAP analysis, it was found that news frames by business operator and development period in AI speaker development are socially constituted by determinants of media discourse. The implication of this study was that the evolution of AI speakers was found by the characteristics of the parent company and the process of co-evolution due to interactions between users by business operator and development period. The implications of this study are that the results of this study are important indicators for predicting the future prospects of AI speakers and presenting directions accordingly.

Study on the Effect of Self-Disclosure Factor on Exposure Behavior of Social Network Service (자기노출 요인이 소셜 네트워크 서비스의 노출행동에 미치는 영향에 관한 연구)

  • Do Soon Kwon;Seong Jun Kim;Jung Eun Kim;Hye In Jeong;Ki Seok Lee
    • Information Systems Review
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    • v.18 no.3
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    • pp.209-233
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    • 2016
  • Internet companies that utilize social network have increased in number. The introduction of diverse social media services facilitated innovative changes in e-business. Social network service (SNS), which is a domain of social media, is a web-based service designed to strengthen human relations in the Internet and build new social relations. The remarkable growth of social network services and the profit generation and perception of this service are the new growth engines of this digital age. Given this development, many global IT companies views SNS as the most powerful form of social media. Thus, they invest efforts to develop business models using SNS.2) This study verifies the impact of privacy exposure in SNS as a result of privacy invasion. This study examines the purpose of using the SNS and user's awareness of the significance of personal information, which are key factors that affect self-disclosure of personal information. This study utilizes theory of reasoned action (TRA) to provide a theoretical platform that describes the specific behavior and emotional response of individuals. This study presents a research model that considers negative attitude (negatude). In this model, self-disclosure in SNS is considered a TRA. TRA is a subjective norm, a behavioral intention, and a key variable of exposure behavior. A survey was conducted on college students at Y university in Seoul to empirically verify the research model. The students have experiences in using SNS. A total of 198 samples were collected. Path analysis was applied to analyze the relations of factors. The results of path analysis show the statistically insignificant impact of privacy invasion on negatude, subjective norm, behavioral intention, and exposure behavior. The impact of unrecognized privacy invasion was also considered insignificant. The impacts of intention to use SNS on negatude, subjective norm, behavioral intention, and exposure behavior was significant. A significant impact was also found for the significance of personal information on subjective norm, behavioral intention, and exposure behavior, whereas the impact on negatude was insignificant. The impact of subjective norm on behavioral intention was significant. Lastly, the impact of behavioral intention on exposure behavior was insignificant. These findings are significant because the study examined the process of self-disclosure by integrating psychological and social factors based on theoretical discussion.

Tabletop Collaborative Game Design based on Inclusive Education Methodology (통합 교육 방법론에 기반한 테이블탑 협업 게임 디자인)

  • Im, Seunghyen;Kim, Hyoungnyoun;Park, Ji-Hyung
    • Journal of the HCI Society of Korea
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    • v.9 no.2
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    • pp.61-68
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    • 2014
  • Tabletop games have been applied to improve the ability of social collaboration based on the characteristics that more than two people simultaneously interact on the tabletop. Especially, the tabletop games can be used as an educational tool for children with autism when it is implemented by considering educational and psychological models for children's behavioral characteristics. However, the previous collaborative games were designed for only disabled children so that it is hard to reflect cognitive and humanistic effects in inclusive education, where disabled children and non-disabled children interact in a same spatiotemporal environment. In this paper, therefore, we design a collaborative game on a multi-touch tabletop to enable spontaneous communication between disabled children and non-disabled children. Through user study, we evaluate the improvement in terms of the positive interaction and the degree of attention by comparing with a conventional collaborative game(e.g., a board game). We found that negative interaction including disabled children's abnormal behavior decreased and positive interaction such as body gestures and verbal communications increased. In addition, the tabletop game supported high immersiveness to all children by deriving equal level of attention time including individual and joint attention. We anticipate that the proposed game design can be utilized to develop collaborative contents for people with differences on sociality and cognitive ability.

