• Title/Summary/Keyword: Users' behaviors

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Current Status and User Experiences of the Science-Related YouTube Services by Government-Funded Research Institutes (정부출연연구기관의 과학 유튜브 서비스 현황과 이용자 경험 연구)

  • Byun, Kwanjoo;Oh, Sanghee
    • Journal of Korean Library and Information Science Society
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    • v.52 no.4
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    • pp.277-307
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    • 2021
  • This study aims to understand the current status of science-related channels on YouTube provided by government-funded research institutes and investigate user experiences and behaviors of using the services. We examined the number of subscribers, view counts, and video contents of 26 YouTube channels from the government-funded research institutes. We also designed a user study with the uses and gratifications theory and conducted a semi-structured interview. By grouping videos into five categories: Public Relations, Lectures, Entertainment, Vlogs, and Q&A, most videos were about research projects or institutional promotions. User motivation for using the YouTube channel was to acquire scientific knowledge and information. Users thought that YouTube channels could provide reliable information and satisfy their intellectual curiosity. But they criticized that most videos were uninteresting, and the lack of promotions of the channels made others hesitant to sign up and watch. Findings from this study could help fully understand the current status of the government-funded research institute's YouTube channel and be used as resources for the government's planning and development of various YouTube services.

Exploring the Effectiveness of Audit Against the Improper Usage of Social Service Vouchers in South Korea (사회서비스 부적정 이용에 대한 감사 효과분석 - 사회서비스 바우처 사업을 중심으로 -)

  • Park, Chun Bok;Kim, Jong Ho;Jung, Kwangho
    • 한국정책학회보
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    • v.23 no.3
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    • pp.161-198
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    • 2014
  • The various types of improper usages in the process of delivering social services have been increasingly paid to attention in South Korea. This study, relying on empirical data about the various improper behaviors, explore whether the audit activity can reduce the degree of the improper behavior. In order to estimate the impact of the audit, we use the DID(Difference in difference) method, comparing the experimental group with the audit treatment and the control group without it. We control for size(the number of Service personnel and user), types of social service (elderly, disabled, etc.), organizational forms(profit, non-profit), region(metropolitan areas, small-medium cities, rural areas), and the number times of audit (1, 2, and 3 number). Our empirical results show that the audit decreased the ratio of payment violation by about 4.02 percent, the number of violations from providers' improper payment by approximately 5.07 and the number of violations from users' improper payment by approximately 9.59. Further research is required to explore why and how the audit can decrease the improper usage in social service with rigorous theoretical models.

Firms' Switching Intention to Cloud Based Digital Trade: Perspective of the Push-Pull-Mooring Model

  • In-Seong Lee;Sok-Tae Kim
    • Journal of Korea Trade
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    • v.26 no.6
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    • pp.20-40
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    • 2022
  • Purpose - In recent times, the international trade environment has been changing rapidly, centering on the online market. In the post-COVID-19 era, small and medium-sized trading companies are facing the problem of not being properly provided with overseas market research, market trend analysis, and trade-related information. Cloud-based digital trade is being sought as an alternative to solve these problems; however, there is a lack of research on the intention to switch to digital trade among small and medium-sized trading companies. Therefore, this study empirically analyzes the intention to switch to digital trade based on the migration theory, and through this, attempts to identify each factor that affects the intention to switch to digital trade. Design/methodology - In this study, in order to identify factors influencing intention to switch to digital trade and innovation resistance of small and medium-sized trading companies, through previous research on migration theory and the PPM (Push, Pull, Mooring) model, each variable was selected for the purpose of the study. Based on this, a research model was established for the factors affecting switching to digital trade of small and medium-sized trading companies and empirically analyzed. In addition, considering the differences in the innovation propensity and maturity of information infrastructure of trading companies as the recipients of innovation, this study analyzes the moderating effect of the mooring effect and seeks ways to establish specific strategies according to the degree. Findings - As a result of empirical analysis, the pull effect was found to have the greatest influence on intention to switch to digital trade. However, the pull factor was found to have an effect on user resistance, and it was confirmed that it was a factor simultaneously inducing positive and negative consumption behaviors among users. In addition, it was found that the higher the company's innovation propensity, the higher the pull effect's influence on the intention to switch, and analysis showed that the push effect had no influence. In addition, companies with high information infrastructure maturity were expected to have a relatively high level of intention to switch compared to companies with low information infrastructure maturity, and the difference between the two groups was found not to be statistically significant. Originality/value - This study is a timely study in that it demonstrated the effect on the switching to cloud-based digital trade for small and medium-sized trading companies and that the cloud system related to digital trade is in full swing. There are academic implications in that it revealed that the pull effect is an important factor in the intention to switch to cloud service. Practical implications were presented in that small and medium-sized trading companies suggested ways to increase the value of the cloud system for switching to digital trade and a way to increase the switching ratio by minimizing the mooring effect. In addition, the study argues that active institutional support from the government is needed to activate cloud service.

