• Title/Summary/Keyword: user's perspective

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Industry Secret Information Leakage Prevention : Focus on the Utilization of IoT (기업의 산업기밀정보 유출예방에 관한 연구: 사물인터넷 활용을 중심으로)

  • Choi, Kwan;Kim, Minchi
    • Convergence Security Journal
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    • v.17 no.5
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    • pp.101-110
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    • 2017
  • The purpose of this study is to examine possibilities of industry secret information leakage through IoT devices and to prevent information leakage from the perspective of administrative and technique security. From the administrative security perspective, first, it is important to face the possibility of industry information data leakage through anyone who can access companies and should establish guidelines to limit the use of IoT devices when entering companies. Second, security management guideline should be prepared by companies or upon user's request and use of any electronic devices sharing wireless internet connection should be eliminated or restricted. From technique security perspective, channels that sharing IoT devices in computers should be controlled since industry secret information are stored in computers and servers. Furthermore, IoT devices that accessing wireless internet network or devices that already registered should be regularly checked in order to minimize any information leakage. Lastly, data and information stored in computers and servers should be encrypted.

A Study on the Serious Games Design Framework via Potential Outcomes - Focused on Construal Level Interventions

  • Lee, Hye Rim;Jeong, Eui Jun
    • International Journal of Contents
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    • v.10 no.4
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    • pp.53-62
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    • 2014
  • Although many studies have considered the outcomes and impacts of serious games, little is known about the factors which affect a user's perception or interpretation in games during the process of decision making from theoretical perspectives. This study aimed to explore the process of user perception from the perspective of construal level theory, and to suggest a theoretical design approach for the development of effective serious games. In the current study, cognitive and affective learning outcomes were articulated through literature review and synthesized into a series of assumptions with persuasive and educational aspects in serious games. Serious games reflect the potential of the game mechanism for changing players' perception, and helping with knowledge acquisition of the users. The potential to use construal level theory for effective serious games interventions was suggested, and a Serious Games Design Framework was proposed via potential outcomes from recent advanced research. Finally, implications of the application of the suggested model with various-related purposes and directions for future research were discussed. The model could be useful not only for game researchers and designers, but also for game marketers in attracting potential consumers.

Economic Analysis for Packaged Software Adoption : Considering the Number of Concurrent Users (동시 사용자수를 고려한 패키지 소프트웨어 구매에 관한 경제성 분석)

  • Yoon, Ho-Jung;Ahn, Jae-Kyoung
    • Journal of Information Technology Services
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    • v.10 no.4
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    • pp.119-131
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    • 2011
  • When your company buys packaged software, the company needs to determine how many software licenses must be purchased. If the quantity is too small, it will be not enough for the users to access the programs at anytime within the company. Conversely, if the quantity is too large, they will waste a lot of money. In this paper, we surveyed several number of researchers of K institute and derived the using pattern of a specific packaged software. We estimated a proper number of packaged software licenses by Erlang Loss Function, the Engset Model, and simulation model. With the results of the three methodologies, we were able to empirically verify economic benefits of packaged software purchase by comparing NPV (Net Present Value) between user licenses and network licenses. Consequently, TCO of user licenses is much higher than that of network licenses. We had probabilistically calculated proper number of licenses based on the using pattern of users. Hence, this paper will be useful for decision makers who are going to determine package software's type and quantity from an economic perspective.

Empirical Study on the Ubiquitous Computing Characteristics Affecting the Use of U-Service (U-서비스 이용에 영향을 미치는 유비쿼터스 특성에 관한 실증연구)

