• 제목/요약/키워드: User study

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핀테크 지급결제 서비스 수용 저항요인 연구 : 혁신저항이론과 현상유지편향이론을 중심으로 (The Study of User Resistance to Fintech Payment Service: In the Perspective of Innovation Diffusion And Status Quo Bias Theory)

  • 황신해;김정군
    • 한국정보시스템학회지:정보시스템연구
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    • 제27권1호
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    • pp.133-151
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    • 2018
  • Purpose Global fintech industry is proliferating. Although domestic investment in fintech service is also increasing fast, user acceptance of fintech payment service seems slower than expected. Previous fintech literature mainly focuses on overall characteristics and technical aspects of fintech including security issues and explores factors affecting the service adoption. This study aims to examine crucial factors affecting user's resistance intention to fintech payment service adoption. The research model was formulated based on innovation diffusion theory and status quo bias theory and validated empirically. Design/methodology/approach The proposed research model was empirically validated with 149 responses from college students who have used fintech payment service. The component-based SEM was employed for data analysis. Findings The significant findings are as follow. First, compatibility has significant negative effect and complexity, and perceived risk has a positive effect on user resistance. Second, institutional trust does not show a significant effect on user resistance but has an indirect effect through the mediation of trust in service provider. Finally, trust in service provider shows the significant negative effect on user resistance.

소셜 네트워크 게임의 지속사용의도에 영향을 미치는 요인에 관한 연구 : 스마트 기기 사용자를 중심으로 (A Study of Factors Affecting Continuous Intention of Social Network Games : Focusing on Smart Device Users)

  • 김정욱;장철호
    • 한국IT서비스학회지
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    • 제13권3호
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    • pp.235-255
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    • 2014
  • Social Network Service (SNS) with emergence of Web 2.0 have been developed rapidly. Unlike other games, social network game is based on the relationship with smart devices and studied for user-centered behavior as a potential factor derived from the Technical Acceptance Model (TAM). This research is conducted for finding out influencing factors on continuous intention for smart device users. Therefore, the independent variables consist of subjective norm, mobility, playfulness, self-efficacy, and ease of use. The intermediate variables also compose of flow, and user satisfaction and the dependent variables as continuous intention. The result of study shows the following: First, subjective norm, playfulness, self-efficacy and ease of use except mobility have the positive effect on user flow. Second, subjective norm, mobility, playfulness and ease of use except self-efficacy have significantly the positive effect on user satisfaction. Finally, user flow has significantly the positive effect on user satisfaction and continuance intention and a factor of user satisfaction have significantly the positive effect on continuance intention.

MMORPG 사용자의 동기유발에 영향을 미치는 요소 : 게임사용자의 욕구 관점에서 (A Study on MMORPG Factors in Game User's Motivation : A Game User's Desire Perspective)

  • 윤재선;임찬
    • 한국게임학회 논문지
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    • 제10권1호
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    • pp.47-56
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    • 2010
  • 본 연구는 MMORPG의 특성을 사용자의 욕구 관점에서 분석하여 동기유발에 영향을 미치는 구체적요소를 살펴보았다. 연구결과, 기존의 연구에 의해 도출된 동기유발요인 중 하나인 캐릭터는 사용자 캐릭터, 타 사용자 캐릭터, 보스몬스터 캐릭터, 조력자NPC로 세분화 되었으며, 캐릭터별 요인은 시각적 매력과 심리적 성향 그리고 능력치로 도출되었다. 또한 각 캐릭터가 사용자의 동기유발에 미치는 영향은 유의미한 차이가 있는 것으로 나타났으며, 각 캐릭터 별로 동기유발의 주요요인이 다른 것으로 나타났다. 구체적으로 사용자캐릭터는 시각적 매력요인과 능력치요인, 보스몬스터 캐릭터는 심리적 성향요인과 능력치요인, 타사용자 캐릭터는 시각적 매력요인과 능력치요인 그리고 조력자 NPC는 시각적 매력요인이 사용자의 동기 유발에 영향을 미치는 요인으로 분석되었다. 연구결과를 통해 도출된 구체적 동기유발요소는 사용자의 동기를 유발하기 위한 구체적 전략 제시측면에 도움을 줄 것으로 기대된다.

