• Title/Summary/Keyword: user's psychology

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A Study on Influencing Factors of Continuous Use Intention by SNS Connection Type and User Psychology (SNS 접속형태와 이용심리에 의한 지속사용의도 영향요인 연구)

  • Hong, Hee-Kyung;Choi, Jung-Il;Han, Kyeong-Seok
    • Journal of Digital Contents Society
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    • v.18 no.5
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    • pp.957-967
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    • 2017
  • In this study, factor, is focused on user's psychology and SNS using style, of intention to use SNS continuously being affeted to who want to stop using SNS. This study utilized the foundational frame of PCM and TAM2 and indepednent variable and Mediating variable were based on previous research. I used statistical programs such as AMOS 18.0 and SPSS 18.0 to verify the practical examination of the hypothesis of this study and the questionnaire was distributed to the public and IT students who once used SNS, and made the 443 questionnaires to analyze on final except missing values and insincere responses. The result of study was that intention to use SNS continuously are affected by positive and negative psychological factors and will be helpful to provide a service plan for SNS and establish for marketing strategy.

The effect of the human voice that is consistent with context and the mechanical melody on user's subjective experience in mobile phones (휴대전화 상황에서 맥락과 일치하는 사람음과 단순 기계음이 사용자의 주관적 경험에 미치는 영향)

  • Cho, Yu-Suk;Eom, Ki-Min;Joo, Hyo-Min;Suk, Ji-He;Han, Kwang-Hee
    • Science of Emotion and Sensibility
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    • v.12 no.4
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    • pp.531-544
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    • 2009
  • In the past, objective usability was one of the most important aspects when user used system. But nowadays user's subjective experiences are getting more critical element than objective usability in HCI(human-computer interaction). Most people own their mobile phone and use it frequently these days. It is especially important to make user's subjective experiences more positive when using devices like mobile phones people frequently carry and interact with. This study investigates whether the interfaces which express the emotion give more positive experiences to users. Researchers created mobile phone prototypes to compare the effect of mechanical melody feedback(the major auditory feedbacks on mobile phones) and emotional voice feedback(recorded human voice). Participants experienced four kinds of mobile phone prototypes(no feedback, mechanical melody feedback, emotional voice feedback and dual feedback) and evaluated their experienced usability, hedonic quality and preference. The result suggests that person's perceptional fun and hedonic quality were getting increased in the phone which gave the emotional voice feedback than the mechanical melody feedback. Nevertheless, the preference was evaluated lower in the emotional voice feedback condition than the others.

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Emotional Character Animation System Using Cognitive Emotional Theory

  • Shim, Youn-sook
    • Proceedings of the KAIS Fall Conference
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    • 2003.11a
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    • pp.10-15
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    • 2003
  • In computer graphics, most animations of characters have been created using the traditional and often highly labor intensive key-framing technique. Recently, character animation is demanded increasingly automated techniques for animation according to interaction with the user or environment of the user. In this paper, we will propose a new method which can animate characters automatical/y with user interactions. The character's behavior is determined as a result of understanding the emotional condition of the user. Psychology and cognitive AI provide some ideas about how to approach this problem. Our study is based mostly on the theories of Ortony, Clore and Collins, which were designed to be implemented computationally. In our system, we can make 22 emotion types and some more behavior features and we apply to some characters.

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Harmony Matters in Alarm Design: Investigating the Impact of Consonance on Alarm System

  • Ilgang Mukko Lee;Yunsun Alice Hong;Juhyun Jay Lee;Kwanghee Han
    • International Journal of Advanced Culture Technology
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    • v.11 no.4
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    • pp.406-416
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    • 2023
  • Alarm system performance is a critical aspect of safety. While existing research has extensively examined the influence of acoustic attributes on alarm performance, consonance's impact remains largely uncharted territory. This study bridges this research gap by investigating the effect of consonance on alarm systems. We extend our investigation to encompass not only the sound characteristics of the alarm but also the acoustic qualities of the surrounding environment, recognizing their potential impact on alarm efficacy. Prior studies consistently link consonance to annoyance levels, resulting in a negative user experience. Thus, we explore the relationship between consonance and alarm system performance, with a particular focus on modulating annoyance as an explanatory factor. Utilizing an oddball paradigm, we categorized standard and oddball sounds into consonant and dissonant types, creating four sound combinations. Participants were asked to respond to the irregularly presented oddball sounds while ignoring the constantly presented standard sounds. Our results reveal significant differences between groups, with the Standard Consonant/Oddball Dissonant (SC/OD) group displaying notably slower response times than the Standard Dissonant/Oddball Consonant (SD/OC) group. This reaction time variation aligns with differences in annoyance levels, as the SC/OD group reports higher annoyance, suggesting that reaction time discrepancies may be linked to increased arousal due to heightened annoyance.

