• Title/Summary/Keyword: user's perspective

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A Study on the Avoidance Intention of Social Network Service in Post Adoption Context: Focusing on the Facebook User (Social Network Service 수용 후 사용회피에 관한 연구: 페이스북 사용자를 중심으로)

  • Park, Kyungja
    • The Journal of Information Systems
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    • v.24 no.1
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    • pp.147-168
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    • 2015
  • Why people reduce or stop using social network services(SNS), which are regarded as a mean of relationship and communication, unlike the early trend? To explain the phenomenon, this study tries to predict psychological decision making process of users from perspectives of cognitive dissonance theory. From this perspective, this study attempted an integrative approach that reflected 'User's literacy' indicating the ability of individuals to use SNS, and 'negative mass media influence' such as media reports on side effects or the bad experiences of acquaintances, along with the 3 factors used in the SNS Prior research. This study conducted an empirical analysis by surveying 256 facebook users, and the major findings are as follows:- First, Social-overload, complexity, uncertainty and negative media influence are significantly affect dissonance on the use of SNS. Second, Dissonance on the use of SNS significantly affects the behavior that possibly reduces and limits the use of SNS. In other words, the users who have experienced psychological dissonance respond passively by avoiding the use of SNS to resolve the dissonance. Third, the moderating effect of User's literacy wasn't a significant. This study presents a clue to understand psychological decision making process of use of SNS and a guideline for establishing practical strategies. In addition, it is important to note that this study contributes to expansion of theoretical discussion about usage.

Quadrature Correlated Superposition Modulation: Practical Perspective of Correlated Superposition Coding

  • Chung, Kyuhyuk
    • International Journal of Internet, Broadcasting and Communication
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    • v.13 no.3
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    • pp.17-24
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    • 2021
  • Recently, a lossless non-orthogonal multiple access (NOMA) implementation without successive interference cancellation (SIC) has been proposed in the literature of NOMA. This lossless non-SIC NOMA was achieved via correlated superposition coding (CSC), in contrast to conventional independent superposition coding (ISC). However, only the achievable data rates for CSC NOMA were investigated. Thus, this paper proposes a practical CSC NOMA scheme under Rayleigh fading channel environments. First, we design the practical CSC NOMA scheme, namely quadrature correlated superposition modulation (CSM) NOMA, without channel coding, i.e., uncoded systems. In addition, we calculate the symbol error rates (SERs) for this quadrature CSM NOMA scheme. Then, simulations demonstrate that for the weak channel gain's user, the SER performance of the proposed quadrature CSM NOMA is shown to be improved greatly, compared to that of the conventional quadrature amplitude modulation (QAM) NOMA, whereas for the strong channel gain's user, the SER performance of the proposed quadrature CSM NOMA degrades a little, compared to that of the conventional QAM NOMA. As a result, the proposed quadrature CSM NOMA scheme could be considered as a practical NOMA scheme for CSC NOMA schemes toward the fifth-generation (5G) and next generation communications.

Realism Cues and Memory in Computer Games : Effects of Violence Cues on Arousal, Engagement, and Memory (폭력성게임 내에서의 사실적 묘사 방식이 사용자 각성(arousal)과 현존감(presence) 및 기억(memory)에 미치는 영향에 관한 연구)

  • Jeong, Eui-Jun;Biocca, Frank A.;Kim, Min-Kyu
    • Journal of Korea Game Society
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    • v.11 no.4
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    • pp.127-142
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    • 2011
  • This study examined if realistic cues of violence - blood color (red), sound cues (screams of pain), and perspective (first-person) - influence user arousal, feeling of presence, and their memory for the game events and positions with personal experience of games. The relationship between arousal and presence was also analyzed with their effects on memory in a 3D modified shooter game (CounterStrike). Results indicated that both realism cues of violence increased the player's arousal regardless of the user's level of game experience, and the arousal had a significant relationship with engagement by affecting presence strongly. Especially, engagement (a sub-factor of presence) was stronger than other variables in explaining the memory effect, and it mediated the effect between arousal and memory. However, the first-person perspective did not show any significant effect on arousal, and had a negative effect on engagement.

