• 제목/요약/키워드: Users

검색결과 23,004건 처리시간 0.04초

A Study on the Users' Response to Privacy Issues in Customized Services

  • Park, Sunwoo;Baek, Jeongyun;Yoo, Yeajoo;Kim, Dongwhan
    • Journal of Multimedia Information System
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    • 제9권3호
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    • pp.201-208
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    • 2022
  • Customized service is a vital and mandatory element for apps in improving their technical performance and app customer analysis. While apps require users' consent for their data extraction and usage, many of the terms and agreement forms are written intricately, making it harder for users to fully understand the whole concept of users' data collection for customized services. Ever since the Facebook-Cambridge Analytica scandal, personal data privacy has been re-examined, forcing many app companies to reinforce a reliable solution to data privacy issues. However, there has not been a secured solution, which worries many people about the future advanced issues when metaverse platforms are actively used in daily apps. The research aims to collect the reactions and behaviors of everyday app users who utilize apps with customized services to understand the nature of privacy data issues and the users' opinions about the future implementation of metaverse platforms. The method of the research was an online questionnaire that targeted university students. The study revealed many fearful and anxious reactions about personal data and further metaverse issues where most app users were uneducated about how current apps collect and utilize users' private data.

최종사용자 컴퓨팅의 실태와 최종사용자 개인적 특성에 관한 연구 (A study on the current status of EUC andindividual characteristicsofend-users in Korean firms)

  • 김상수
    • 한국정보시스템학회:학술대회논문집
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    • 한국정보시스템학회 1996년도 추계학술발표회 발표논문집
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    • pp.5-26
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    • 1996
  • This study has two research objectives related to end-user computing (EUC). One of the research objectives was to investigate the current status of EUC of Korean firms. Another research objective was to examine the relationship between individual differences of end-users and EUC success. Using survey data from 752 end-users of 23 firms, the surrent status of EUC and the relationship between individual differences of end-users and EUC success were investigated. The current status of EUC was examined from six perspectives: 1). what is the characteristics of EUC strategy of Korean firms, 2). what are the individual characteristics of end-users in Korean Firms, #0. what are the characteristics of tasks performed by end-users using computer, 4). what are the application a areas of EUC, 5). How end-users are satisfied with the support of firms, 6). what are system usage and satisfaction of end-users. It was also foud that individual differences of end-users are related to EUC success. More specifically, it wat shown that the male gender, younger age, higher level of education, higher rank and organizational tenure, higher math ability, thinking type of cognitive style, positive and optimistic attitudes toward computer, more experience with computer, more computer education and knowledge are individual differences variables associated with EUC success. The results of stepwise regression analysis suggested that the individual difference variables accounted for 14%, 25%, 39% and 30% of the variances of four EUC success variables, satisfaction for outcome, satisfaction for ability, frequency of computer use, and the number of tasks, respectively. These empirical findings suggest that EUC managers should consider individual differences of end-users in managing EUC, such as education, training, support, and human resource management, to maximize potential benefits of EUC.

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온라인 게임 내 최고 레벨 유저의 이탈 분석 (Churn Analysis of Maximum Level Users in Online Games)

  • 박건우;차미영
    • 정보과학회 논문지
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    • 제44권3호
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    • pp.314-322
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    • 2017
  • 대규모 다중 사용자 온라인 롤플레잉 게임 유저들은 시나리오를 따라 주어진 임무들을 수행하며 최고 레벨을 향해 캐릭터를 성장시킨다. 최고 레벨 유저를 보유하는 것이 온라인 게임의 성공적 운영에 중요함에도 불구하고 이들에 대한 연구는 크게 이루어지지 않았다. 이 연구에서는 5만여명 유저들에 의해 기록된 약 6천만 건의 게임 내 로그 데이터 분석을 통해 유저들이 최고 레벨에 도달하는 과정과 그 이후 게임 이탈 현상을 분석하며, 최고 레벨 유저의 이탈에 영향을 미치는 요인을 이해하고자 한다. 분석 결과, 최고 레벨 이전의 행동 패턴을 이용해 최고 레벨 유저의 이탈을 예측할 수 있으며, 최고 레벨 이전에 사회적으로 활발하고 많은 사람들과 대화하는 게이머가 덜 떠난다는 것을 발견하였다(p<0.05). 이 연구는 유저간 소통 패턴이 최고 레벨에 도달한 유저들의 지속적인 사용에 주요한 요인임을 확인하며, 엘리트 유저의 지속적인 게임 이용을 유도하는 실무적 시사점을 제공한다.