Effects of Perceived Similarity between Consumers and Product Reviewers on Consumer Behaviors (상품후기 작성자에 대해 상품후기 독자가 느끼는 유사성이 상품후기 독자에게 미치는 영향)

  • Kim, Ji-Young;Suh, Eung-Kyo;Suh, Kil-Soo
    • Asia pacific journal of information systems
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    • v.18 no.3
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    • pp.67-90
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    • 2008
  • Prior to making choices among online products and services, consumers often search online product reviews written by other consumers. Online product reviews have great influences on consumer behavior because they are believed to be more reliable than information provided by sellers. However, ever-increasing lists of product reviews make it difficult for consumers to find the right information efficiently. A customized search mechanism is a method to provide personalized information which fits the user's requirements. This study examines effects of a customized search mechanism and perceived similarity between consumers and product reviewers on consumer behaviors. More specifically, we address the following research questions: (1) Can a customized search mechanism increase perceived similarity between product review authors and readers? (2) Are product reviews perceived as more credible when product reviews were written by the authors perceived similar to them? (3) Does credibility of product reviews have a positive impact on acceptance of product reviews? (4) Does acceptance of product reviews have an influence on purchase intention of the readers? To examine these research questions, a lab experiment with a between-subject factor (whether a customized search mechanism is provided or not) design was employed. In order to enhance mundane realism and increase generalizability of the findings, the experiment sites were built based on a real online store, cherrya.com (http://www.cherrya.com/). Sixty participants were drawn from a pool that consisted of undergraduate and graduate students in a large university. Participation was voluntary; all the participants received 5,000 won to encourage their motivation and involvement in the experiment tasks. In addition, 15 participants, who selected by a random draw, received 30,000 won to actually purchase the product that he or she decided to buy during the experiment. Of the 60 participants, 25 were male and 35 were female. In examining the homogeneity between the two groups, the results of t-tests revealed no significant difference in gender, age, academic years, online shopping experience, and Internet usage. To test our research model, we completed tests of the measurement models and the structural models using PLS Graph version 3.00. The analysis confirmed individual item reliability, internal consistency, and discriminant validity of measurements. The results show that participants feel more credible when product reviews were written by the authors perceived similar to them, credibility of product reviews have a positive impact on acceptance of product reviews, and acceptance of product reviews have an influence on purchase intention of the readers. However, a customized search mechanism did not increase perceived similarity between product review authors and readers. The results imply that there is an urgent need to develop a better customized search tool in order to increase perceived similarity between product review authors and readers.

Study on Enhanced ONU Activation Methods for the G-PON Based on G.984.3 (G.984.3 기반의 G-PON을 위한 개선된 ONU 활성화 방안에 관한 연구)

  • Kim, Sun-Mi;Kim, Chung-Il;Chung, Hae
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.32 no.8B
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    • pp.473-481
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    • 2007
  • We are interested in the PON which is easy to install and inexpensive to maintain, as it is a solution of the FTTH that is a core technology of the BcN access network. When a new ONU is connected, TDMA PON has a procedure called ranging that OLT measures the distance and allocates the equalized delay to it in order to provide the same logical distance to all ONUs. For the procedure, the OLT has to open a time window several times and already activated ONUs cannot transmit a data to the upstream during the periods. Accordingly, it is important to reduce the window size for saving the bandwidth and providing a user the service smoothly. In this paper, we investigate the ONU activation method of G-PON based on ITU-T G984.3 and suggest an advanced method(algorithm I) that minimizes the window size without information of ONU distance. The size can be reduced by calculating the pre-assigned delay obtained during Serial number state. Also, we compare it with another(algorithm II) with information of distance. As a result, the window size reduces to $50{\sim}90%$ for the algorithm I and 99% for algorithm II during the ONU activation process.

Study on CGM-LMS Hybrid Based Adaptive Beam Forming Algorithm for CDMA Uplink Channel (CDMA 상향채널용 CGM-LMS 접목 적응빔형성 알고리듬에 관한 연구)

  • Hong, Young-Jin
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.32 no.9C
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    • pp.895-904
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    • 2007
  • This paper proposes a robust sub-optimal smart antenna in Code Division Multiple Access (CDMA) basestation. It makes use of the property of the Least Mean Square (LMS) algorithm and the Conjugate Gradient Method (CGM) algorithm for beamforming processes. The weight update takes place at symbol level which follows the PN correlators of receiver module under the assumption that the post correlation desired signal power is far larger than the power of each of the interfering signals. The proposed algorithm is simple and has as low computational load as five times of the number of antenna elements(O(5N)) as a whole per each snapshot. The output Signal to Interference plus Noise Ratio (SINR) of the proposed smart antenna system when the weight vector reaches the steady state has been examined. It has been observed in computer simulations that proposed beamforming algorithm improves the SINR significantly compared to the single antenna case. The convergence property of the weight vector has also been investigated to show that the proposed hybrid algorithm performs better than CGM and LMS during the initial stage of the weight update iteration. The Bit Error Rate (BER) characteristics of the proposed array has also been shown as the processor input Signal to Noise Ratio (SNR) varies.

