• Title/Summary/Keyword: potential users

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Study on Social Media Use and Sociodemographic and Personality Factors in the Post-COVID-19 (포스트 코로나 시대 소셜 미디어 이용과 인구사회학적 및 성격 요인에 관한 연구)

  • Yesolran Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.6
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    • pp.209-215
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    • 2023
  • The untact environment brought about by the global pandemic has emerged as a new driving force for the matured social media market. In the post-coronavirus era, there arises a pivotal need for foundational data to reconfigure the operations and utilization strategies of social media. Using data from the 2022 Korean Media Panel Survey, this study compared sociodemographic and personality factors between social media non-users and users, and examined how these factors influenced social media usage time. The findings indicate differences between social media non-users and users in terms of gender, age, education level, income level, employment status, marital status, openness to experience, conscientiousness, extraversion, and neuroticism. Usage time of social media is influenced by gender, age, income level, employment status, conscientiousness, and agreeableness. These results are anticipated to enhance the understanding of users and their usage behaviors for stakeholders in the social media market as they confront a potential second leap forward.

User Experience (UX) in the Early Days of Generative AI : The benefits and concerns of employees in their 30s and 40s through the Q-methodology (생성형 인공지능 초기 단계의 사용자경험(UX): Q-방법론을 통해 살펴본 30-40대 직장인의 편의와 우려)

  • Yi, Eunju;Yun, Ji-Chan;Lee, Junsik;Park, Do-Hyung
    • The Journal of Information Systems
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    • v.33 no.1
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    • pp.1-30
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    • 2024
  • Purpose The purpose of this study is to examine the customer experience of generative AI among office workers aged 30 to 40, investigating usability, usefulness, and affect, and understanding concerns and expectations. Design/Methodology/Approach This research used Q methodology to assess the customer experience of generative AI. Users are engaged in a problem-solving journey, and data is collected by having participants rank 36 statements based on usability, usefulness, and affect, referred to as the three goals of User Experience. Participants use a forced distribution table with a scale from -5 to +5 to indicate the subjective importance of each statement. The results identified four groups, reflecting different perspectives and attitudes toward generative AI. Findings Participants express overall comfort with generative AI, perceive AI as more knowledgeable in unfamiliar domains, but harbor doubts about AI's understanding. Disagreements emerge on AI replacing humans, the value of unique human roles, data confidentiality, fears of AI advancement, and emotional impacts. Identified four groups: Users who treat AI as a soulless assistant and are active in business use, Uncle users who want to use new technologies properly and are not afraid of technology, users who recognize the limits of AI despite its efficiency, and users who require strong verification in the future. It has the potential to guide future guidelines, ethical codes, and regulations for the appropriate use of AI. In addition, this approach lays the groundwork for future empirical analyses of generative AI.

On Power Allocation Schemes for Bi-directional Communication in a Spectrum Sharing-based Cognitive Radio System

  • Kim, Hyungjong;Wang, Hanho;Hong, Daesik
    • IEIE Transactions on Smart Processing and Computing
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    • v.3 no.5
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    • pp.285-297
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    • 2014
  • This paper presents the results of an investigation into bi-directional communication in spectrum sharing-based cognitive radio (Bi-CR) systems. A Bi-CR system can increase the spectral efficiency significantly by sharing the spectrum and through the bi-directional use of spatial resources for two-way communication. On the other hand, the primary user experiences more interference from the secondary users in a Bi-CR system. Satisfying the interference constraint by simply reducing the transmission power results in performance degradation for secondary users. In addition, secondary users also experience self-interference from echo channels due to full duplexing. These imperfections may weaken the potential benefits of the Bi-CR system. Therefore, a new way to overcome these defects in the Bi-CR system is needed. To address this need, this paper proposes some novel power allocation schemes for the Bi-CR system. This contribution is based on two major analytic environments, i.e., noise-limited and interference-limited environments, for providing useful analysis. This paper first proposes an optimal power allocation (OPA) scheme in a noise-limited environment and then analyzes the achievable sum rates. This OPA scheme has an effect in the noise-limited environment. In addition, a power allocation scheme for the Bi-CR system in an interference-limited environment was also investigated. The numerical results showed that the proposed schemes can achieve the full duplexing gain available from the bi-directional use of spatial resources.

