• 제목/요약/키워드: information use experience

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메타버스 사용경험에 따른 메타버스 정보시스템의 사용의도에 관한 연구 : 중소기업의 도입 중심으로 (A Study on the Intention to Use the Metaverse Information System via the Experience of Using the Metaverse : Focusing on the Small and Midium-sized Enterprises)

  • 장기웅;이상준;박재성
    • 디지털산업정보학회논문지
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    • 제20권2호
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    • pp.75-89
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    • 2024
  • The demand for metaverse is increasing rapidly due to the development of 3D information technology and the pandemic situation caused by COVID-19. Small and medium-sized enterprises(SMEs) are also in increasing demand for metaverse in the community, meetings, and customer services of their employees. Based on the UTAUT model, this study investigated the acceptance of the Metaverse-type information system(IS) by employees of SMEs. Using the responses from 170 SMEs employees, we conducted the regression analyses SMEs employees' usage intention on Metaverse-type IS. The results of the research analyses were as follows. First, among the variables of the UTAUT model, performance expectations, social influence, and promotion conditions had a significant effect on the intention to use. Second, among the variables derived from the industrial specificity of Metaverse-type IS, only individual innovation had a significant influence on the intention to use. Last but not least, in the relationship between the intention to use Metaverse-type IS and the influencing factors, only individual innovation was significant in the moderating effect according to past metaverse use experience.

신발소재 재단용 채산 소프트웨어 개발

  • 류영근;김행렬
    • 한국정보시스템학회:학술대회논문집
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    • 한국정보시스템학회 1996년도 추계학술발표회 발표논문집
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    • pp.145-155
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    • 1996
  • This paper is to describe the development of nesting software for the materials cutting plan of footwear manufacturing processes. In shoes cutting process, almost of the materials cutting plan is dependent upon worker's experience. Thus, the pattern nesting by worker's experience for materials cutting is different from the real cutting results and also different from the error size of yield in degree of worker's skill. Recently, a few of domestic shoes' makers make use of oversee's nesting software. But the nesting software unfits for the domestic actual circumstances, and is complex to use, and is expensive, and is not to be interfaced with the auto cutting machine. Therefore, we have developed the economic nesting systems that are easier for novice to use and fit for the domestic circumstances, which can syncronize with the development of the auto cutting machine. The system comprises interrelated modules for materials information, nesting simulation, utility. The architecture of system, the functions of each module, and the information processing procedures of each function are discussed.

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신발소재 재단용 채산 소프트웨어 개발

  • 류영근;김행렬
    • 한국산업정보학회논문지
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    • 제1권1호
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    • pp.203-217
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    • 1996
  • This paper is to describe the development of nesting software for the materials cutting plan of footwear manufacturing processes. In shoes cutting process, almost of the materials cutting plan is dependent upon worker's experience. Thus, thepattern nesting by worker's experience for materials cutting is different form the real cutting results and also different form the error size of yield in degree of worker's skill. Recently, a few of domestic shoes' makers make use of oversee's nesting software.But the nesting software unfits for the domestic actual circumstances , and is complex to use , and is expensive , and is not to be interfaced with the auto cutting machine. Therefore , we have developed the economic nesting systems that are easier for novice to use and fit for the domestic circumstances, which can synchronize with the development of the auto cutting machine. The system comprises interrelated modules for materials information, nesting simulation, utility. The architecture of system, the function of each module, and the information processing proceduresof each function are discussed.

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학교도서관 이용에 대한 플로우 경험과 만족도의 인과관계에 관한 연구 (A Study on the Structural Relationships between Flow Experience and Satisfaction about School Library Use)