A Study on Touchless Finger Vein Recognition Robust to the Alignment and Rotation of Finger (손가락 정렬과 회전에 강인한 비 접촉식 손가락 정맥 인식 연구)

  • Park, Kang-Ryoung;Jang, Young-Kyoon;Kang, Byung-Jun
    • The KIPS Transactions:PartB
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    • v.15B no.4
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    • pp.275-284
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    • 2008
  • With increases in recent security requirements, biometric technology such as fingerprints, faces and iris recognitions have been widely used in many applications including door access control, personal authentication for computers, internet banking, automatic teller machines and border-crossing controls. Finger vein recognition uses the unique patterns of finger veins in order to identify individuals at a high level of accuracy. This paper proposes new device and methods for touchless finger vein recognition. This research presents the following five advantages compared to previous works. First, by using a minimal guiding structure for the finger tip, side and the back of finger, we were able to obtain touchless finger vein images without causing much inconvenience to user. Second, by using a hot mirror, which was slanted at the angle of 45 degrees in front of the camera, we were able to reduce the depth of the capturing device. Consequently, it would be possible to use the device in many applications having size limitations such as mobile phones. Third, we used the holistic texture information of the finger veins based on a LBP (Local Binary Pattern) without needing to extract accurate finger vein regions. By using this method, we were able to reduce the effect of non-uniform illumination including shaded and highly saturated areas. Fourth, we enhanced recognition performance by excluding non-finger vein regions. Fifth, when matching the extracted finger vein code with the enrolled one, by using the bit-shift in both the horizontal and vertical directions, we could reduce the authentic variations caused by the translation and rotation of finger. Experimental results showed that the EER (Equal Error Rate) was 0.07423% and the total processing time was 91.4ms.

3D Massively Multiplayer Online Role Playing Game (MMORPG) Based Lecturing System (3차원 다중 사용자 온라인 게임 기반 강의 시스템)

  • Lim, Nak-Kwon;Lee, Hae-Young
    • Journal of the Korea Computer Graphics Society
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    • v.16 no.1
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    • pp.21-27
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    • 2010
  • Today the lectures are usually practiced in a teacher-led traditional classroom system or a student-led e-learning system. Students passively follow the teacher's lectures in both systems, though. Also due to the advances in 3D Computer Graphics and Game technologies, there are trials to exploit the positive effect of games in learning. The serious games, specifically designed games for an educational goal, or existing games for a special class have been used as lectures. Still these games have a great difficulty in being integrated into the educational system technically and economically. Therefore a new 3D MMORPG based lecturing system is presented in this paper. In our new lecturing system, the characteristics of a 3D MMORPG, achievement, sociality, and immersion, are provided to motivate students to participate actively in a lecture. A teacher and students interact with each other in realtime as 3D characters in a 3D virtual classroom on-line. An ordinary teacher can also easily apply our new system to existing classes since a teacher only needs to specify a slide file to prepare a lecture. For the future work, a user study and the effect of our new lecturing system will be performed.

Relationship between User's-Oriented Emotional Design and Elements of Creativity (소비자 지향적 감성디자인과 창의성 속성과의 관계)

  • Jin, Yuan;Kwon, Jong-Dae;Hong, Jung-Pyo;Kim, Tai-Ho
    • Science of Emotion and Sensibility
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    • v.11 no.4
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    • pp.481-488
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    • 2008
  • This study examined the relationship of what kind of creative thinking has related factors for emotion design products in order to let consumers focusing on the successful cases of emotion products. For the design creativity attribute used in this experiment, the design evaluation creativity tools revealed by Kim Eun-Ju's 2007 design creativity evaluation tool development were used mostly and of the 12 most common emotion products and general product, MP3s, which have various forms, functions and sizes were selected as the target for experiment. Results of the experiment showed that for design creativeness items of all emotional products, vision creation, favorableness, convenience, practicality and being purchasable were relevant, while for MP3, uniqueness, favorableness and convenience were relevant. Accordingly, the common features of design creativeness items for emotional products were identified. When summing up the contents of the two experiments above, for emotional designs, the interest level of uniqueness for the design creativity evaluation items and the functional items for practicality had a high level of relativity. Therefore, there is a need to examine the common features between the design creativity items for general products other than MP3s in the future.

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