• Title/Summary/Keyword: novice users

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The Differential Effects of Virtual Reality (VR) on the Novice and Experienced VR Users

  • Youjung Jun
    • Asia Marketing Journal
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    • v.25 no.2
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    • pp.61-70
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    • 2023
  • Although research on Virtual Reality (VR) has uncovered numerous technical advantages of VR over traditional media, little is known about how individual VR users with varying prior experience respond to VR differently. This paper examines the effect of users' prior VR experience on their subsequent real-life behavior in the domain of charitable consumption. Specifically, we find that compared to experienced VR users, novice VR users are more likely to support a charitable cause in real life (e.g., ocean conservation) after experiencing this cause in VR. The increased support among novice VR users occurs because they perceive the use of VR to be more novel. We find a boundary of this effect such that when VR is used to promote a noncharitable cause, novice VR users no longer increase their real-life support after VR. This research offers new possibilities for future studies on the use of VR in societal marketing.

Influence of Interfaces on Novice Users' Performance in Social Virtual Worlds (사회적 가상세계에서 인터페이스가 초보사용자들의 성과에 미치는 영향)

  • Jung, Yoonhyuk;Ju, Boryung;Zach, Lisl
    • Journal of the Korean Society for information Management
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    • v.29 no.4
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    • pp.7-23
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    • 2012
  • This paper explores how interface environments have an influence on novice users' performance in social virtual worlds (SVWs), which are emerging user-centric three-dimensional cyberspaces. Despite their early popularity, SVWs have experienced that numerous new users leave the cyberspaces soon before they become long-term users. One possible reason is that unfamiliar interfaces of SVWs can be a barrier to novice users' adaptation of the technology. To understand a role of interfaces in the users' assimilation of SVWs, we examine an impact of three interface factors (presence, affordance, and feedback) on performance which is regarded as a yardstick for users' adaptation of SVWs. Forty participants were recruited and went through one-hour experimental sessions with seven tasks in Second Life; they were also asked to answer a questionnaire. Findings indicate that while affordance and feedback are significant factors influencing novice users' performance, presence has no impact on their performance.

Preliminary Results-Nature as Metaphor : Innovative Visualization of Accounting Information with Lotus Plants

  • Raungpaka, Voraphan;Savetpanuvong, Phannaphatr;Tanlamai, Uthai
    • Journal of Information Technology Applications and Management
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    • v.20 no.2
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    • pp.1-14
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    • 2013
  • Learning accounting has always been a challenge for non-accounting students and managers. Understanding accounting information requires more than a numerical description of financial and income statements. Current accounting practice presents accounting reports in the form of tables with values or in two or three dimensional graphs generated by a spread sheet program. The present study proposes an alternative visualization with metaphor from nature as a learning device for novice users and managers. After surveying various kinds of plants, the lotus flower was chosen as an attractive analogy because every part of the plant from leaves to roots is usable and can have economic value. Moreover, lotus flowers, whether man-made or natural, can easily be part of a familiar, natural ecology representing both beauty and serenity. Results from online survey respondents (n = 220) showed that there was no significant difference on overall usability of the Lotus visualization between expert users and novice users. However, verbally-oriented users differed Significantly from visually-oriented users in their usability assessment, perceived usefulness, and intention to use the Lotus visualization.

Comparison of tracheal intubation using the Macintosh laryngoscope versus the intubating laryngeal mask airway in novice users - A manikin study - (초보자에서 마네킨에게 직접 후두경과 삽관용 후두마스크기도기를 이용한 기관내삽관의 비교)

  • Hwang, Ji-Young;Cho, Keun-Ja
    • The Korean Journal of Emergency Medical Services
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    • v.16 no.2
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    • pp.75-89
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    • 2012
  • Purpose : This research was designed to provide basic data for advanced pre-hospital airway management by comparing the time to ventilation and success rate for tracheal intubation performed with Macintosh laryngoscope and intubating Laryngeal Mask Airway(ILMA) in a manikin. Methods : All participants were novice users among EMT-Paramedic students and were divided into two groups: (1) the group for Macintosh laryngoscope guided tracheal intubation(MLG-TI) (2) the group for ILMA guided tracheal intubation(ILMA-TI). After an introductory lecture and demonstration, each group made an attempt ten tracheal intubation to compare the ventilation time and success rate for tracheal intubation. Results : 1) There was significant difference in the time to ventilation through MLG-TI, the time to first and second ventilation through ILMA-TI of the 10 attempts. 2) The time to first ventilation through ILMA-TI was significantly shorter than that of ventilation through MLG-TI. 3) There was no significant difference between the time to ventilation through MLG-TI and the time to second ventilation through ILMA-TI. 4) The success rates of ILMA-TI were significantly higher than those of MLG-TI. Conclusion : ILMA-TI can be an alternative method for MLG-TI in advanced pre-hospital airway management.

