• Title/Summary/Keyword: User study

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The Proposal for the Model of Users' Addictions in Social Gaming

  • Anuar, Tengku Fauzan Tengku;Song, Seung Keun
    • Cartoon and Animation Studies
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    • s.40
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    • pp.337-365
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    • 2015
  • The objective of this study proposes the new user's addiction model in 'Social Network Games' (SNGs). Research model is derived from the separation of two characteristics. First one is logical characteristics that includes 'Functional' (F), 'Keystroke' (K), and 'Goal' (G). Second one is feeling characteristics that consists a few factors such as 'Emotion' (E), 'Social' (S), and 'Affection' (A). For the pre-test, a total of 30 participants responded to survey in order to inspect the fitness of research questionnaire, roughly validity of the proposed model, and the direction of this reseach. After that for the main test, a total 300 users participated in this research. The final number of effective participants were 261 because 39 were insincere respondents and without playing SNGs who were excluded. Then we examined the measurement model by performing 'Partial Least Squares - Structural Equation Modeling' (PLS-SEM) analysis to test the research hypothesis empirically. The results of the measurement and structural model test lend support to the proposed research model by providing a good fit to the construct data. Interestingly, the model showed the significant effects of the interaction between eleven hypothesis(H1,H2,H3,H4,H5,H6,H7,H8,H9,H10, H12). Only one hypothesis decision t-value not supported that is involved the relationship between SNGs Addiction and Keystroke, H11(1.193). This research expect to contributes to an exploratory SNGs research to clarify the base of addition and will aids understanding of users' behavior associated with SNGs development.

The narrative features of as seen through digital culture (<이제부터 제리타임 It's Jerry Time!>을 통해 본 디지털 문화 속 웹 애니메이션의 서사적 특징)

  • Kim, YoungOk
    • Cartoon and Animation Studies
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    • s.34
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    • pp.23-43
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    • 2014
  • The development of the Internet in the 21st century had made a variety of cross-cultural environment so that animations also have evolved with new features to Web-Animation. In Korea, the web-based flash animation leap forward to the animation Utopia in the early 2000's, but did not last long. The web-based animations should attract audience's attention not only with it's minimum streaming capacity but also with showing it's best qualities as well, Therefore, the stimulating narrative strategies were mandatories for web-animation in 2000's. The absence of in-depth research on media, poor revenue structure, and the emergence of mobile games and e-learning industries made the web-animation become just a one-time/one-consumable content. There were no subsequent generation of korean web-animation ever since. In this study, I want to introduce and analyze the american web animation series, (2005) as a new type of web-animation in current digital culture, In particular, I want to discuss how this web animation appeal to the audience with its narrative strategies through using some aspect of the internet culture which's differentiated from traditional media based cultures. This research could suggest diverse narrative strategies for the future web-animation with new vision. Moreover, This also allows to look at latest web-animation trends and its new experiments.

A Study on Implementation and Design of Scheme to Securely Circulate Digital Contents (디지털콘텐츠의 안전한 유통을 위한 구조 설계 및 구현에 관한 연구)

  • Kim, Yong;Kim, Eun-Jeong
    • Journal of the Korean Society for information Management
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    • v.26 no.2
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    • pp.27-41
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    • 2009
  • With explosive growth in the area of the Internet and IT services, various types of digital contents are generated and circulated, for instance, as converted into digital-typed, secure electronic records or reports, which have high commercial value, e-tickets and so on. However, because those digital contents have commercial value, high-level security should be required for delivery between a consumer and a provider with non face-to-face method in online environment. As a digital contents, an e-ticket is a sort of electronic certificate to assure ticket-holder's proprietary rights of a real ticket. This paper focuses on e-ticket as a typical digital contents which has real commercial value. For secure delivery and use of digital contents in on/off environment, this paper proposes that 1) how to generate e-tickets in a remote e-ticket server, 2) how to authenticate a user and a smart card holding e-tickets for delivery in online environment, 3) how to save an e-ticket transferred through network into a smart card, 4) how to issue and authenticate e-tickets in offline, and 5) how to collect and discard outdated or used e-tickets.

The Effects of Slide-Covered of Slide-Covered Contemporary Charging Automated External Defibrillator on Rapidity and Convenience of Defibrillation (슬라이드 커버 동시충전 자동심장충격기가 제세동의 신속성과 편의성에 미치는 효과)