최종사용자 컴퓨팅의 실태와 최종사용자 개인적 특성에 관한 연구 (A Study on the current status of EUC and individual characteristics of end-users in Korean firms)

  • 김상수
    • 한국정보시스템학회지:정보시스템연구
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    • 제5권
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    • pp.383-409
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    • 1996
  • This study has two research objectives related to end-user computing (EUC). One of the research objectives was to investigate the current status of EUC of Korean firms. Another research objective was to examine the relationship between individual differences of end-users and EUC success. Using survey data from 752 end-users of 23 firms, the current status of EUC and the relationship between individual differences of end-users and EUC success were investigated. The current status of EUC was examined from six perspectives : 1) what is the characteristics of EUC strategy of Korean firms, 2) what are the individual characteristics of end-users in Korean firms 3) what are the characteristics of tasks performed by end-users computer, 4) what are the application areas of EUC, 5) How end-users are satisfied with the support of firm, 6) what are system usage and satisfaction of end-users. It was also found that individual differences of end-users are related to EUC success. More specifically, it was shown that the male gender, younger age, higher level of education, higher rank and organizational tenure, higher math ability, thinking type of cognitive style, positive and optimistic attitudes toward computer, more experience with computer, more computer education and knowledge are individual differences variables associated with EUC success. The results of stepwise regression analysis suggested that the individual difference variables accounted for 14%, 25%, 39%, and 30% of the variances of four EUC success variables, satisfaction for outcome, satisfaction for ability, frequency of computer use, and the number of tasks, respectively. Theses empirical findings suggest that EUC managers should consider individual differences of end-users in managing EUC, such as education, training support, and human resource management, to maximize potential benefits of EUC.

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An Empirical Study of Knowledge Sharing Behavior of the SNS: A Case Study of "Sina Weibo"

  • Lu, Jinku;Kim, Jongki
    • Asia pacific journal of information systems
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    • 제26권3호
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    • pp.367-384
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    • 2016
  • Social networking services (SNS) have become a significant platform for Internet users to obtain knowledge and information. Users can share messages mutually via this platform. This kind of sharing enables users to exchange and gain useful information. However, in recent years, the crisis of stickiness has appeared in SNS, calling attention to the social network industry. Relevant professionals explain that the interest of users in sharing knowledge on SNS websites and applications may gradually decrease, eventually leading to users giving it because the platforms utilize simple and uninteresting methods to attract active participation from users. However, factors affecting the knowledge sharing on SNS websites and applications should be identified clearly through studies. Sina Weibo is one of the largest SNS platforms in the world, and studies on the factors affecting knowledge sharing of users could be valuable in addressing this issue. This paper establishes the theoretical analysis model of knowledge sharing in SNS sites and applications, analyzes the factors affecting knowledge sharing on these sites, and proposes the corresponding strategies to address the issues. Using questionnaire surveys on Sina Weibo users, this article will discuss the factors affecting knowledge sharing, and analyze these factors on SNS as well as improve the stickiness of users to achieve the aim of SNS platforms enabling the expansion of the range of users. The study will discuss theoretical foundations and the hypotheses that arise. The method of study will also be discussed. The study concludes with theoretical implications, practical implications, limitations, and future research opportunities. The results of this study could aid researchers in understanding the underlying reasons for social network activities as well as for SNS developers in improving SNS services.