Do good return policies work across cultures? Effect of lenient return policies on online shopper perceptions in Eastern culture

  • Yang, SuJin;Choi, Yun Jung
    • Asia Marketing Journal
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    • v.15 no.2
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    • pp.75-97
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    • 2013
  • While good return policies are suggested as one of the critical services for e-commerce, ambivalence between the burden of the cost and shoppers' satisfaction may prevent e-tailers from increasing their level of leniency. Based on the S-O-R model, this study has attempted to develop a grounded theory to explain how lenient return policies shape online shoppers' perceptions and responses, with a focus on cultural influences in the relationship. In order to check the cultural effects of the lenient return policy, thirty two female and eleven male undergraduate students in South Korean shoppers, who are accustomed to strict return policies, participated in the semi-structured interview. A series of open-ended questions were designed to explore consumers' reactions toward four different levels of the lenient return policy: from the strict type in South Korea to the lenient type in the U.S. Using qualitative research methods, this research has defined three types of dimensions of lenient return policy: return possible period, complexity of progress, and other restrictions. While previous researchers did not pay much attention, the last dimension, other restrictions, is shown to be the most significant in influencing online shoppers' perceptions, especially in South Korea. Also, the impacts on online shoppers' perceptions from the three types of sub-dimensions of return policy were somewhat different. Whereas a longer return possible period was considered more favorable, a medium level of complexity and restrictions were considered more desirable. In summary, this result showed that shoppers in Eastern cultures, i.e. South Korean online shoppers, seem favorable to a medium level of lenient return policies, while allowing for taking precautions against possible fraudulent behaviors and setting other restrictions. Therefore, most of retailers in South Korea recommended that e-tailers who adopt the most lenient return policies raise the bar to guard ethical shoppers from fraudulent users. Next, lenient return policies can enhance ease of use, usefulness, affect, and trust while relieving perceived risk, which is connected to intention to purchase, satisfaction, and loyalty. Interestingly, lenient return policies are more likely to change the behavioral responses of online shoppers, such as return and purchase, rather than change their attitudes or beliefs such as image, satisfaction, and loyalty. This tendency can be seen more clearly in the direct influences of return policy on responses. The reaction to lenient return policy is mostly the intention to return or to purchase. This suggests that return policy serves the e-tailers as a powerful tool in increasing online shoppers' purchase intention at the moment of purchase. Therefore, e-tailers who plan to expand their market to eastern countries, including South Korea, have to build a shield of restrictions around their lenient return policy, rather than immediately applying their original liberalized return policy. Also, e-tailers in South Korea need to review their strict and undifferentiated return policies to deal with the unsatisfied reactions of online shoppers toward their normal return policies. Although the present study was confined to the return policies currently being practiced by popular e-tailers, it would be worthwhile to develop effective return policies separately for each country, especially South Korea, keeping the culture of the relevant country in mind.