A Study on the Theme Park Users's Choice behavior: Application of Conjoint Choice Model (Conjoint Choice Model을 이용한 주제공원 이용자들의 선택행동 연구)

  • 홍성권
    • Journal of the Korean Institute of Landscape Architecture
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    • v.28 no.1
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    • pp.19-28
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    • 2000
  • The purposes of this study are two folds: a) to introduce conjoint choice model to research the choice behavior of theme park users, and b) to suggest the strategies to strengthen the competitiveness of theme parks. The major four theme parks in Seoul metropolitan areas were selected as study areas. A leading polling agency was employed to select 432 respondents by probability sampling and to conduct face-to-face interview. Both alternative generating and choice set generating fractional factorial design were conducted simultaneously to meet the necessary and sufficient conditions for calibration of the conjoint choice model. Dummy coding was used to represent the attribute levels, and the alternative-specific model was calibrated. The goodness-of-fit of the model was quite satisfactory($\rho$$^2$=0.47950), and most parameters values had to expected sign and magnitude. Car was preferred transport mode to shuttle bus for visiting theme parks ; however the most ideal attribute levels only were estimated significantly. Most attribute levels of shuttle bus were estimated significantly except the Dream Land, which is the least attractive park among study areas. Simulation results showed that the shuttle bus was a mode worth providing to switch the current car dominant visiting pattern of theme parks, which will be one the effective strategies to attract more patrons, especially for potential users adjacent to parks. Several ideals were suggested for future researches, in terms of utilization of more general utility function and new base alternative, and inclusion of more salient attributes such as constraints in the model.

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Fairness-insured Aggressive Sub-channel Allocation and Efficient Power Allocation Algorithms to Optimize the Capacity of an IEEE 802.16e OFDMA/TDD Cellular System

  • Ko, Sang-Jun;Chang, Kyung-Hi
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.3 no.4
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    • pp.385-398
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    • 2009
  • This paper aims to find a suitable solution to joint allocation of sub-channel and transmit power for multiple users in an IEEE 802.16e OFDMA/TDD cellular system. We propose the FASA (Fairness insured Aggressive Sub-channel Allocation) algorithm, which is a dynamic channel allocation algorithm that considers all of the users' channel state information conditionally in order to maximize throughput while taking into account fairness. A dynamic power allocation algorithm, i.e., an improved CHC algorithm, is also proposed in combination with the FASA algorithm. It collects the extra downlink transmit power and re-allocates it to other potential users. Simulation results show that the joint allocation scheme with the improved CHC power allocation algorithm provides an additional increase of sector throughput while simultaneously enhancing fairness. Four frames of time delay for CQI feedback and scheduling are considered. Furthermore, by addressing the difference between uplink and downlink scheduling in an IEEE 802.16e OFDMA TDD system, we can employ the uplink channel information directly via channel sounding, resulting in more accurate uplink dynamic resource allocation.

Family Function and Internet Addiction in Lower Grade Elementary School Students (초등학교 저학년 아동의 가족기능과 인터넷 중독)

  • Jung, Eun-Sook;Shim, Moon-Sook
    • Journal of Korean Public Health Nursing
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    • v.26 no.2
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    • pp.328-340
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    • 2012
  • Purpose: This study explored the degree of internet addiction and its influencing factors in lower grade elementary school children in rural areas. Methods: Subjects included 1,137 elementary school children. A structured questionnaire consisting of questions internet addiction, family function and school life satisfaction was used for data collection. Descriptive statistics, ${\chi}^2$-test, ANOVA and Correlation and Regression were performed using a SPSS program. Results: Among the subjects, 85.8% were regular users, 8.1% were potential risk users, and 6.1% were high-risk users. Career of internet use, daily internet access time, the number of conversations per week, the number of times spent eating out and traveling with parents within the last month and activities with friends, and satisfaction on school life differed significantly according to the degree of internet addiction. Finally, among the factors studied, daily internet access time, conversations within family, activities with friends and school life satisfaction in children in early elementary school was 20.7% of the explanatory power of the subjects' degree of internet addiction, collectively. Conclusion: Use of the internet by early elementary school children should be monitored and strategies to promote familial conversations, activities with peers and school life satisfaction should be developed.