소셜 네트워크 서비스에서의 동적 사용자 신뢰도 평가 스킴 (Dynamic User Reliability Evaluation Scheme for Social Network Service)

  • 이창훈;정영만;정재욱;원동호
    • 정보보호학회논문지
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    • 제23권2호
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    • pp.157-168
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    • 2013
  • 소셜 네트워크 서비스는 생산자와 소비자의 구분 없이 모든 사용자가 직접 정보를 생산, 가공, 유통할 수 있는 양방향 미디어이다. 이용자 수가 빠르게 증가하면서 사용자들이 다양한 정보를 획득하고 공유할 수 있게 되었지만 서비스 상에서 신뢰할 수 없는 정보들의 확산으로 인한 문제점이 발생하고 있다. 또한, 개방적 환경이라는 점을 악용하여 사용자의 프라이버시를 침해하고 서비스 및 사용자의 신뢰도를 낮추는 문제가 확산되고 있다. 따라서 민감한 정보는 정보 생산자가 신뢰할 수 있는 사람에게만 전달될 수 있어야하고, 신뢰할 수 있는 사람으로부터 정보를 제공받아야한다. 이러한 필요성으로 인해 사용자의 신뢰도를 평가할 수 있는 효율적인 방법이 필요하다. 본 논문에서는 서비스에서의 신뢰를 정의하며, 서비스의 기능을 활용하여 Trust Parameter를 만들고 사용자의 신뢰도를 평가할 수 있는 동적 사용자 신뢰도 평가 스킴을 제안한다. 그리고 제안한 신뢰도 평가 스킴에 대한 분석을 통해 사용자들의 신뢰도에 대한 신뢰 범위를 도출한다.

소셜네트워크 분석을 통한 온라인게임 이용자커뮤니티 간 비교 (Comparison of Online Game User Communities by using Social Network Analysis)

  • 하성호;임광혁;배현우
    • 한국콘텐츠학회논문지
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    • 제9권8호
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    • pp.178-189
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    • 2009
  • 게임 산업은 멀티미디어 콘텐츠형 지식산업으로 세계적으로 지속적인 성장을 보이고 있다. 전체 게임 산업 중에서 큰 비중을 차지하고 있는 분야가 온라인 게임 분야이며 전체 게임 산업의 약 43%를 차지하고 있다. 온라인 게임은 대부분 월별 정액 요금제를 적용하는 만큼 제품이라기보다 서비스에 가까우므로 고객의 유지가 바로 기업의 현금흐름에 크게 기여하기 때문에 사용자의 만족도와 충성도가 매우 중요하다. 이렇듯 온라인 게임에서 사용자가 중요함에도 불구하고 온라인 게임 자체에 대해서는 기존에 많은 연구가 이루어진 반면, 사용자 중심의 연구, 그 중에서도 사용자의 커뮤니티에 대한 연구는 부족한 실정이다. 본 논문은 온라인 게임의 특징과 그 속성을 선행연구를 통하여 조사하고 온라인 게이머의 커뮤니티 의식과 소셜네트워크 형성에 영향을 미치는 요인을 파악하고자 한다. 또한, 온라인 게이머의 만족과 고객 충성도에 커뮤니티 의식과 소셜네트워크가 영향을 미치는 지를 검증하여 온라인 게임을 개발하고 서비스하는 기업에게 영업 전략을 제시하고자 한다.

정부주도형 및 민간주도형 푸드뱅크(Food Bank) 사업의 이용자 실태 및 이용특성 분석 (Analysis on the Characteristics of Government-dominant and Non-governmental Food Bank Programs from the Users' Perspective)

