• Title/Summary/Keyword: user study

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An Empirical Study on the Factors Affecting the User Satisfaction, Trust, and Performance of e-Communication Channel Outsourcing (e커뮤니케이션 채널 아웃소싱의 사용자 만족, 신뢰 그리고 성과에 영향을 미치는 요인에 관한 실증연구)

  • Kim, Chang-Su;Jin, Ming-Hua;Baek, Woon-Joo;Oh, Eun-Hae;Mirusmonov, Mirsobit
    • Journal of Information Technology Services
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    • v.8 no.3
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    • pp.111-134
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    • 2009
  • We are living it what is referred to as the Digital Era; a time in which communication through the computer medium has deeply infiltrated our everyday lives and is now equivalent to face-to-face communication. In other words, e-communication is the core factor of knowledge sharing, for not only individuals but also for corporations, and its efficiency has increased gradually. At this time, studies on the factors affecting the outsourcing performance of e-communication channel services are gaining importance. Therefore, the purpose of this study is to empirically analyze the effects of the system, information, and service quality on the user satisfaction and user trust of e-communication channel outsourcing, as well as the effects of user satisfaction and user trust on the outsourcing performance of both individuals and organizations. In the results of the empirical study, the system, Information, and service quality appear to have a significant effect on both user satisfaction and user trust. In addition, user satisfaction and user trust appear to also have a significant effect on the outsourcing performance of both Individuals and organizations.

A Study on Developing an User Interface for GIS Construction (GIS 구축을 위한 사용자 인터페이스 개발에 관한 연구)

  • 부기동;서일수;남인길
    • Proceedings of the Korea Society for Industrial Systems Conference
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    • 1999.05a
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    • pp.124-132
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    • 1999
  • This paper proposes an easy method to develope user interfaces for the GIS using OLE automation. In the developing stage of user interface, the most important thing is to apply effective windows programming techniques and component software supporting techniques. This study shows an user interface developing method using the OLE automation and Visual Basic programming. For a case study, the study constructs its user interface which performs map overlaying, referencing attribute tables, graph analysis, drawing up of thematic map.

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A Case Study on the Exterior Space Improving in University Campus through the Analysis of User's Cognition - Focused on Campuses in Busan City - (사용자인식 분석을 통한 캠퍼스 외부공간 개선방향 설정에 관한 사례연구 - 부산시 소재 대학을 중심으로 -)

  • Hong, Sung-Min
    • Journal of the Korean Institute of Educational Facilities
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    • v.21 no.1
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    • pp.33-42
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    • 2014
  • The purpose of this study is to suggest a basis for exterior space improving in university campus in terms of upgrading the quality of university education environment by analysing user's cognition and physical feature about campus exterior space. For this, this study was survey six major university students in Busan city about perception of campus exterior space, and analyzes the user's cognition by using natural-language vocabulary analysis for qualitative approach. Next, this study analyzes the physical feature of campus exterior space by investigating user's intensive using spaces and preferred, non-preferred spaces in their universities, then propose the improved direction of campus exterior space by comparing the analyzed data of user's cognition and physical feature. A SPSS20 program is used for the data analysis and the sample sizes are 171 college students.

Metaverse Platform Customer Review Analysis Using Text Mining Techniques (텍스트 마이닝 기법을 활용한 메타버스 플랫폼 고객 리뷰 분석)

  • Hye Jin Kim;Jung Seung Lee;Soo Kyung Kim
    • Journal of Information Technology Applications and Management
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    • v.31 no.1
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    • pp.113-122
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    • 2024
  • This comprehensive study delves into the analysis of user review data across various metaverse platforms, employing advanced text mining techniques such as TF-IDF and Word2Vec to gain insights into user perceptions. The primary objective is to uncover the factors that contribute to user satisfaction and dissatisfaction, thereby providing a nuanced understanding of user experiences in the metaverse. Through TF-IDF analysis, the research identifies key words and phrases frequently mentioned in user reviews, highlighting aspects that resonate positively with users, such as the ability to engage in creative activities and social interactions within these virtual environments. Word2Vec analysis further enriches this understanding by revealing the contextual relationships between words, offering a deeper insight into user sentiments and the specific features that enhance their engagement with the platforms. A significant finding of this study is the identification of common grievances among users, particularly related to the processes of refunds and login, which point to broader issues within payment systems and user interface designs across platforms. These insights are critical for developers and operators of metaverse platforms, suggesting a focused approach towards enhancing user experiences by amplifying positive aspects. The research underscores the importance of continuous improvement in user interface design and the transparency of payment systems to foster a loyal user base. By providing a comprehensive analysis of user reviews, this study offers valuable guidance for the strategic development and optimization of metaverse platforms, ensuring they remain responsive to user needs and continue to evolve as vibrant, engaging virtual environments.