Comparison between laryngeal tube suction II and laryngeal mask airway in novice users - A manikin study - (초보자에서 후두튜브기도기와 후두마스크기도기의 삽관 비교 - 마네킨 연구 -)

  • Hwang, Ji-Young;Cho, Keun-Ja
    • The Korean Journal of Emergency Medical Services
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    • v.16 no.3
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    • pp.19-28
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    • 2012
  • Purpose : The present study was designed to provide basic data for advanced pre-hospital airway management by comparing the insertion time and success rate between laryngeal tube suction II (LTS II) and laryngeal mask airway (LMA) in a manikin. Methods : A total of 32 participants were novice users to both of devices among paramedic students. After taking the introductory lecture and demonstrations, the participants made an attempt to insert the LTS II and LMA to compare the insertion time and success rate. They marked the easiness of insertion of the score ranged from 1 to 10 score scale and preference of the two devices. Results : The insertion time of the LTS II was significantly shorter than that of the LMA (p =.000). There was no significant difference between LTS II and LMA in the success rate. In the easiness of insertion, the score of LTS II $(8.47{\pm}1.41score)$ was significantly higher than that of LMA $(7.19{\pm}1.98score)$(p =.001). The preference of LTS II (75%) was much higher than that of LMA (25%). Conclusion : The manikin study data showed that the LTS II may be a good alternative airway device for providing and maintaining a patent airway.

Understanding Interactive and Explainable Feedback for Supporting Non-Experts with Data Preparation for Building a Deep Learning Model

  • Kim, Yeonji;Lee, Kyungyeon;Oh, Uran
    • International journal of advanced smart convergence
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    • v.9 no.2
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    • pp.90-104
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    • 2020
  • It is difficult for non-experts to build machine learning (ML) models at the level that satisfies their needs. Deep learning models are even more challenging because it is unclear how to improve the model, and a trial-and-error approach is not feasible since training these models are time-consuming. To assist these novice users, we examined how interactive and explainable feedback while training a deep learning network can contribute to model performance and users' satisfaction, focusing on the data preparation process. We conducted a user study with 31 participants without expertise, where they were asked to improve the accuracy of a deep learning model, varying feedback conditions. While no significant performance gain was observed, we identified potential barriers during the process and found that interactive and explainable feedback provide complementary benefits for improving users' understanding of ML. We conclude with implications for designing an interface for building ML models for novice users.

Two - Handed Hangul Input Performance Prediction Model for Mobile Phone (모바일 폰에서의 양 손을 이용한 한글 입력 수행도 예측 모델에 대한 연구)

  • Lee, Joo-Woo;Myung, Ro-Hae
    • Journal of the Ergonomics Society of Korea
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    • v.27 no.4
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    • pp.73-83
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    • 2008
  • With a rapid extension of functions in mobile phones, text input method has become very important for mobile phone users. Previous studies for text input methods were focused on Fitts' law, emphasizing expert's behaviors with one-handed text input method. However, it was observed that 97% of Korean mobile phone users input texts with two-hands. Therefore, this study was designed to develop a prediction model of two-handed Hangul text entry method including novice users as well as experts for mobile phone. For this study, Fitts' law was hypothesized to predict experts' movement time(MT) whereas Hick-Hyman law for visual search time was hypothesized to be added to MT for novices. The results showed that the prediction model was well fitted with the empirical data for both experts and novices with less than 3% error rates. In conclusion, this prediction model of two-handed Hangul text entry including novice users was proven to be a very effective model for modeling two-handed Hangul text input behavior for both experts.