A Structure of Personalized e-Learning System Using On/Off-line Mixed Estimations Based on Multiple-Choice Items

  • Oh, Yong-Sun
    • International Journal of Contents
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    • 제5권1호
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    • pp.51-55
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    • 2009
  • In this paper, we present a structure of personalized e-Learning system to study for a test formalized by uniform multiple-choice using on/off line mixed estimations as is the case of Driver :s License Test in Korea. Using the system a candidate can study toward the license through the Internet (and/or mobile instruments) within the personalized concept based on IRT(item response theory). The system accurately estimates user's ability parameter and dynamically offers optimal evaluation problems and learning contents according to the estimated ability so that the user can take possession of the license in shorter time. In order to establish the personalized e-Learning concepts, we build up 3 databases and 2 agents in this system. Content DB maintains learning contents for studying toward the license as the shape of objects separated by concept-unit. Item-bank DB manages items with their parameters such as difficulties, discriminations, and guessing factors, which are firmly related to the learning contents in Content DB through the concept of object parameters. User profile DB maintains users' status information, item responses, and ability parameters. With these DB formations, Interface agent processes user ID, password, status information, and various queries generated by learners. In addition, it hooks up user's item response with Selection & Feedback agent. On the other hand, Selection & Feedback agent offers problems and content objects according to the corresponding user's ability parameter, and re-estimates the ability parameter to activate dynamic personalized learning situation and so forth.

항공교통관제시스템에 대한 사용자 인터페이스 만족도 조사 (User Interface Satisfaction of the Air Traffic Control System)

  • 송창선;손영우;권혁진
    • 한국항공운항학회지
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    • 제22권4호
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    • pp.1-7
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    • 2014
  • The purpose of study is to investigate the current user interface level of air traffic control system with the usability analysis and satisfaction survey questionnaire on user satisfaction. Think aloud protocol is used to identify not only task analysis, but also the level of user-friendliness of the FIMS and ASDE system, and the user interface questionnaires was conducted by QUIS. We collected data from 6 controllers for Think aloud protocol and 15 controllers for QUIS in Incheon airport. The results showed that the system was the valuable tool for ensuring human performance with the support of memory and the facilitation of decision-making tasks. It helps air traffic controllers perform better and minimize errors in a congested time. The human-computer interface system design, however, was not applied, which led to the increase of workload. Air traffic controller participation in software development provided excellent examples for applications in terms of software in FIMS. Based on these results, the study provided that the usability of system interface was necessary to take into account human factors. The development and design of system was discussed in User Interface environment.

중·저소득 국가의 건강보장제도에서 이용자 부담 도입과 효과: Realist Review 방법을 활용한 탐색적 연구 (The User Fee Introduction and Its Effect in the Health System of Low and Middle Income Countries: An Exploratory Study Using Realist Review Method)

  • 손경복;김창엽
    • 보건행정학회지
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    • 제25권3호
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    • pp.207-220
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    • 2015
  • Background: The purpose of this exploratory study is to explain where, when and how the introduction of user fee system works in low and middle income countries using context, mechanism, and outcome configuration. Methods: Considering advanced research in realist review approach, we made a review process including those following 4 steps. They are identifying the review question, initial theory and mechanism, searching and selecting primary studies, and extracting, analyzing, and synthesizing relevant data. Results: User fee had a detrimental effect on medical utilization in low and middle income countries. Also previous and current interventions and community participation were critical context in user fee system. Those contexts were associated with intervention initiation and recognition and coping strategies. Such contexts and mechanisms were critical explanatory factors in medical utilization. Conclusion: User fee is a series of interventions that are fragile and dynamic. So the introduction of user fee system needs a comprehensive understanding of previous and new intervention, policy infrastructure, and other factors that can influence on medical utilization.

하이브리드 센싱 기반 다중참여형 가상현실 이동 플랫폼 개발에 관한 연구 (A Study on the Development of Multi-User Virtual Reality Moving Platform Based on Hybrid Sensing)

