• Title/Summary/Keyword: User- Experience

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A Study on the Reliability of Voice Payment Interface (음성결제 인터페이스의 신뢰도에 관한 연구)

  • Gwon, Hyeon Jeong;Lee, Jee Yeon
    • Journal of the Korean Society for information Management
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    • v.38 no.3
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    • pp.101-140
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    • 2021
  • As the payment service sector actively embraces artificial intelligence technology, "Voice Payments" is becoming a trend in contactless payment services. Voice payment services can execute payments faster and more intuitively through "voice," the most natural means of communication for humans. In this study, we selected richness, intimacy, and autonomy as factors for building trust with artificial intelligence agents. We wanted to determine whether the trust will be formed if the factors were applied to the voice payment services. The experiment results showed that the higher the richness and autonomy of the voice payment interface and the lower the intimacy, the higher the trust. In addition, the two-way interaction effects of richness and autonomy were significant. We analyzed and synthesized the collected short-answer system to identify users' anxiety when using voice payment services and proposed speech interface design ideas to increase their trust in the voice payment.

Conditions for Integrated Public Welfare Delivery System: Case Studies in Britain (통합적 공공 복지전달체계를 위한 조건: 영국 사례 연구)

  • Kim, Bo-Yung
    • 한국사회정책
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    • v.25 no.2
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    • pp.403-428
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    • 2018
  • There has been constant attempts for integration of public welfare delivery system which lead to integrated case management, then this become more significant issue regarding 'community care' recently in Korea. However, most of them was limited to fractional organization rearrangement or more use of private resources rather than realising user-centred approach. Therefore, in this research, we would like to do a couple of case studies in Britain which has rich experience of reforms for integrated approaches between health and social services and Troubled Family programme resembles the integrated case management in Korea by visiting a London Borough and a local council respectively. In conclusion, we found three conditions are required to establish successful integrated delivery system: elimination of institutional barriers relating to workforce, organization, and finance; shared objectives and partnership among the professional groups and agencies; and information sharing system with technical support regarding individual cases.

A Study Factors Affecting Continuance Intention of Internet Only Bank: Using Task-Technology Fit Theory (인터넷전문은행의 지속 사용 의도에 영향을 미치는 요인에 대한 연구: 업무-기술 적합성 이론을 활용하여)

  • Yoo, Hyein;An, Jaeyoung;Lee, Choong C.
    • The Journal of Society for e-Business Studies
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    • v.23 no.3
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    • pp.111-128
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    • 2018
  • Today the paradigm of the financial services industry is shifting to mobile banking, and each financial company provides a variety of mobile banking services. Because of the innovation of mobile banking service, the Internet Only Bank has been launched recently. However, the actual number of users is far less than the number of subscribers. The purpose of this study is to investigate the factors affecting the intention to use of Internet only banking service by applying Task-Technology Fit (TTF) theory. In order to carry out this research, we conducted a survey on the user of the Internet only banking services, tested the measurement validity/reliability analysis and derived structural equation model. The results indicate that there are significant correlations between technology characteristics and task-technology fit and between task-technology fit and continuance intention. The results of this study are expected to provide implications for securing and maintaining the users of Internet banking providers.

Relationship among perceived benefit, perceived risk and continuous use of user' Internet primary bank : The mediation effects of trust (인터넷전문은행의 지각된 혜택, 지각된 위험, 지속적 이용의도의 관계에서 신뢰의 매개효과 분석)