  • 이병기;송기호;김성준
    • 한국도서관정보학회지
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    • 제46권3호
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    • pp.119-140
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    • 2015
  • 국내외의 학교도서관 기준은 학생이 학교도서관을 통해 유익하고 즐거운 경험을 하도록 역할을 수행할 것을 제시하고 있다. 이 연구는 칙센트미하이의 플로우 이론을 학교도서관 이용상황에 적용하여 학생의 플로우 경험이 학교도서관 이용만족도에 미치는 영향관계를 분석하였다. 이를 위해 학교도서관 이용만족도를 종속변수로, 플로우를 매개변수로, 그리고 플로우에 영향을 미치는 요인으로 학교도서관 이용기술, 학교도서관 이용에 대한 도전의욕, 학교도서관 이용형태, 학생의 학습유형을 선정하여 이들 변수 사이의 인과관계를 중심으로 연구모형을 설정하였다. 설문조사는 전국 293명의 학생을 대상으로 실시하였고, 구조방정식 모형을 통해 자료를 분석하였다. 분석결과 변수의 전반적인 인과관계는 학교도서관 이용기술이 이용유형에 영향을 미치고, 이용유형은 학생의 학습유형에, 그리고 학생의 학습유형은 플로우를 거쳐 학교도서관 이용만족도에 영향을 미치는 구조로 나타났다. 통계분석 결과를 통해 학교도서관의 이용만족도를 높이기 위해서는 학생의 플로우 경험을 확대하고, 도서관 이용기술의 수준을 높일 필요가 있다는 점을 확인하였으며, 그 방안을 사서교사의 구체적 역할과 관련지어 제시하였다.

유비쿼터스 생활영어 체험학습장 교수-학습 모형 개발 연구 (Study on the Model Development for Experiential Learning with Ubiquitous Everyday English)

  • 백현기;김수민;강정화
    • 디지털융복합연구
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    • 제7권3호
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    • pp.49-60
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    • 2009
  • The aim of this study was to develop a model for teaching-teaming by applying Ubiquitous at a learning experience field, in which connect characteristics of both ubiquitous application learning and experience teaming, making use of them. A literature survey of concepts was conducted, with the main areas to find out relationships between ubiquitous application learning and experience learning. Experience learning by applying ubiquitous learning methods maximizes its efficiency of experience learning in considering ubiquitous learning methods's characteristics of dynamic, interaction, sharing. Also it makes communications through positive participation and active interaction, and leads to a process of internal examination. The research data suggests that critical factors of experiencing learning applying ubiquitous are acquiring information and memory, information integration and exquisiteness, emotional and social activity, producing activity, help activity.

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Analysis of the Effectiveness of Conversion of Three-dimensional Puzzles into Immersive Media based on Play Theory for Children's Experience

  • Tae-Eun Lee
    • Journal of information and communication convergence engineering
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    • 제21권2호
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    • pp.145-151
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    • 2023
  • This study aimed to determine whether there is a significant difference in play properties in the case of media conversion through the combination of analog three-dimensional puzzles and immersive media in children's experience. Based on Roger Caillois' play theory and the contents of previous research, an experience was conducted on an experimental group and control group, and a questionnaire was prepared. The results of the correlation and paired t-test analysis showed that the play properties were higher and more evenly distributed in the media conversion immersive experience. This implies that an increase in children's fun during the immersive experience further increases their immersion, suggesting that the use of immersive media may have a positive effect on children who achieve holistic development through play and experience. We hope that this study will help recognize the difference in effectiveness through conversion into immersive media and will be referenced in various media studies that consider double-play properties.

Development of Innovative Product Designs with Stretchable Displays Based on User's Expected Experience

  • Seung Eun Chung;Youjin Seo;Han Young Ryoo
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제18권8호
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    • pp.2346-2365
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    • 2024
  • This research identifies specific user experience factors that have positive impact on user's behavior intention to use so that a new technology called stretchable display(SD) can be accepted and spread in the market. To show how these factors can be applied to SD home appliances, a few concrete designs have been suggested. In the first stage of the research, the initial concept of innovative product design with stretchable display was derived by developing a scenario that solves the expected experience by home product users through the attributes of the SD technology. In the second stage, a scenario of the product to which a stretchable display was applied was suggested to investigate the expected experience factors that influence the behavior intention to use. As a result of the analysis, users showed a positive intention to use for the factors of Functionality of Space and Life Support, Presentation of Preferences, and Customization of Emotions, provided by the product with SD technology applied. In the next stage, based on the verified user experience factors, multifunctional kitchen appliances design, smart furniture design with flexible surfaces, and smart interior wall tile design have been derived. After all, the differentiated transformable interface designs shown through this process have been suggested as three-dimensional soft-physical button design and attachable design for multi-curved soft furniture. This study is significant as it emphasizes a user-centered design process over a technology-centered approach, enhancing market acceptability and focusing on design features aligned with the user's expected experience.