Social Network Service Users' Criteria and Strategies for Context Sharing (소셜 네트워크 서비스 사용자의 맥락정보 공유 기준과 전략)

  • Lee, Hae-In;Park, Hye-Jin;Bae, Sang-Won;Kim, Jin-Woo
    • Journal of the HCI Society of Korea
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    • v.7 no.1
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    • pp.11-17
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    • 2012
  • A number of context information is shared through social network service(SNS). Among them, we focused on the information which is rarely shared for various reasons. The result indicated that users prefer to avoid certain types of context information because of: 1)containing socially unacceptable content, 2)laking of desire for disclosure, and 3)potential risk of privacy. Concerning privacy concern, it was found that users developed their own management strategy to control context information rather than employing existing system features. Drawing on Communication Privacy Management(CPM) theory, we analyzed findings and suggested guidelines for system design.

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A Study on the Characteristics of Everydayness in Contemporary Architecture - Focused on the Contemporary Japanese Architectural Works - (현대건축에 나타난 일상성의 특징에 관한 연구 - 일본 현대건축의 사례를 중심으로 -)

  • Kim, Jeong-Suk;Choi, Wang-Don
    • Korean Institute of Interior Design Journal
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    • v.22 no.2
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    • pp.39-47
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    • 2013
  • The purpose of this study is to search for values and meanings of everydayness as a design concept by organizing concepts of 'everydayness' shown in contemporary architecture and systematically describing its characteristics through various analysis methods. 'Eerydayness' shown in contemporary architecture is defined and the criteria of case study are suggested, so that characteristics of everyday can be identified by systematically classifying and analyzing the Japanese cases in order to find the values and meanings of everydayness. The findings of this study are as follows: first, materials that show users' everydayness has indefinite potential as an element of architecture concept, and they play the role of communication and sympathy between architecture and users; second, implementation of everydayness leads to design emergence; third, everydayness can be widely applied to architecture; fourth, everydayness can be implemented regardless of architecture uses. In conclusion, the value of everydayness in contemporary architecture is that it draws user-based diverse and fresh architectural expressions that lead to opulent designs. To users, everydayness improves satisfaction of life gained from architecture and provides rich life environment because it changed common human life to a form of art.

A Graphical User Interface Design for Surveillance and Security Robot (감시경계 로봇의 그래픽 사용자 인터페이스 설계)

  • Choi, Duck-Kyu;Lee, Chun-Woo;Lee, Choonjoo
    • The Journal of Korea Robotics Society
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    • v.10 no.1
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    • pp.24-32
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    • 2015
  • This paper introduces a graphical user interface design that is aimed to apply to the surveillance and security robot, which is the pilot program for the army unmanned light combat vehicle. It is essential to consider the activities of robot users under the changing security environment in order to design the efficient graphical user interface between user and robot to accomplish the designated mission. The proposed design approach firstly identifies the user activities to accomplish the mission in the standardized scenarios of military surveillance and security operation and then develops the hierarchy of the interface elements that are required to execute the tasks in the surveillance and security scenarios. The developed graphical user interface includes input control component, navigation component, information display component, and accordion and verified by the potential users from the various skilled levels with the military background. The assessment said that the newly developed user interface includes all the critical elements to execute the mission and is simpler and more intuitive compared to the legacy interface design that was more focused on the technical and functional information and informative to the system developing engineers rather than field users.

A Model of User Adoption of Mobile Games (모바일게임 플레이 의도의 영향요인 연구)

  • Han, Kwang-Hyun;Kim, Tae-Ung
    • Asia pacific journal of information systems
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    • v.16 no.2
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    • pp.123-141
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    • 2006
  • Mobile games have emerged as the most innovative entertainment technology, adding new revenue streams, taking advantage of the potential of wireless applications and service offerings. Mobile games, as well as PC games, Video games and online games, offer a unique value for users in providing an exciting digital experience in virtual worlds. The overall trend for mobile games is towards bigger, more colorful, more involving and exciting contents, which might build upon the developing capabilities of mobile phones and networks, in order to bring new styles, concepts and experiences of game play to the users. In this paper, we investigate the factors influencing the usage and acceptance of the mobile games, based on the extended version of the Technology Acceptance Model (TAM). Based on data collected from online survey, we show that perceived usefulness, ease of use are the major determinants for mobile game users to play games. Four factors, including ease of use, self-expressiveness, visibility, and innovativeness are empirically shown to determine the level of perceived usefulness; additionally, innovativeness and facilitating conditions are shown to directly affect ease of use. Based upon the statistical results, some useful guidelines for game development and market penetration strategies are also provided.