  • 강혜승;홍민아;양일선;조미나;김철재
    • 대한지역사회영양학회지
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    • 제10권2호
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    • pp.224-233
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    • 2005
  • The objectives of this study were to (a) examine the users' characteristics of both government-dominant and non-governmental food bank programs, (b) understand the supporting quality of the food bank program, and (c) analyse the effectiveness of the programs from the users' perspectives. The random samples of 120 food bank operators were selected by proportionate stratified random sampling method and from each food bank, 3 users were selected for the survey. A total of 205 users were participated in this survey. The main results of this study were as follows; Average profile of food bank users were 58 year old, female, livelihood protectee ($56.6\%$). Food assistance frequency were mostly once a week ($34.1\%$), and everyday ($22.4\%$). The survey also showed that non-governmental food banks delivered the food directly to the $42.7\%$ of users, otherwise the users of government-dominant ones went to the food bank to receive the foods. Most of the donated foods were cooked food ($50.0\%$), and the users also wanted to receive that kinds of food. Saving food expenses ($55.6\%$) and overcoming hunger ($16.6\%$) were found as the effectiveness to the users.

우리나라 성인 및 노인의 식이보충제 복용에 따른 비타민 및 무기질 영양상태 평가: 2017 국민건강영양조사 자료 (Evaluation of Nutritional Status of Vitamins and Minerals According to Consumption of Dietary Supplements in Korean Adults and the Elderly: Report Based on 2017 Korea National Health and Nutrition Examination Survey data)

  • 김지명
    • 대한지역사회영양학회지
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    • 제25권4호
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    • pp.329-339
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    • 2020
  • Objectives: This study was undertaken to evaluate the intake of vitamins and minerals from dietary supplements (DSs) in Korean adults and elderly. Methods: Data for this study was generated from the 2017 Korea National Health and Nutrition Examination Survey (KNHANES). We analyzed 4,204 individuals aged 19 years and older (2,579 users and 1,625 non-users). The survey included 24-h recall questions on food and DS intakes, as well as questions on DS use over the past year. The nutrient DSs evaluated were calcium, phosphorus, iron, vitamin A, thiamin, riboflavin, niacin, and vitamin C. Total nutrient intakes were obtained by combining nutrient intakes of foods and DSs consumed by each subject. Results: Most micronutrient intakes from food (except for thiamin) in adult users, and the four micronutrient intakes (iron, vitamin A, vitamin B2 and vitamin C) in elderly users, were significantly higher than values obtained in non-users. For total intake of nutrients and DSs, both adult and elderly users had a significantly higher intake than non-users. While proportions below Estimated Average Requirements for all micronutrients by adding respective DSs in users were significantly reduced in adults and elderly as compared to non-users, the proportions of above Tolerable Upper Intake Levels for calcium and vitamin A in adults, and vitamin A in elderly, were significantly increased. In the total subjects examined, consumption of DSs was associated with lower odds ratios of undernutrition of micronutrients, and with higher odds ratios of overnutrition of calcium, iron, and vitamin A, as compared to non-users of DSs. Conclusions: Although DSs consumption by adults and the elderly improves the micronutrient status, it also increases the risk of excessive intake of certain vitamins and minerals.

현대 소비자의 제품소비경험: 스마트폰 상표 간 비교를 중심으로 (Contemporary Consumers' Product Consumption Experiences: A Comparison between the Two Leading Brands of Smart Phone)

  • 오지은;김기옥
    • 대한가정학회지
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    • 제50권1호
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    • pp.141-154
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    • 2012
  • The purpose of this study was to examine consumers' product experiences from the time when the consumer purchases a smart phone, through to the period of use, and to evaluate the product after a period of usage by comparing two groups of smart phone users of the two leading brands, Galaxy S and iPhone 4G. Product experiences were considered through the process of a consumer purchasing and using a product throughout the whole cycle of product consumption. Product experiences were compared between the two brand users according to their demographic backgrounds. The results indicated that iPhone 4G users were more likely to experience functional superiorities and emotional varieties than Galaxy S users. Especially, iPhone 4G users were more likely to experience enjoyment, aesthetics, enhanced self-images and good relationships with others through the smart phone than the Galaxy S users. Galaxy S users were more likely to identify a corporate's image as a superior feature, while iPhone 4G users were more likely to identify multi-functions and endless applications. This study implies that not only the product's functional superiorities but also the consumers' entire cycle of product experiences should be carefully examined and reflected in the development of successful new products in this competitive market.