  • 장용훈;장민혁;정하형
    • 한국멀티미디어학회논문지
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    • 제24권3호
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    • pp.355-372
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    • 2021
  • Recently, high-performance HMDs (Head-Mounted Display) are becoming wireless due to the growth of virtual reality technology. Accordingly, environmental constraints on the hardware usage are reduced, enabling multiple users to experience virtual reality within a single space simultaneously. Existing multi-user virtual reality platforms use the user's location tracking and motion sensing technology based on vision sensors and active markers. However, there is a decrease in immersion due to the problem of overlapping markers or frequent matching errors due to the reflected light. Goal of this study is to develop a multi-user virtual reality moving platform in a single space that can resolve sensing errors and user immersion decrease. In order to achieve this goal hybrid sensing technology was developed, which is the convergence of vision sensor technology for position tracking, IMU (Inertial Measurement Unit) sensor motion capture technology and gesture recognition technology based on smart gloves. In addition, integrated safety operation system was developed which does not decrease the immersion but ensures the safety of the users and supports multimodal feedback. A 6 m×6 m×2.4 m test bed was configured to verify the effectiveness of the multi-user virtual reality moving platform for four users.

A Study on Data Sharing Scheme using ECP-ABSC that Provides Data User Traceability in the Cloud

  • Hwang, Yong-Woon;Kim, Taehoon;Seo, Daehee;Lee, Im-Yeong
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제16권12호
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    • pp.4042-4061
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    • 2022
  • Recently, various security threats such as data leakage and data forgery have been possible in the communication and storage of data shared in the cloud environment. This paper conducted a study on the CP-ABSC scheme to solve these security threats. In the existing CP-ABSC scheme, if the data is obtained by the unsigncryption of the data user incorrectly, the identity of the data owner who uploaded the ciphertext cannot be known. Also, when verifying the leaked secret key, the identity information of the data user who leaked the secret key cannot be known. In terms of efficiency, the number of attributes can affect the ciphertext. In addition, a large amount of computation is required for the user to unsigncrypt the ciphertext. In this paper, we propose ECP-ABSC that provides data user traceability, and use it in a cloud environment to provide an efficient and secure data sharing scheme. The proposed ECP-ABSC scheme can trace and verify the identity of the data owner who uploaded the ciphertext incorrectly and the data user who leaked the secret key for the first time. In addition, the ciphertext of a constant size is output and the efficiency of the user's unsigncryption computation were improved.

Technology Requirements for Wearable User Interface

  • Cho, Il-Yeon
    • 대한인간공학회지
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    • 제34권5호
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    • pp.531-540
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    • 2015
  • Objective: The objective of this research is to investigate the fundamentals of human computer interaction for wearable computers and derive technology requirements. Background: A wearable computer can be worn anytime with the support of unrestricted communications and a variety of services which provide maximum capability of information use. Key challenges in developing such wearable computers are the level of comfort that users do not feel what they wear, and easy and intuitive user interface. The research presented in this paper examines user interfaces for wearable computers. Method: In this research, we have classified the wearable user interface technologies and analyzed the advantages and disadvantages from the user's point of view. Based on this analysis, we issued a user interface technology to conduct research and development for commercialization. Results: Technology requirements are drawn to make wearable computers commercialized. Conclusion: The user interface technology for wearable system must start from the understanding of the ergonomic aspects of the end user, because users wear the system on their body. Developers do not try to develop a state-of-the-art technology without the requirement analysis of the end users. If people do not use the technology, it can't survive in the market. Currently, there is no dominant wearable user interface in the world. So, this area might try a new challenge for the technology beyond the traditional interface paradigm through various approaches and attempts. Application: The findings in this study are expected to be used for designing user interface for wearable systems, such as digital clothes and fashion apparel.

학교건축 사용자 참여디자인의 효율적 운영 방법 연구 (A Study on the Efficient Operation Methodology of User Participatory Design for School Facilities)

  • 조창희;이화룡
    • 교육시설 논문지
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    • 제22권1호
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    • pp.3-12
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    • 2015
  • The user participatory design process collects users' opinions efficiently through a feedback process such as various user workshops and conferences. When users who actually participated in a design process use the facility in which they were a participant, their satisfaction with the design quality of the facility they use may be enhanced; therefore, user participatory design methods in school construction are deemed to enlarge consistently the interest in a school of students, parents, teachers, and local residents. This paper selected the most appropriate user participatory design methods through an analysis of actually applied cases, and applied them to the empirical exploration process. Also, problems incurred through the empirical exploration process were solved by various user participatory design methods based on actually experienced cases and the results of workshops performed. As such, this paper deduced problems by applying user participatory design methods in practice, and solved problems by executing the empirical exploration process again. Through this, the paper proposed a variety of user participatory design methods for improving school design and raising user satisfaction.