기술 활용의지, 디지털 소외감, 조력자 경험이 고령소비자의 삶의 만족도에 미치는 영향 (The Effects of Willingness to use Technology, Digital Alienation and Assistant Experiences on the Life Satisfaction of Elderly Consumers)

  • 장은교;이진명
    • 디지털융복합연구
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    • 제19권10호
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    • pp.133-141
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    • 2021
  • 최근 인터넷과 디지털 기기를 능동적으로 활용하는 고령층이 점차 증가하고 있다. 본 연구는 정보기술 활용에 있어서 취약계층으로 여겨지는 고령소비자의 기술 활용의지와 디지털 소외감 그리고 정보기술 활용을 돕는 조력자 경험이 삶의 만족도에 미치는 영향력을 규명하는 것을 목적으로 한다. 이를 위해 인터넷 활용이 가능한 60대 이상의 고령소비자 총 311명을 연구대상으로 선정하여 온라인 설문조사를 통해 자료를 수집 및 분석하였다. 연구결과, 고령소비자는 정보기술을 주체적으로 활용하려는 의지가 강하고 디지털 소외감을 낮게 지각하며 기술 활용 시 조력자의 도움을 많이 받는 것으로 나타났다. 회귀분석 결과, 디지털 소외감을 낮게 지각할수록, 기술사용에 있어서 조력자의 도움을 많이 경험할수록 고령소비자의 삶의 만족도가 유의하게 증가하였다. 본 연구는 첨단정보기술 환경에서 고령소비자의 삶의 만족도 증진에의 영향요인을 밝히고 정책적, 실무적 시사점을 제안한다는 점에서 가치가 있다.

신발소재 재단용 채산 소프트웨어 개발

  • 류영근;김행렬
    • 한국산업정보학회:학술대회논문집
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    • 한국산업정보학회 1996년도 추계 학술 발표회 발표논문집
    • /
    • pp.145-155
    • /
    • 1996
  • This paper is to describe the development of nesting software for, the materials cutting plan of footware manufacturing processes. In shoes cutting process, almost of the materials cutting plan is dependent upon worker's experience. Thus the pattern nesting by worker's experience for materials cutting is different form the real cutting results and also different from the error size of yield in degree of worker's skill. Recently, a few of domestic shoes makers use of oversee's nesting software. But the nesting software unfits for the domestic actual circumstances, and is complex to use, and is expensive, and is not to be interfaced with the auto cutting machine. Therefore, we have developed the economic nesting systems that are easier for novice to use and fit for the domestic circumstances , which can syncronize with the development of the auto cutting machine. The system comprises interrelated modules for materials information, nesting simulation, utility . The architecture of system, the functions of each module and the information processing procedures of each function are discussed.

Self-evaluated knowledge of pharmacy customers in South-Estonia about the use and safety of herbal products

  • Volmer, Daisy;Lilja, John;Hamilton, David
    • 셀메드
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    • 제1권1호
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    • pp.8.1-8.4
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    • 2011
  • Medicinal plants and their products are popular in Estonia. There are two approaches to use of herbal products: first, that based on traditions and practical experience and, second, that supported by scientific evidence. It is important to marry these two approaches. One place where traditions and new knowledge could meet is the pharmacy. In this study we evaluated knowledge about the use and safety of herbal products of pharmacy customers in South-Estonia. A convenience sample of pharmacy customers in south Estonia (n = 196) participated in the study. Of the survey participants, 76% were frequent or occasional users of herbal products and considered these products safe (75%) and effective (73%). Herbal products were mostly (91%) consumed for prophylaxis or treatment of minor illnesses. Main information sources about herbal products were pharmacists (75%) and package information leaflets (65%). Mode of action (95%), administration (81%) and indication (77%) were the information details more frequently sought from the pharmacy about herbal products. Of the survey participants, 22% described some problems connected with the use of herbal products. Herbal products are popular in Estonia and pharmacists have an important role in counselling on these products. Despite knowledgeable use of herbal products and infrequent experience of side effects with these products, safety issues should be more stressed in the providing of information details to pharmacy customers.