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Study of the Application of VQA Deep Learning Technology to the Operation and Management of Urban Parks - Analysis of SNS Images - (도시공원 운영 및 관리를 위한 VQA 딥러닝 기술 활용 연구 - SNS 이미지 분석을 중심으로 -)

  • Lee, Da-Yeon;Park, Seo-Eun;Lee, Jae Ho
    • Journal of the Korean Institute of Landscape Architecture
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    • v.51 no.5
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    • pp.44-56
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    • 2023
  • This research explores the enhancement of park operation and management by analyzing the changing demands of park users. While traditional methods depended on surveys, there has been a recent shift towards utilizing social media data to understand park usage trends. Notably, most research has focused on text data from social media, overlooking the valuable insights from image data. Addressing this gap, our study introduces a novel method of assessing park usage using social media image data and then applies it to actual city park evaluations. A unique image analysis tool, built on Visual Question Answering (VQA) deep learning technology, was developed. This tool revealed specific city park details such as user demographics, behaviors, and locations. Our findings highlight three main points: (1) The VQA-based image analysis tool's validity was proven by matching its results with traditional text analysis outcomes. (2) VQA deep learning technology offers insights like gender, age, and usage time, which aren't accessible from text analysis alone. (3) Using VQA, we derived operational and management strategies for city parks. In conclusion, our VQA-based method offers significant methodological advancements for future park usage studies.

A Study on the Scholarly Information and Data Requirements of Researchers for Data-Driven Research and Development (데이터 기반 R&D 지원을 위한 연구자의 학술정보 및 데이터 요구 분석 연구)

  • Seok-Hyoung Lee;Kangsandajung Lee;Jayhoon Kim;Hyejin Lee
    • Journal of the Korean Society for Library and Information Science
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    • v.58 no.1
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    • pp.255-283
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    • 2024
  • In this study, as a preliminary research to effectively support data-driven R&D of researchers, we analyzed the academic information and data requirements for researchers to discover new types of academic information and datasets, and to propose directions for academic information services. To achieve the research objectives, we conducted an exploratory case study involving five researchers and administered an online survey among ScienceON users to glean insights into data-driven R&D behaviors and information/data requirements. As a result, researchers relatively referred to academic papers, datasets and software information from academic papers or conference materials. Moreover, the methods and pathways for acquiring data, as well as the types of data, varied across different subject areas. Researchers often faced challenges in data-driven R&D due to difficulties in locating and accessing necessary datasets or software such as learning models. Therefore it has been analyzed that for future support of data-driven R&D, there is a need to systematically construct datasets by subject. Additionally, it is considered necessary to extract and summarize dataset and related software information in conjunction with academic papers.

The Coexistance of Online Communities: An Agent-Based Simulation from an Ecological Perspective (온라인 커뮤니티 간 공존: 생태학적 관점의 에이전트 기반 시뮬레이션)

  • Luyang Han;Jungpil Hahn
    • Information Systems Review
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    • v.19 no.2
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    • pp.115-136
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    • 2017
  • Online communities have become substantial aspects of people's daily lives. However, only a few communities succeed and attract the majority of users, whereas the vast majority struggle for survival. When various communities coexist, important factors should be identified and examined to maintain attraction and achieve success. The concept of coexistence as been extensively explored in organizational ecology literature. However, given the similarities and differences between online communities and traditional organizations, the direct application of organizational theories to online contexts should be cautiously explored. In this study, we follow the roadmap proposed by Davis et al. (2007) in conducting agent-based modeling and simulation study to develop a novel theory based on the previous literature. In the case of two coexisting communities, we find that community size and participation costs can significantly affect the development of a community. A large community can attract a high number of active members who frequently log in. By contrast, low participation costs can encourage the reading and posting behaviors of members. We also observe the important influence of the distribution of interests on the topic trends of communities. A community composed of a population that focuses on only one topic can quickly converge on the topic regardless of whether the initial topic is broad or focused. This simulation model provides theoretical implications to literature and practical guidance to operators of online communities.