  • Jang, Ki-Sup;Kim, Chang-Su;Kim, Ki-Su
    • The Journal of Information Systems
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    • v.16 no.4
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    • pp.51-73
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    • 2007
  • Ubiquitous computing is enhancing computer use by making many computers available throughout the physical environment, but making them effectively invisible to the user. To facilitate the successful adoption and diffusion of ubiquitous computing, it is necessary to figure out the factors affecting the use of U-service. Though the research related to ubiquitous computing has been vigorously conducted from the aspect of system and service provider, there have been very few studies that focus on the user's perspective. Therefore, this study attempts to figure out major factors which are dedicated to the development of ubiquitous computing and u-service, and that ultimately influence the u-business outcome. This study derived the factors that characterize u-service, such as ubiquity, contextual offer, reliability, invisibility, and confidentiality, which are then combined in the TAM model and carry out the path analysis. The research findings indicate that ubiquity affects both the perceived usefulness and perceived ease of use. The reliability and confidentiality were found to affect the perceived usefulness, whereas the contextual offer and invisibility turned out to influence the perceived ease of use. Finally, the relationship among the perceived usefulness, perceived ease of use, and the attitude toward using are identical with the previous research findings related to the technology acceptance model(TAM).

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Gamification on Mobile Payment Application: Uses and Gratification Perspective

  • Mutia Fadhila Putri;Ratna Juita;Achmad Nizar Nidayanto;Dedi I. Inan
    • Asia pacific journal of information systems
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    • v.32 no.4
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    • pp.750-769
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    • 2022
  • Indonesia has the largest potential mobile payment (m-payment) market in Southeast Asia. The government has realised this through Government's National Non-Cash Movement to increase its adoption. This is then followed up by advocating its adoption massively. However, for this movement to be a success, ensuring its continued use is critical. Various studies have attempted to contribute to this issue. Incorporating game elements into the application that brings benefits and satisfaction to its user is envisaged as one of the most feasible ways. This study, therefore, sets out to investigate the effects of gamification on the m-payment application, which drive the intention to continued use by employing the Uses dan Gratification Theory (UGT). A total of 826 m-payment users were gathered to be analysed using Structural Equation Modelling. The results show that utilitarian, hedonic and social gratifications have significant effects on the continuance usage intention of m-payment. Theoretically, this study contributes to the literature by showing that gamification applied in the payment significantly affects the m-payment continuance usage intention. Practically, this research informs the m-payment providers to maintain the gamification elements in their applications to ensure their sustainable use. Limitations and future research directions are also discussed.

A Usability Testing for the Verification of User Mental Model in Using Multifunction Printer (프린터 복합기의 사용자 심성모형 검증을 위한 사용성 평가)

  • Chung, Sung-Jae;Kim, Bong-Gun;Ha, Kwang-Soo;Jung, Hye-Heon;Lim, Bong-Uk
    • Science of Emotion and Sensibility
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    • v.13 no.1
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    • pp.1-10
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    • 2010
  • This study is about what process and methodology could make UI designer be able to achieve the interface which considers user's mental model through implementing corporate line-up model, when people design an interface between product of multi-function printer and user. The most important concern of UI designers who are dealing with an interface between product and user is how they can make product system image match user's mental model so that users can utilize products without any confusion and discomfort. If concept model which designers bring up and mental model which users expect and recognize could be of one accord, then users can feel ease of use toward products. The understanding and observation for user behavior and use pattern is prerequisite to develop user-centered interface between product and user. However, UI designers do design interface from their own perspective and assumption in many business areas, and users do not react as designers assumed and intended in many cases or examples. This study is to find inappropriate system images against users' mental model on basic function of multi-function printer, and the relationship of system image and user's mental model is diagramed to build up a hypothesis. The hypothesis from this study is validated through evaluation of domestic and international users. In addition, two suggestions to improve usability problems revealed from user test are proposed. The optimal solution is designed based on the result of user evaluation and consideration of many user environments, and then it is implemented to line-up product. In conclusion, this study considers how UI designers can create system image which is close to user's mental model.

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Priority-based Intelligent Uplink Random Access Scheme for Fourth-generation Cellular Systems and Its Standardization (4세대 이동통신시스템을 위한 우선순위 기반 지능적 상향링크 랜덤 접속 방법 및 표준화)

  • Moon, Jung-Min;Lee, Ho-Won;Cho, Dong-Ho
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.36 no.12B
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    • pp.1623-1635
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    • 2011
  • Fourth-generation (4G) cellular communication systems must provide different quality-of-service (QoS) to users according to the service type, membership class, and usage case of each user. For the purpose of user's QoS differentiation, we propose an enhanced uplink random access scheme for bandwidth request. More specifically, we divide a bandwidth request channel into two parts: One is a primary region and the other is a secondary region. Then, each region has a unique minimum access class that allows only specific users to perform random access through that region. By doing so, we can reduce collision probability and increase the success probability of bandwidth request. From the perspective of standardization, we presented this scheme in the IEEE 802.16m Session #66 held on March 2010. As a result, the concept of the proposed scheme and required messages were defined in the 802.16m standard.