The Drivers of Customer Defection in Online Games across Customer Types : Evidence from Novice and Experienced Customers (온라인 게임의 고객 유형 별 이탈 요인 : 신규 고객과 기존 고객을 중심으로)

  • Son, Jungmin;Jo, Wooyong;Choi, Jeonghye
    • Journal of the Korean Operations Research and Management Science Society
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    • v.39 no.4
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    • pp.115-136
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    • 2014
  • The game industry has grown steadily and the online game has become one of the most attractive game segments for its remarkable growth. Customer management in the online game industry, however, has received little attention from the academic field. The purpose of this study is to analyze the drivers of customer defection in the online game setting and suggest not only theoretical but also managerial insights into increasing customer retention rates. Prior to empirical analysis, the authors hypothesized that 3 variables of interests (Learning, Playing, Achievement) would explain the customer defection according to preceeding researches. To demonstrate these hypotheses, the authors obtained data from one of the biggest game publishers in Korea, and the empirical analysis model was developed considering context of research settings. The results of analyses provide the following insights. First, the key behavioral variables of Learning, Playing, and Achievement play substantial roles in explaining the customer defection. Next, the effects of these variables vary between customer types: novice and experienced customers. The defection decisions by novice customers are predicted by all key behavioral variables and Playing serves as the most influential indicator of the defection decisions. However, experienced customers are influenced by Playing and Achievement, while Learning has no impact on the defection decisions. Finally, the authors investigated hypothetical customer retention strategies, using the empirical results. The market outcomes indicate that the customer retention strategies work well with novice customers and it is hard-to-impossible to prevent experienced customers from defection using their behavioral data. These findings together deliver several meaningful insights to management as follow. First, the management should support customers to get involved in Learning activities at the very first stage. Second, customer's Achievement and appropriate compensation for it would work as defection barriers. Last, to optimize the outcomes of firm's marketing investments, it is better to focus on retention of novice users not experienced ones.

Study on Consistency of Novice User and Sensitivity of Industrial Types During MSDs Evaluation Using Major Checklists (근골격계질환관련 주요 평가 도구 사용에 있어서의 초보평가자의 일관성 및 업종별 특성에 대한 연구)

  • Im, Su-Jung;Choi, Soon-Young;Park, Dong-Hyun
    • Journal of the Korea Safety Management & Science
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    • v.14 no.2
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    • pp.123-136
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    • 2012
  • The validity of the results from observational methods such as RULA, REBA, OWAS has been one of major concerns due to their subjective characteristics in determining the posture of interests. There have been many studies regarding validity of the results from each checklist. However, most studies provided only fragmentary rather than comprehensive results in nature. This study specifically tried to analyze consistency of novice user based on intra-observer consistency and sensitivity of industrial types during MSDs(Musculoskekltal Disorders) evaluation with major checklists. In this study, twenty two novice subjects were participated to conduct MSDs evaluation for the forty five jobs from three types of industries(automobile, electronics, hospital). The main results for this study were summarized as follows; 1) The action level based on RULA was always higher than that from REBA and OWAS for all three types of industries., 2) The order of consistency from novice users was OWAS(72.7%(kappa=0.57)) RULA(54.3%(kappa=0.41)), REBA(41.0%(kappa=0.34))., 3) The percentage of agreement between 2nd and 3rd trials was higher than those between 1st and 2nd trials and between 1st and 3rd trials irrespective of industrial types during using RULA and REBA., 4) The average score of automobile industry was higher than those of hospital and electronics industries., 5) The types of jobs associated with five body parts(A1(Front), A2(Interior), A3(Rear), A4(Lower), A5(Door)) in automobile industry showed statistically significant differences in terms of MSDs scores for the body parts considered in each checklists.

Addressing User Requirements in Open Source Software: The Role of Online Forums

  • Raza, Arif;Capretz, Luiz Fernando
    • Journal of Computing Science and Engineering
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    • v.8 no.1
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    • pp.57-63
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    • 2014
  • User satisfaction has always been important in the success of software, regardless of whether it is closed and proprietary or open source software (OSS). OSS users are geographically distributed and include technical as well as novice users. However, it is generally believed that if OSS was more usable, its popularity would increase tremendously. Hence, users and their requirements need to be addressed in the priorities of an OSS environment. Online public forums are a major medium of communication for the OSS community. The research model of this work studies the relationship between user requirements in open source software and online public forums. To conduct this research, we used a dataset consisting of 100 open source software projects in different categories. The results show that online forums play a significant role in identifying user requirements and addressing their requests in open source software.