Application of the Affordance as User Experience Behavior Setting for Architectural Design (건축공간의 경험구조로서 지원성 적용 연구)

  • Kim Soo-Jin
    • Korean Institute of Interior Design Journal
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    • v.13 no.6
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    • pp.48-56
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    • 2004
  • The Affordance, discussed in the theory of ecological perception of environmental psychology, is the concept of perception that deals with inter-relationship between environment and human. It is a theory seeking for gradual evolution, with the change of user experience behavior and the space, by getting feed-backs from the analysis of perception of characteristics of 3-dimensional space and the user as moving entity. Although there has been many attempts to define the Affordance and apply its concept to the architecture, now there's a need to identify the Affordance in the real architectural space, represent Affordance of space and the user inter-relationship in the architecture and apply its design specifically, Thus, the purpose of this study is to present the methodology of applying Affordance in architectural space design by identifying the Affordance of space concept of human experience behavior in the architectural space and analyze its recognition process.

A Study on the Factors Affecting the Use and Satisfaction of Internet Ticketing Systems (인터넷 티켓팅 시스템의 사용과 만족에 영향을 미치는 요인)

  • Woo, Sung-Hwa;Kim, Kyung-Kyu;Chang, Hang-Bae;Shin, Ho-Kyoung
    • Asia pacific journal of information systems
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    • v.17 no.3
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    • pp.1-24
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    • 2007
  • With the development of information technology (IT), various information systems (IS) such as Web-based systems and mobile systems have appeared utilizing different technologies. However, recent studies on IS use and user satisfaction rarely account for technological differences among IS and environmental characteristics where IS are intended to be used. The purpose of this research is to investigate the determinants of the use of Web-based ticketing systems for cultural activities and to empirically validate their relationships. Environmental psychology suggests that human beings respond to external stimuli from environments with their emotions, and their emotional states influence human actions, e.g., IS use in this research. Applying environmental psychology to the use of Web-based systems in the culture and entertainment industry, we propose that web site characteristics first influence a user's internal state of mind (i.e., flow) and then the flow state influences the IS use. Studies related to the state of flow collectively affirm the key role played by the flow construct in shaping individual attitudes and behaviors toward IS. Users' flow states are captured by their shopping enjoyment, perceived behavioral control, and the level of concentration on the IS use. Referring to social presence theory, we have included such web site characteristics as content quality, context of web site, and community quality. In our research model, a second order construct is utilized to represent web site quality, because flow theory suggests that holistic experiences with web-based systems (rather than individual characteristics of the web site) are important in explaining the IS use. Further, we have included trust as another important factor influencing the IS use since business transactions on the web encompass higher uncertainty comparing to offline transactions. In order to test our hypotheses, we have conducted an online survey which results in 1,141 valid responses in the final sample. The data were collected from respondents who have experiences in Internet ticketing systems. Although it was a convenient sample, the sample represents a wide variety of user demographics. Validity and reliability of the research instrument were tested and research hypotheses were examined using PLS Graph 3.0. The results indicate that web site characteristics significantly influence the level of user concentration, user's enjoyment in shopping, and perceived behavioral control. Further, the use of Internet ticketing systems is influenced by users' flow states and trust in the web channel. User satisfaction is turned out to be affected by the use of Internet ticketing systems. Unlike extant research on the relationship between web site characteristics and its use, our study has found that, in the culture and entertainment industry, the impact of web site characteristics on IS use is mediated by a user's flow state. This finding has a practical implication that web site design should include as many features that enhance shopping enjoyment and concentration. Other practical implications of these findings and future research implications are also discussed.

Analysis of User's Impact on Vegetation Structure Changes and User's Psychology in Odongdo Island of Hallyo-Haesang National Park (오동도(梧桐島)에서의 이용객(利用客)에 의한 식생구조(植生構造) 변화(變化) 및 이용자(利用者) 심리분석(心理分析)에 관(關)한 연구)