Directing User's Eye Gaze Movement in an Interactive VR Animation (인터랙티브 VR 애니메이션의 시선 유도를 위한 연출)

  • Ahn, Chan-Je;Lee, Tae-gu
    • The Journal of the Korea Contents Association
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    • v.21 no.3
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    • pp.103-113
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    • 2021
  • Rather than a directing method of existing animations, VR animation needs a different method of direction. Existing animations were displayed on a screen in movie theaters. But using an existing direction method for the 360° perspective in a VR animation makes it difficult for the user's gaze to move in a way the directors have intended. I analyzed 3 VR animations with a theoretical background of Rudolf Arnheim's visual perception theory and Bruce Block's visual factors that bring high attention. In the process of perception of space, focus on the gaze, movement of the gaze, the 'movement' factor was used most often to attract the gaze. An interactive VR animation attracts user's gaze by allowing users to participate in important points of the story. With an analysis of the animation, it proposed a gaze attraction through the movement of the character with an interaction directing method for reducing motion sickness. Also, it proposed intuitively attracting gaze movement by using GUI and attracting user's participation by using an interactive event with an interaction directing method of storytelling comprehension. With two types of directing proposal, we expect it to be utilized as a basic research method for attracting users to be immersed in storytelling while reducing cyber motion sickness, which is a problem in VR animation.

Concept of Information Architecture on Digital TV based on User Thought (사고 유형에 기초한 디지털 TV 채널 정보구조의 구상)

  • Hyun, Hye-Jung;Ko, Il-Ju
    • Journal of the Korea Society of Computer and Information
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    • v.15 no.9
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    • pp.77-85
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    • 2010
  • As various convergency products have been actively developed, the study on user interface has been conducted a lot, and for more specific direction, users' experience-oriented user interface from user-oriented studies is recently developed. Such a tendency aiming to focus on product development to express users' emotion, the next step in the user-oriented development had difficulties in an objective approach, so the data based on previous users' experiences were presented as the basic data to establish user interface design process with grounds and design direction, and therefore it is available to show more specific and objective grounds. From this perspective, such psychological variables showing users' experiences like age and job are studied through surveys of users at the development of products, and products according to the variables are released. On the other hand, the products considering psychological difference distinguishing users' experiences as the cultural cap are not progressed yet. Despite the understanding of cultural difference, its decisive grounds are hard to distinguish like age, and job. Therefore, the cognitive concept about how to design menu information structure according to accident types that can be considered regarding user interface design among theoretical backgrounds about cultural difference. As the category according to the range of things among accident types, it is divided into analytical type and relational type to conduct a test on similarity and relations about the representative digital TV's menu information of the convergency product. As the result, analytical type and relational type showed difference and this study aims to use menu information concept considering this difference as explanatory variables of the users' experience-oriented development.

Applying Embedded System Forensics to Car GPS Navigation System Analysis (임베디드 포렌식 기술을 활용한 차량용 GPS 항법 장치 분석)

  • Lee, Yang-Sun;Park, Jong-Hyuk;Kim, Soo-Kyun
    • Journal of Advanced Navigation Technology
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    • v.13 no.5
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    • pp.639-645
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    • 2009
  • It has increased rapidly use of GPS car navigation system in the last few years worldwide. The type of navigation operation is composed of hardware or software. Navigation based on software is stored in exterior storage(e.g. SD card) and executed. One of many navigation software, Mappy, is used most plentifully in Korea. It stores user information such frequently visited place, route and etc. in exterior storage. If it analyzes the dat of navigation, we gain the information such a suspect's movement, route of car. There are important means in a digital forensic perspective because it's available for investigating the crime such kidnapping, murder and etc. This paper provides the necessary information in digital investigation through the analysis of stored data of navigation in a digital forensic perspective.

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