  • Park, Si-Eun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.8
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    • pp.325-333
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    • 2020
  • This study compares the rapidity and subjective convenience of T-AED and SC-AED for health care providers and the general public. Subjects were randomly allocated to T-AED (n=77) and SC-AED (n=79) groups. Each group conducted defibrillation, with subsequent measurement of the rapidity of defibrillation in peri-shock pause, pre-shock pause, hesitation pause, and post-shock pause. Defibrillation and chest compression delay times for both equipment were analyzed by t-test. On conclusion of the experiment, subjects answered a questionnaire on the subjective convenience of defibrillation, as measured for confidence, convenience, and clear decision. Comparisons of subjective convenience analyzed by t-test revealed significantly shortened peri-shock pause (11.22s), pre-shock pause (11.04s), and hesitation pause (2.15s) in the SC-AED group, as compared to the T-AED group (p<0.001). However, no significant differences were observed for post-shock pause values. Comparing subjective convenience, confidence (T-AED: 7.62±1.25VAS vs. SC-AED: 7.80±0.98VAS, p=0.358) was not significant, whereas convenience (T-AED: 7.05±1.36VAS vs. SC-AED: 8.95±0.89VAS, p<0.001) and clear decision (T-AED: 6.58±1.73VAS vs. SC-AED: 9.08±0.98VAS, p=0.001) showed statistically significant differences. Our results indicate that compared to T-AED, SC-AED has significantly shortened pauses. Moreover, it is more convenient for the user, and significantly aids in clear decisions.

COBie-based Building Information Exchange System Framework for Building Facility Management (건축물 유지관리를 위한 COBie기반 건축정보교환체계 프레임웍 연구)

  • Kang, Tae-Wook
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.8
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    • pp.370-378
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    • 2020
  • The Construction Operations Building Information Exchange (COBie) collects and documents a large amount of information from different paths in one place during design and construction projects. This documented information is readily available as a means of continuously transferring data to the facility management systems used by building engineers. In this process, the COBie Worksheet, an open standard form, is used to input the information by simplifying the list required by the user. As a result, COBie was developed to improve dramatically how relevant information is obtained and updated to support operations, maintenance, and asset management at the design and construction stages. On the other hand, to use COBie, a great deal of manual work is required for information linkage and quality inspection with heterogeneous data models. These issues become obstacles to COBie-based facility management system development. This study analyzed the COBie information system and defined the framework for simpler operating maintenance information from BIM (Building Information Modeling). Moreover, the rules for facility management information submission, quality inspection, role definition of framework components, and information linkage were derived. COBie DB schema and support data linkages could be generated effectively based on the proposed framework in prototype development.

Development of Web Credibility Evaluation Model Using AHP (AHP를 이용한 웹 사이트 신뢰성 평가 모델 개발)

  • Kim, Young-Kee
    • Journal of Korean Library and Information Science Society
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    • v.39 no.4
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    • pp.51-69
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    • 2008
  • This study tired to develop the web credibility evaluation model by calculating weighted values and sensitivities of indicators which presented on preceding researches using Analytic Hierarchy Process. "Expert Choice 2000" was used as the tool for analysing AHP. 25 experts are answered for this questionnaire who are selected by judgement sampling method, one of the non-probability sampling method. Also, sensitivity analyses was performed to graphically see how the alternatives change with respect to the importance of the indicators or sub-indicators. The main results are summarized as followings; i) importance analysis in first level factors: trust-worthiness(0,606), expertness(0.222), safety(0.173), ii) importance analysis in second level factors: trustfulness (0.519), reputation(0.087), usefulness (0.102), timeliness(0,093), competency(0.027), security(0.115), reliability(0,058). iii) some of the importance analysis in third level factors: the site provides comprehensive information that is attributed to a specific source(0.252), the site has articles that list citations and references(0.153), the site contains user opinions and reviews(0.072), etc. iv) sensitivity analyses showed that the importance of the indicators or sub-indicators are slightly changed with respect to the alternatives change.

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Differences on Satisfaction of Healthcare Applications by Smartphone Users' Characteristics (스마트폰 사용자 특성에 따른 헬스케어 애플리케이션 만족도 차이)

  • Shim, Hun;Kim, Yu-Jeong;Park, Mijeong
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.7
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    • pp.410-419
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    • 2016
  • This study examined the satisfaction difference in the aspects of awareness, information quality, and availability in healthcare applications according to smartphone user's characteristics. Data collection was conducted between September 17th and September 21st 2014 on the 193 people who had used healthcare applications, and the data collected were analyzed with descriptive statistics, t-test, One-way ANOVA, and Kruskal-Wallis test using SPSS WIN 20.0. Differences in satisfaction of healthcare application were observed according to the general characteristics, and according to age, education level, and income, as well as for healthcare application use characteristics, according to operation system, total use period, the number of installed healthcare applications, the sources of main information, use frequency, and reasons of no use. To establish strategies for the effective spread of mobile healthcare and development and distribution of healthcare applications, it will be necessary to confirm smartphone users' characteristics and it is important to reflect them in the strategies. In addition, it is necessary to develop and implement a range of strategies to ceaselessly induce the users' motives of use and to improve their degree of satisfaction to secure the constant use of developed health care applications.