A study on the relationship between user's participation and MIS performance (이용자의 참여와 MIS 성과간의 관계에 관한 연구)

  • 유병우;김찬희
    • Korean Management Science Review
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    • v.5 no.1
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    • pp.29-44
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    • 1988
  • In spite of user's participation affecting the success of the MIS project, many empirical studies, however have led to inconsistent results. This research was conducted to find the factors affecting user's participation, and the relationships between user's participation and MIS performance. To identify these problems, 43 systems operated with MIS among industries were surveyed based upon questionnaires and the personal interviews. The major findings of this study are as follows: First, the main factors affecting the user's participation out to be the MIS manager's attitude, the user manager's expectation, the MIS education and the character of user's task among 28 factors and these factors are different from stage to stage in MIS development. Second, each MIS development stage shows the different relationship between user's participation and MIS performance.

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A Contingent Analyses on the Relationship Between the Characteristics of Internet Shopping Mall and User Acceptance (인터넷 쇼핑몰의 특성과 사용자 수용간의 상황적 관계분석)

  • Suh, Kun-Soo
    • Asia pacific journal of information systems
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    • v.11 no.2
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    • pp.23-55
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    • 2001
  • It is generally agreed that realizing the full potential of the internet shopping mall(ISM) requires careful identification of customer needs and expectations. However, a quantitative framework to explain and predict users' behavior toward ISM has not been well established because the research on the user acceptance of ISM is still in its infancy. This study proposes a model which uses factor analysis to identify factors of ISM characteristics and individual characteristics affecting user acceptance of ISM. Predictive models based on the multiple regression analyses select the factors and their interactions with individual characteristics that significantly influence user acceptance. Results show that five factors including economy, convenience, credibility, reliability, information risks, and performance risks affects user acceptance. In addition, individual differences in terms of innovativeness, playfulness, and recreational shopping traits have both direct and interaction effects on user acceptance. The implication of this study is that, although user attitudes towards ISM characteristics in general are important to their acceptance behavior, the level of importance depends upon different user groups.

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A Modeling of Ubiquitous Environments Reflecting User's Behaviors in the House (주택 내에서의 사용자 행위 분석을 이용한 유비쿼터스 환경 구축 - 거실공간을 중심으로 -)

  • Lee, Dong-Hwa;Park, Sung-Jun;Lee, Hyun-Soo
    • Proceeding of Spring/Autumn Annual Conference of KHA
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    • 2005.11a
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    • pp.63-66
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    • 2005
  • The purpose of this study is to suggest the modeling of ubiquitous environments according to the analysis of user's behaviors focused on the living area within the house. Recently, with appearing 'Ubiquitous environments', the applications of ubiquitous technologies on the our environment adopt a new paradigm. This new paradigm leads to the possibility of creating more intellectual dwelling environment according to user's behaviors. This paper suggests to change our dwelling by considering both engineering technology and the character of dwelling, because the house should provide causes humans with comfortability. Therefore, we need to understand user's behaviors in the dwelling, towards user friendly environment. Also, it very important for us to configure proper sensors and technologies by the priority based on user's behaviors. To sum up, this study is aimed to analyze user's behaviors and then, to suggest the guideline for users offering optimal ubiquitous environments.