  • Jung, Joo Won;Cho, So Yeon
    • Journal of the Korea Convergence Society
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    • v.9 no.12
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    • pp.195-205
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    • 2018
  • The purpose of this study was to investigate the effects of perceived risk, perceived benefits and trust on the intention of continuous use of Internet primary banks in order to explore ways for stable establishment and growth of Internet primary banks. In addition, the mediating effects of trust on the relationships among perceived benefits, perceived risk and intention of continuous use were tested. Through an online survey, 457 people aged 20-59 years who had experience of using an Internet primary bank within the last 3 months were selected as the subjects for this study. First, perceived benefits, perceived risk, and trust were found to have a significant influence on the intention of continuous use of Internet primary banks. Second, the partial mediation effect of trust on the relationships of ease of use and functional risk with intention of continuous use was confirmed, and the full mediation effect of trust on the relationships of attractiveness and innovativeness with intention of continuous use was verified. In order to achieve sustainable growth, Internet primary banks are required to increase major benefits of customers and lower the risk levels to build firm customer trust.

The Extraction Process of Durative Persuasive System Design Characteristics for Healthcare-related Mobile Applications

  • Zhang, Chao;Wan, Lili
    • International journal of advanced smart convergence
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    • v.8 no.2
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    • pp.18-29
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    • 2019
  • In the field of Human-Computer Interaction design, persuasive design has gradually been applied to the system development and design process, especially for mobile application design. However, most mobile applications have hitherto a very short using lifecycle. Especially, design features with long-term persuasive effectiveness remain to be further researched and developed. In this study, we focused on investigating and identifying the durative persuasive design characteristics through a data mining process and evaluating the durative effectiveness through a long-term observation process. Total five hundred healthcare-related mobile applications were selected from Apple iTunes Store and a mixed method was conducted to extract the most common persuasive design characteristics. Based on the results of extraction, a representative healthcare-related mobile application was selected as experimental subject. Total one hundred and twenty participants were observed during a six-months experiment and the monitoring data of app usage of all participants was collected once a week. According to the evaluation model for behavior change identification process, participants with habit formation features were proved to have a significant long-term perception level for ten persuasive design characteristics. Further interview research was performed to investigate the participant's long-term perceptions on those characteristics for the purpose of identifying the durative persuasions. The results indicated that a long-term durative effectiveness can be observed and healthcare-related apps designed with those characteristics could have durative effectiveness. This study may contribute to the improvement of future mobile application designs in user experience and durative persuasion, as well as bringing future benefits for both mobile application developers and users.

The Effect of Presence and Engagement in HMD(Head Mounted Display) Virtual Reality Advertising on Attitude and Memory (HMD(Head Mounted Display) 가상현실 광고가 현존감과 인게이지먼트 수준에 따라 태도와 기억에 미치는 효과)

  • Han, Kwang-Seok;Cho, Jae-Hyun
    • Journal of the Korea Convergence Society
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    • v.10 no.6
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    • pp.139-146
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    • 2019
  • In this study, we examined how consumers who experience HMD virtual reality advertising differ in their ad attitudes and memory effects according to Presence (cognitive presence, emotional presence, media presence) and engagement level. Particularly, in the case of memory effect, the information that the user memorizes through the advertising is divided into "Attribute-Related Memory (ARM)" and "Global-Related Memory (GRM)" Respectively. First, the attitudes toward HMD based virtual reality ads are positive regardless of the type of presence. Second, in the virtual reality advertising, if the level of engagement is low, ARM that memorizes the information of the product attribute is increased, whereas if the level of engagement is high, the GRM which is the memory of the attitude-based evaluation information about the product is increased appear. Third, if cognitive presence and media presence are low, then ARM is more memorable than GRM.

Game Recommendation System Based on User Ratings (사용자 평점 기반 게임 추천 시스템)

  • Kim, JongHyen;Jo, HyeonJeong;Kim, Byeong Man
    • Journal of Korea Society of Industrial Information Systems
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    • v.23 no.6
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    • pp.9-19
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    • 2018
  • As the recent developments in the game industry and people's interest in game streaming become more popular, non-professional gamers are also interested in games and buying them. However, it is difficult to judge which game is the most enjoyable among the games released in dozens every day. Although the game sales platform is equipped with the game recommendation function, it is not accurate because it is used as a means of increasing their sales and recommending users with a focus on their discount products or new products. For this reason, in this paper, we propose a game recommendation system based on the users ratings, which raises the recommendation satisfaction level of users and appropriately reflect their experience. In the system, we implement the rate prediction function using collaborative filtering and the game recommendation function using Naive Bayesian classifier to provide users with quick and accurate recommendations. As the result, the rate prediction algorithm achieved a throughput of 2.4 seconds and an average of 72.1 percent accuracy. For the game recommendation algorithm, we obtained 75.187 percent accuracy and were able to provide users with fast and accurate recommendations.