Contents Recommendation Search System using Personalized Profile on Semantic Web (시맨틱 웹에서 개인화 프로파일을 이용한 콘텐츠 추천 검색 시스템)

  • Song, Chang-Woo;Kim, Jong-Hun;Chung, Kyung-Yong;Ryu, Joong-Kyung;Lee, Jung-Hyun
    • The Journal of the Korea Contents Association
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    • v.8 no.1
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    • pp.318-327
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    • 2008
  • With the advance of information technologies and the spread of Internet use, the volume of usable information is increasing explosively. A content recommendation system provides the services of filtering out information that users do not want and recommending useful information. Existing recommendation systems analyze the records and patterns of Web connection and information demanded by users through data mining techniques and provide contents from the service provider's viewpoint. Because it is hard to express information on the users' side such as users' preference and lifestyle, only limited services can be provided. The semantic Web technology can define meaningful relations among data so that information can be collected, processed and applied according to purpose for all objects including images and documents. The present study proposes a content recommendation search system that can update and reflect personalized profiles dynamically in semantic Web environment. A personalized profile is composed of Collector that contains the characteristics of the profile, Aggregator that collects profile data from various collectors, and Resolver that interprets profile collectors specific to profile characteristic. The personalized module helps the content recommendation server make regular synchronization with the personalized profile. Choosing music as a recommended content, we conduct an experience on whether the personalized profile delivers the content to the content recommendation server according to a service scenario and the server provides a recommendation list reflecting the user's preference and lifestyle.

A Study on User's Acceptance of Blockchain-based Copyright Distribution Platforms and Its Usage (소비자의 블록체인 기반 저작권 유통 플랫폼 수용의도와 이용행위에 관한 연구)

  • Yoo, Young-Hwan;Park, Hyeon-Suk
    • The Journal of Industrial Distribution & Business
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    • v.10 no.3
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    • pp.59-72
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    • 2019
  • Purpose - Blockchain technology, which has the characteristics of credibility, security, integrity and decentralization, has brought innovation to internet platforms that mediate peer to peer transactions, as well as changes to the contents distribution services. Blockchain-based copyright distribution platforms can solve problems which have been articulated on prior internet social networks: increased market dominance of platform business because of centralization with no reward to creators who upload on platforms, and lack of fairness, such as unfair profit distribution between the copyright holder and businesses. With this background, the current research confirmed the factors that affect the intention of usage and behaviors, targeting potential users of blockchain-based copyright distribution platforms. Research design, data, and methodology - Centered around the UTAUT2 Model, the research model was designed with 'Perceived Security' added as Construct, and 'Age' and 'Knowledge Level' added as moderating variables. For data, 607 responses were collected by an online survey, and 601 responses were included in the final analysis. We analyzed the research model and sample by using SPSS 23.0 and AMOS 23.0 on the collected responses. Results - First, results of research on whether Constructs make positive effects on Intention of use is: social influence, facilitating conditions, habit, and perceived security had positive effects on intention of use, and performance expectancy, effort expectancy, hedonic motivation, and economic value did not. Second, results of the research on whether facilitating condition, habit, and intention of use made an impact on using behaviors, it was shown that only habit and intention of use made positive effects. Third, in two groups divided by age above or under 40, group effort expectancy, intention of use, habit, and intention of use had controlling effects, and facilitating condition, intention of use, perceived security, and intention of use had effects in both groups. Conclusions - The research shows that no matter how great a blockchain-based platform is, if advantages of blockchain are not proved in various industries and utilized in real life like the internet, blockchain-based distribution systems will develop slowly. Rather than a short-term inducement emphasizing technology, there is a need for a strategic approach that can foster the environment.

Retail-Store Type Digital Signage Solution Development And Usability Test Using Android Mini PC (안드로이드 미니PC를 이용한 Retail-Store형 디지털사이니지 솔루션 개발 및 사용성 테스트)

  • Lim, Jungtaek;Shin, Dong-Hee
    • The Journal of the Korea Contents Association
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    • v.15 no.4
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    • pp.29-44
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    • 2015
  • Digital Signage, a way of advertising or delivering information to viewers through digital displays, has expanded from being just an advertising channel in public places. Recently, it has become widely prevalent in restaurants and retail stores. Despite its wide expansion, digital signage is limited to specific usages and services and the devices it uses are also quite expensive. This study introduces a stick-type digital signage product that operates on Android OS, which addresses all the weaknesses of digital signage with much more reasonable pricing and stable operation. For stability, performance tests were executed on the hardware and applications. The results for hardware performance were extremely promising, as each scenario's maximum performance results, measured by Load Runner programs, reached target indexes. Also, as a result of the usability test, all participants, including non-digital signage system users (novices), were able to easily learn all the tasks. As a result of user satisfaction survey, positive responses were exhibited for ease of learning and usability (LEU), helpfulness and problem solving capabilities (HPSC), affective aspect and multimedia properties (AAMP), commands and minimal memory load (CMML), and control and efficiency (CE).