Factors Affecting the Intention to Invade Privacy on Social Network Service (SNS에서 프라이버시 침해의도에 영향을 미치는 요인)

  • Ahn, Soomi;Jang, Jaeyoung;Kim, Jidong;Kim, Beomsoo
    • Information Systems Review
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    • v.16 no.2
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    • pp.1-23
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    • 2014
  • With side effects such as Phishing and Spam using personal information in Social Network Service, there is a growing need for studies related to harmful behaviors such as the reason for privacy violation. As such, this study assumed privacy violation to be ethical decision, making behavior and used the Theory of Planned Behavior and Motivation Theory, which are mostly used in social science to identify the factors affecting privacy violation. The results suggested that the Perceived Enjoyment and Punishment used in motivation studies affected privacy violation behaviors, and that the factors of the Theory of Planned Behavior such as Attitude toward Privacy Violation, Subjective Norms of Privacy Violation, and Perceived Behavioral Control with regard to Privacy Violation significantly influenced the Intention to Privacy Violation. On the other hand, Perceived Curiosity and Subjective Norms of Privacy Violation did not affect the Intention to Privacy Violation. Therefore, this study confirmed that the Theory of Planned Behavior was appropriate to explain the Intention to Privacy Violation, and that the variables of the Motivation Theory generally influenced the Attitude toward Privacy Violation. This study was significant since it extended the scope of theoretical privacy study from users and victims centered to inflictor and applied the Extended Theory of Planned Behavior using the variables of the Motivation Theory in the study of Intention to Privacy Violation. From the practical aspect, it provided the ground for privacy education based on the fact that the Attitude toward Privacy Violation can be curbed when education on the Privacy Concerns, Perceived Enjoyment, and Punishment with regard to privacy is strengthened. It also cited the need for the punishment of privacy violation and the practical ground to amend the terms and conditions of user license and Personal Information Protection Act to provide policy support.

Big Five Personality in Discriminating the Groups by the Level of Social Sims (심리학적 도구 '5요인 성격 특성'에 의한 소셜 게임 연구: <심즈 소셜> 게임의 분석사례를 중심으로)

  • Lee, Dong-Yeop
    • Cartoon and Animation Studies
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    • s.29
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    • pp.129-149
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    • 2012
  • The purpose of this study was to investigate the clustering and Big Five Personality domains in discriminating groups by level of school-related adjustment, as experienced by Social Sims game users. Social Games are based on web that has simple rules to play in fictional time and space background. This paper is to analyze the relationships between social networks and user behaviors through the social games . In general, characteristics of social games are simple, fun and easy to play, popular to the public, and based on personal connections in reality. These features of social games make themselves different from video games with one player or MMORPG with many unspecific players. Especially Social Game show a noticeable characteristic related to social learning. The object of this research is to provide a possibility that game that its social perspective can be strengthened in social game environment and analyze whether it actually influences on problem solving of real life problems, therefore suggesting its direction of alternative play means and positive simulation game. Data was collected by administering 4 questionnaires (the short version of BFI, Satisfaction with life, Career Decision-.Making Self-.Efficacy, Depression) to the participants who were 20 people in Seoul and Daejeon. For the purposes of the data analysis, both Stepwise Discriminant analysis and Cluster analysis was employed. Neuroticism, Openness, Conscientiousness within the Big Five Personality domains were seen to be significant variables when it came to discriminating the groups. These findings indicated that the short version of the BFI may be useful in understanding for game user behaviors When it comes to cultural research, digital game takes up a significant role. We can see that from the fact that game, which has only been considered as a leisure activity or commercial means, is being actively research for its methodological, social role and function. Among digital game's several meanings, one of the most noticeable ones is the research on its critical, social participating function. According to Jame Paul gee, the most important merit of game is 'projected identity'. This means that experiences from various perspectives is possible.[1] In his recent autobiography , he described gamer as an active problem solver. In addition, Gonzalo Francesca also suggested an alternative game developing method through 'game that conveys critical messages by strengthening critical reasons'. [2] They all provided evidences showing game can be a strong academic tool. Not only does a genre called social game exist in the field of media and Social Network Game, but there are also some efforts to positively evaluate its value Through these kinds of researches, we can study how game can give positive influence along with the change in its general perception, which would eventually lead to spreading healthy game culture and enabling fresh life experience. This would better bring out the educative side of the game and become a social communicative tool. The object of this game is to provide a possibility that the social aspect can be strengthened within the game environment and analyze whether it actually influences the problem solving of real life problems. Therefore suggesting it's direction of alternative play means positive game simulation.