Development of Bicycle Level of Service Model from the User's Perspective Using Ordered Probit Model (순서형 프로빗 모형을 이용한 이용자 중심의 자전거 서비스 수준 모형 개발)

  • Lee, Gyeo-Ra;Rho, Jong-Ki;Kang, Kyung-Woo
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.8 no.2
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    • pp.108-117
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    • 2009
  • The South Korean government is looking for a solution to the ever-growing problems of traffic congestion, and surging international oil prices: the use of the humble bicycle to get to places. However, Many people feel inconvenient using bicycle because of the insufficient bicycle infrastructure and lack of the safety and connectivity between existing pathways. In this study, bicycle level of service model using ordered probit model is developed considering safety, convenience, connectivity, and factors that affect bicycle LOS. The ordered probit model would be recommended for the research which relates in choice, preference and strength etc. Bicycle level of service criteria is calculated by applying this model reflecting bicyclist's point of view. The model which develops from this research which accomplishes a bicycle level of service evaluation and represent alternative solution to encourage bicyclist. It is believed that the proposed model would be greatly utilized in bicycle network planning, bicycle road and facility alternatives testing, projects funding priority.

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Analysis of Game User's Motivation-Action Structure on Social Network Games (소셜 네트워크 게임 사용자의 동기-행동구조 분석)

  • Kim, Mi-jin;Kim, Yeong-sil
    • Journal of Korea Entertainment Industry Association
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    • v.5 no.2
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    • pp.77-86
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    • 2011
  • This paper is aimed at analyzing the relationship between users' actions in relation to a SNG (Social Network Game), which mainly targets communities, and the motivations that give rise to such selective actions. The subjects of existing researches on game area have rarely dealt with game users but mainly focused on the studies and utilization of game production technologies; and, in cases of studies on games users, their subjects have been hardly more than observations of users' behaviors in relation to the performance to achieve certain goals or themes of a game; for example, upgrading a character's level or obtaining rewards through "defeat". Therefore, it is necessary to analyze the actions of SNS game users from the perspective of behavioral selections caused by various motivations of human beings rather than approaching from the perspective of problem solving methods. In order to accomplish this goal, fist of all, Lazzaro's People Fun model and motivation theory of SNS users will be analyzed. Secondly, relevant materials from 13 SNG cases will be collected. Games' events and the functional actions of users will be classified. Lastly, the primary actions of SNG users will be classified into 8 different types and motivations - action patterns will be analyzed based on the classified materials.

Unified Modeling for RFID Privacy to Enhance Security Issues (보안성 문제를 개선하기 위한 RFID 보안성에 대한 모델링 기법)

  • Kim, Jung-Tae
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.05a
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    • pp.899-900
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    • 2012
  • RFID technology can help automatically and remotely identify objects, which raises many security concerns. We review and categorize several RFID security and privacy solutions, and conclude that the most promising and low-cost approach currently attracts little academic attention. We therefore concluded that, from a privacy perspective, the user scheme is an important strategy for meeting the consumer's needs. Furthermore, we call for the privacy research community to put more effort into this line of thinking about RFID privacy.

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A Study on the Improving the Services for Users of LRT (Light Rail Transit) by Structural Equation Model - Focus on Busan Gimhae Light Rail Transit and Busan Subway Line 4(Bansong Route) - (구조방정식을 활용한 이용자 중심의 경전철 서비스 개선에 관한 연구 - 부산~김해경전철과 부산도시철도 4호선(반송선)을 중심으로 -)

  • Jang, Seok Yong;Jung, Hun Young;Baik, Sang Keun
    • KSCE Journal of Civil and Environmental Engineering Research
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    • v.33 no.1
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    • pp.261-272
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    • 2013
  • LRT(Light Rail Transit), which has many merits compared with Heavy Rail Transit, is an effective public transport. Therefore, many local governments are pushing ahead with LRT. Busan had already adopted LRT(AGT)s like Busan Subway Line 4(Bansong Route) and Busan Gimhae Light Rail Transit(BGLRT) domestically for the first time. This study analyzes user satisfaction about the services of adopted LRTs and set right priorities of remeding their shortcomings from the user's perspective. In this paper, we surveyed safety consciousness and services satisfaction of LRT(BGLRT) users, and made two User Satisfaction Models of each LRT(BGLRT and Bansong Route) using Structural Equation Model. With established User Satisfaction Models(BGLRT Model and Bansong Route Model), we compared BGLRT and Bansong Route. Finally we found the measures and priorities for the improvements of LRT's services in the aspect of LRT users.