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The Effects of User Experience-Based Design Innovativeness on User-Metaverse Platform Channel Relationships in South Korea

  • JEON, Joo-Eon
    • Journal of Distribution Science
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    • v.19 no.11
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    • pp.81-90
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    • 2021
  • Purpose: The purpose of this research is that Metaverse platforms' UXBDI can be distinguished among Metaverse platform channel types. Metaverse platform represents a collective term signifying services that include augmented reality, lifelogging, mirror worlds, and virtual worlds. User Experience-Based Design Innovativeness (UXBDI) is characterized by novelty in product design and services that satisfy user experience. This study examined the effect of Metaverse platforms' UXBDI on user-Metaverse platform relationships. Research design, data and methodology: Metaverse platform users were selected as samples, and a marketing research institution known as a panel company conducted the survey. It used multiple regression to test the impact on platform identification and commitment based on a survey of 442 South Korean respondents. Results: The research confirmed that UXBDI sub-dimensional scales of attractiveness and interaction increased user-Metaverse platform identification and commitment. Also, a Metaverse platform identity increased user-Metaverse platform identification in virtual and mirror worlds. Conclusion: This study contributes to multiple academic fields. First, the UXBDI of Metaverse platforms appears to be a key component of ongoing user-Metaverse relationships. Second, UXBDI affects relationships differently based on the Metaverse platform type.

Investigating Key User Experience Factors for Virtual Reality Interactions

  • Ahn, Junyoung;Choi, Seungho;Lee, Minjae;Kim, Kyungdoh
    • Journal of the Ergonomics Society of Korea
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    • v.36 no.4
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    • pp.267-280
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    • 2017
  • Objective: The aim of this study is to investigate key user experience factors of interactions for Head Mounted Display (HMD) devices in the Virtual Reality Environment (VRE). Background: Virtual reality interaction research has been conducted steadily, while interaction methods and virtual reality devices have improved. Recently, all of the virtual reality devices are head mounted display based ones. Also, HMD-based interaction types include Remote Controller, Head Tracking, and Hand Gesture. However, there is few study on usability evaluation of virtual reality. Especially, the usability of HMD-based virtual reality was not investigated. Therefore, it is necessary to study the usability of HMD-based virtual reality. Method: HMD-based VR devices released recently have only three interaction types, 'Remote Controller', 'Head Tracking', and 'Hand Gesture'. We search 113 types of research to check the user experience factors or evaluation scales by interaction type. Finally, the key user experience factors or relevant evaluation scales are summarized considering the frequency used in the studies. Results: There are various key user experience factors by each interaction type. First, Remote controller's key user experience factors are 'Ease of learning', 'Ease of use', 'Satisfaction', 'Effectiveness', and 'Efficiency'. Also, Head tracking's key user experience factors are 'Sickness', 'Immersion', 'Intuitiveness', 'Stress', 'Fatigue', and 'Ease of learning'. Finally, Hand gesture's key user experience factors are 'Ease of learning', 'Ease of use', 'Feedback', 'Consistent', 'Simple', 'Natural', 'Efficiency', 'Responsiveness', 'Usefulness', 'Intuitiveness', and 'Adaptability'. Conclusion: We identified key user experience factors for each interaction type through literature review. However, we did not consider objective measures because each study adopted different performance factors. Application: The results of this study can be used when evaluating HMD-based interactions in virtual reality in terms of usability.

A Study on User Behavior Analysis for Deriving Smart City Service Needs (스마트시티 서비스 니즈 도출을 위한 사용자 행위 분석에 관한 연구)

  • An, Se-Yun;Kim, So-Yeon
    • The Journal of the Korea Contents Association
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    • v.18 no.7
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    • pp.330-337
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    • 2018
  • Recently, there has been a growing interest in user-centered smart city services. In this study, user behavior analysis was performed as a preliminary study for user - centered smart city service planning. In particular, we will use GIS based location analysis data and video ethonography methodology to derive smart city service direction and needs. In this study, the area of Daejeon Design District selected as the Smart City Test bed was selected as the survey area and the location analysis data of the traffic accident analysis system of the road traffic corporation and the fixed camera We observed user's behavior type and change with image data extracted through the technique. Location analysis data is classified according to the type of accident, and image data is classified into 11 subdivided types of user activities. The problems and specificities observed were analyzed. The user behavior characteristics investigated through this study are meaningful to provide a basis for suggesting user - centered smart city services in the future.