Determinants of Mobile Application Use: A Study Focused on the Correlation between Application Categories (모바일 앱 사용에 영향을 미치는 요인에 관한 연구: 앱 카테고리 간 상관관계를 중심으로)

  • Park, Sangkyu;Lee, Dongwon
    • Journal of Intelligence and Information Systems
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    • v.22 no.4
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    • pp.157-176
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    • 2016
  • For a long time, mobile phone had a sole function of communication. Recently however, abrupt innovations in technology allowed extension of the sphere in mobile phone activities. Development of technology enabled realization of almost computer-like environment even on a very small device. Such advancement yielded several forms of new high-tech devices such as smartphone and tablet PC, which quickly proliferated. Simultaneously with the diffusion of the mobile devices, mobile applications for those devices also prospered and soon became deeply penetrated in consumers' daily lives. Numerous mobile applications have been released in app stores yielding trillions of cumulative downloads. However, a big majority of the applications are disregarded from consumers. Even after the applications are purchased, they do not survive long in consumers' mobile devices and are soon abandoned. Nevertheless, it is imperative for both app developers and app-store operators to understand consumer behaviors and to develop marketing strategies aiming to make sustainable business by first increasing sales of mobile applications and by also designing surviving strategy for applications. Therefore, this research analyzes consumers' mobile application usage behavior in a frame of substitution/supplementary of application categories and several explanatory variables. Considering that consumers of mobile devices use multiple apps simultaneously, this research adopts multivariate probit models to explain mobile application usage behavior and to derive correlation between categories of applications for observing substitution/supplementary of application use. The research adopts several explanatory variables including sociodemographic data, user experiences of purchased applications that reflect future purchasing behavior of paid applications as well as consumer attitudes toward marketing efforts, variables representing consumer attitudes toward rating of the app and those representing consumer attitudes toward app-store promotion efforts (i.e., top developer badge and editor's choice badge). Results of this study can be explained in hedonic and utilitarian framework. Consumers who use hedonic applications, such as those of game and entertainment-related, are of young age with low education level. However, consumers who are old and have received higher education level prefer utilitarian application category such as life, information etc. There are disputable arguments over whether the users of SNS are hedonic or utilitarian. In our results, consumers who are younger and those with higher education level prefer using SNS category applications, which is in a middle of utilitarian and hedonic results. Also, applications that are directly related to tangible assets, such as banking, stock and mobile shopping, are only negatively related to experience of purchasing of paid app, meaning that consumers who put weights on tangible assets do not prefer buying paid application. Regarding categories, most correlations among categories are significantly positive. This is because someone who spend more time on mobile devices tends to use more applications. Game and entertainment category shows significant and positive correlation; however, there exists significantly negative correlation between game and information, as well as game and e-commerce categories of applications. Meanwhile, categories of game and SNS as well as game and finance have shown no significant correlations. This result clearly shows that mobile application usage behavior is quite clearly distinguishable - that the purpose of using mobile devices are polarized into utilitarian and hedonic purpose. This research proves several arguments that can only be explained by second-hand real data, not by survey data, and offers behavioral explanations of mobile application usage in consumers' perspectives. This research also shows substitution/supplementary patterns of consumer application usage, which then explain consumers' mobile application usage behaviors. However, this research has limitations in some points. Classification of categories itself is disputable, for classification is diverged among several studies. Therefore, there is a possibility of change in results depending on the classification. Lastly, although the data are collected in an individual application level, we reduce its observation into an individual level. Further research will be done to resolve these limitations.