A Study on Acceptance Promotion of Information Systems under the Semi-Mandatory Circumstance: From the Perspective of Switching Costs Applied to the KMS of a Public Organization (반강제적 환경에서 정보시스템 의존에 미치는 영향요인 연구: 공공기관 KMS 활용 사례와 전환비용의 매개적 역할을 중심으로)

  • Seo, Hyun-Sik;Song, In-Kuk
    • The Journal of Information Systems
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    • v.21 no.2
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    • pp.45-71
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    • 2012
  • The purpose of the study is to propose the plans promoting IS acceptances under the circumstances where the IS usage is semi-mandatory. Since the IS usage is critical to secure the organization's competitiveness, many researchers have endeavored to investigate the factors in promoting IS acceptance. While TAM(Technology Acceptance Model) has been generally applied under the voluntary circumstance, under the mandatory circumstance did many researchers come to realized the limit of applying the TAM on IS acceptance. This resulted in various research trials to identify the IS acceptance under the mandatory circumstance. However, no research to promoting IS acceptance under the recommend circumstance where the corresponding users are recommend to the IS rather than alternative systems exits. The study applied the concept of switching costs to the research model, identified users' acceptance variations, and finally proposed the promotion plans for IS acceptance. The findings illustrate that IS dependence levels tend to be increased when both user satisfactions from a psychological perspective and monetary benefits from an economic perspective make the switching costs higher. The study stresses that organizations should provide information systems which reduce users' time, costs, and endeavors in performing their tasks, rather than require to use them by compulsion.

VR & Changes in Cinematic Storytelling - Focusing on film composition unit, montage, space, mise-en-scène and perspective - (VR과 영화 스토리텔링의 변화 - 영화 구성단위, 몽타주, 공간성, 미장센, 시점을 중심으로 -)

  • Jeon, Byoungwon;Cha, Minchol
    • Journal of Korea Multimedia Society
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    • v.21 no.8
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    • pp.991-1001
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    • 2018
  • In the context of the 4th Industrial Revolution, IoT, Big Data, and VR are rapidly emerging as core sectors of future industries. In particular, the VR has been under the limelight as a new media content appealing to new generation. And the VR user is not merely a 'spectator', but the 'actor'. In other words, the newness of VR is not in the 'more likely representation of the virtual reality', but in the 'making it act more virtual (more technically, 'interactive')' in the virtual world. In this paper, we examine the VR cinema in terms of film composition unit, montage, cinematic space, mise-en-$sc{\grave{e}}ne$ and perspective. The VR cinema, which is in the early stage of evolution, is basically based on $360^{\circ}$ image that strengthens the autonomy of the audience's point of view, but other factors like haptic or sonic immersion are becoming increasingly important. In addition, the VR cinema will be combined with AR, MR, SR, and Interactive technologies, and will expand its horizon as it is produced in various forms. Therefore, it is expected that more detailed viewpoint will be applied in the subsequent study on VR cinema.

Continuous Perspective Query Processing for 3D Objects on Road Networks (도로네트워크 기반의 3차원 객체를 위한 연속원근질의처리)

  • Kim, Joon-Seok;Li, Ki-Joune;Jang, Byung-Tae;You, Jae-Joon
    • Spatial Information Research
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    • v.15 no.2
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    • pp.95-109
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    • 2007
  • Recently people have been offered location based services on road networks. The navigation system, one of applications, serves to find the nearest gas station or guide divers to the shortest path based 2D map. However 3D map is more important media than 2D map to make sense friendly for the real. Although 3D map's data size is huge, portable devices' storage space is small. In this paper, we define continuous perspective queries to support 3D map to mobile user on road networks and propose this queries processing method.

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