  • Park, Myong Kyu;Lee, Kyong Jae;Park, In Hyeop
    • Journal of Korean Society of Forest Science
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    • v.76 no.4
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    • pp.397-409
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    • 1987
  • This study was executed to analyze the user's impact on vegetation structure changes and user's psychology in Odongdo Island of Hallyo-Haesang National Park. Five sites were sampled for vegetation structure changes vi the study area according to the extent of impact observed. Also user's psychology was studied through questionnaire with the visitors and 366 answers were collected at random sampling in May, 1986. Evergreen broad-leaved forest, i.e. Machilus thunbergii, Cinnamomum camphora, and Camellia japonica forest, took possession of 32.5% (3.91ha) of total forest area when condisering the actual vegetation. Camellia japonica community covered 40.0% (4.72ha) and Sasa coreana community took possession of 41.8% (5.02ha). The area of environmental impact grade 3 and 4 area covered 44.3% of total forest area and it should be restored because self-repair seemed to be impossible. The evergreen broad-leaved forest was destoryed seriously with no younger trees in middle and lower layers by overuse impact and would be bared soon. So the preservation of autochthonous flora is required by the control of the number of users. It was shown that most of visitors come on holidays and Sunday and places which were favorably impressed were shown as the area of showing the sea and Camellia forest. Overall levels of satisfaction was comparatively low, consequently 55% of visitors were satisfied. This level of satisfaction was associated with number of users, landscape of forest and number of facilities.

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A Study on Self efficacy Difference between User and Nonuser of Smartphone (자기 효능감에 의한 스마트폰 사용의도 연구)

  • Lee, JangHyung;Kim, Jong-Won;Sung, Baek-Chun;Choi, Young-Jin
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.2
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    • pp.157-164
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    • 2013
  • Self efficacy is a term used in psychology, roughly corresponding to a person's belief in their own competence. It has been defined as the belief that one is capable of performing in a certain manner to attain certain goals. It is believed that our personalized ideas of self-efficacy affect our social interactions in almost every way. Understanding how to foster the development of self-efficacy is a vitally important goal for positive psychology because it can lead to living a more productive and happy life. The objective of this study is to show difference of the relationship between user and non-user in smartphone by self efficacy. For this purpose, we propose a research model which consists of 3type' self efficacy. For empirical test of this model, the sample data is collected from employee in a company and divided into two groups by user and nonuser. By multi-group analysis, we show two groups are different from each other in the relationship between user and nonuser of smartphone. Results show difference of the relationship smartphone user and non-user's self-efficacy(self-control self-efficiacy and problem difficulty preference).

A Study on gamification exercise encouragement app based on GPS location information (GPS위치 정보를 기반으로 한 운동독려 게임화 앱 연구)

  • Park, Hyun-Joo;Keum, Chung-Ki
    • Journal of the Korea Convergence Society
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    • v.11 no.4
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    • pp.119-124
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    • 2020
  • In this paper, in order to encourage the user's exercise, we presented an exercise goal that considers the user's weight and exercise state, and dealt with a study on an app that gives a goal using GPS information. Unlike the vague numbers and times suggested in the existing app, it is presented specifically with the surrounding buildings or structures using GPS information. In addition, to use competitive psychology to exercise encouragement, it shows the movement information of people connected to the app and allows users to use the competitive psychology to get the effect of exercising many people. The app creates coordinates of major buildings and sets markings using the Naver Map SDK location information to present specific targets. It is easy for users to get bored if they give a goal every time, and the boredom that the user feels decreases the interest in the exercise. In order to not to lose interest in athletic interest. the app switches to game mode and give a light goal that doesn't matter user's weight or exercise status, and rewards user for achieving the suggested goals. Game mode is added to app that connects a person's will to practice. It adds fun elements to create interest, and uses competitiveness to help you live a healthy life with a steady workout. Technically, to improve the accuracy of smart-phone map display using GPS and the tilt processing was to be able to display the exact location.

Recreation Impacts on Soil and Vegetation and Estimation of Psychological Carrying Capacity in Mt. Bukhan National Park (북한산 국립공원의 토양 및 식생에 대한 이용영향 및 심리적 수용력의 추정)

  • 이경재;김준선;우종서
    • Korean Journal of Environment and Ecology
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    • v.1 no.1
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    • pp.46-65
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    • 1987
  • This study was excuted to measure the user's impact area of the Bukhan Mountain National Park. Eighteen sites of the campsite and the picnic area were sample to measure the impact rating of soil and vegetation. And three belt transects were sampled to analyze soil properties and vegetational change by the user's impact. Also user's psychology was investigated through questionnaires with the visitor and 726 answers were collected from May to June in 1987. The regression equation was significant between the distance and the soil hardness. individual number per 100$m^2$, herb coverage and similarity index from the center of picnic area to the non-use site. The tolerant tree against user's impact are Lespedza maximowiczii. Stephanandra insica, Actinidia arguta Symplocos chinensis for. pilosa and the sensitive trees were Fraxinus rhy chophylla Sorbus alnifolia. and Rhodadendron mucronulatun. The facilities factor and social factor are the most affecting factors to User's psychology by the varimax rotated factor analysis. The carrying capacity of the picnic area was 25$m^2$ per man by the degree of psychological satisfaction.

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