Production of fusion-type realistic contents using 3D motion control technology (3D모션 컨트롤 기술을 이용한 융합형 실감 콘텐츠 제작)

  • Jeong, Sun-Ri;Chang, Seok-Joo
    • Journal of Convergence for Information Technology
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    • v.9 no.4
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    • pp.146-151
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    • 2019
  • In this paper, we developed a multi-view video content based on real-world technology and a pilot using the production technology, and provided realistic contents production technology that can select a desired direction at a user 's view point by providing users with various viewpoint images. We also created multi-view video contents that can indirectly experience local cultural tourism resources and produced cyber tour contents based on multi-view video (realistic technology). This technology development can be used to create 3D interactive real-world contents that are used in all public education fields such as libraries, kindergartens, elementary schools, middle schools, elderly universities, housewives classrooms, lifelong education centers, The domestic VR market is still in it's infancy, and it's expected to develop in combination with the 3D market related to games and shopping malls. As the domestic educational trend and the demand for social public education system are growing, it is expected to increase gradually.

A Study on the Measurement Method of Spatial Position Compensation for Virtual Reality and Real Space Synchronization (가상현실과 실공간 동기화를 위한 공간 위치보정 측정 방법론에 대한 연구)

  • Park, Kee-Jin;Lee, Byoung-Hwak;Kim, Nam-Hyuk;Yoon, Sung-Ho
    • Journal of the Korean Society of Manufacturing Process Engineers
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    • v.17 no.6
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    • pp.136-143
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    • 2018
  • Recently, with the rapid development of virtual reality technology, there have been more and more applications of virtual reality technology in various fields. In order to realize a virtual reality, a method of implementing a visualization environment through an HMD (Head Mounted Display) is widely used. However, in the current visualization environment through the HMD, the user feels dizziness when worn, It has the disadvantage of imposing restrictions on. In this study, it is aimed to realize virtual reality visualization environment through multi-screen environment which improves the experience effect of virtual environment by using existing screen instead of visualization through HMD, and compensates for shortcomings of HMD method. In order to realize a multi-screen environment as a highly visualized environment, a technique for matching the spatial position of the multi-screen with the spatial position of the virtual environment is required. To do this, we need an efficient method to precisely measure the position of the space, and we propose a spatial position compensation methodology that can efficiently and precisely measure the position of the real space and reflect it in the virtual environment.

'Reminiscence' emersed in creative industry in terms of Storytelling Significance and Application (문화콘텐츠에 나타난 '레미니상스(Reminiscence)'에 대한 스토리텔링 측면의 의미와 활용)

  • Jeong, Eui-Tae;Jung, Kyoung-He
    • Journal of Digital Convergence
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    • v.16 no.11
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    • pp.477-485
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    • 2018
  • Beyond the mid-2010s, there has been increasing cases of using 'Reminiscence' as a trigger for recalling 'Past' in pre-production process of creative contents. In previous researches on this phenomenon, it has been recognized that retro, recall, compassion, and memory are similar. In order to look closely to grasp the psychological tendency of the contents user in detail, the study about 'Reminiscence' was conducted. The researcher analyzed 'Reminiscence' as a process of restructuration based on the experience and desire of the person individual which were derived from the past and further analyzed it as a lack of desire due to the time can never return. The study hopefully can make a balance against the cutting edge content distribution technology biased production tendency.