• Title/Summary/Keyword: users' characteristics

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A Study on the Development Elements and Direction of Waterfront Reflecting User Demands (이용자 수요를 반영한 수변 공간 개발요소와 방향설정에 관한 연구)

  • Park, Ki bum
    • Journal of Environmental Science International
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    • v.27 no.11
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    • pp.1083-1094
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    • 2018
  • In this study, we analyzed the characteristics of six waterfront users who are currently being used to select indicators for waterfront development. It can be classified into urban type, inland type and coast type according to the place where waterfront space is located. These waterfront design elements include accessibility, public activity, and waterfront characteristics. Waterfront environment involves selecting the elements for considered and examined these with resepect to the goals of the study. In terms of accessibility to most waterfronts, it is analyzed that users who are located within 30 minutes' distance of walking are most likely to use it. As shown in the satisfaction survey of this study, the unsatisfactory satisfaction of water quality and quantity was found to be low in Unam pond, and the result shows that the overall satisfaction of waterfront space is also low. In the case of Chunggye Chun, the results of the survey on weekdays showed that the office workers, such as the offices located in the surrounding area, were mainly resting places. In the case of Naesungchun, it is possible to select the indicators that can help the direction of the festival as a survey on the users during the festival period. In this study, waterfront location, purpose of use, characteristics, environment, and subdivision are presented as indicators to be considered when developing the waterfront. It is expected that the proposed indicators will be able to determine the direction of development by reflecting characteristics of users.

The effect of information asymmetry between accounting information provider and users on information user decision (회계정보 공급자와 회계정보이용자간의 정보비대칭이 정보이용자 의사결정에 미치는 영향)

  • Joung, Jae-Woo;Lee, Seong-Hyo
    • Journal of Convergence for Information Technology
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    • v.7 no.2
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    • pp.125-130
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    • 2017
  • In the business environment of the modern society, it is not possible for the company, which is a producer of accounting information, to provide accounting information to the users of accounting information because it can not satisfy the information demand of the accounting information users due to the problem of information asymmetry. Therefore, the purpose of this study is to find out what information should be provided for satisfying the information needs of users of accounting information. This study investigates the qualitative characteristics of accounting information based on K-IFRS in the provision of accounting information and conducts empirical studies based on the users of accounting information of listed companies and unlisted companies. And how to improve the satisfaction. As a result of empirical research, it was confirmed that the accounting information satisfying the qualitative characteristics is useful for meeting the information needs of users of accounting information.

A Study on the Intention of Early Users of Digital Finance baesd Mydata Service Application (디지털금융 기반 마이데이터 앱 초기 사용자들의 이용의도에 관한 연구)

  • Lee, Tae Won;Sung, Haeng Nam
    • The Journal of Information Systems
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    • v.32 no.1
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    • pp.1-21
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    • 2023
  • Purpose The purpose of this study is to investigate the intention of early application users in consideration of the characteristics of digital finance-based MyData service users. It is expected that user characteristics will affect the intention to use MyData service, which has not yet been advanced, and accordingly, it will examine how the characteristics of the initial users of MyData service and the intention to use it are connected. Design/methodology/approach The model used in this study is a value-based adoption model (VAM), and a lot of research has been conducted on information technology and online user acceptance and continuous use intention of online users. VAM has been proven useful through empirical analysis in many studies. The value-based acceptance model is a method of analyzing the intention to use Benefits and Sacrifices as the main elements of perceived value. It can be said to be a model that can analyze the benefits of use and the sacrifices to be made. Findings According to the analysis results of this study, it was found that usefulness, enjoyment, and reliability, which are the benefits of MyData service apps, had a positive effect on perceived value, which is partially consistent with existing research results. However, it was found that complexity, which is the sacrifice of MyData service apps, negatively affects perceived value and security has no negative impact. The results of security are considered to be complementary to financial institutions because MyData service deals with financial data based on personal information, and the research hypothesis is rejected because users' demands are relatively low. Therefore, MyData service apps should do more to increase benefits (usefulness, enjoyment, and reliability) than to reduce sacrifice (complexity) to users.

Effect of Characterisitcs of Service Quality on Continuance Usage Intention of Digital Healthcare Service Using Mediating Factors of User Expectation and User Utility (디지털헬스케어서비스에서 서비스품질 속성이 지속사용의도에 미치는 효과연구: 사용자기대와 사용자효용 매개요인을 중심으로)

  • Jeon, Eun-Seon;Kim, Chul Soo
    • The Journal of Society for e-Business Studies
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    • v.26 no.2
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    • pp.1-17
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    • 2021
  • This paper elucidates the effect of characteristics of service quality on continuance usage intention of digital healthcare service using mediating factors of user expectation and user utility. First, we classified independent factors into three types such as service system characteristics, user characteristics, and healthcare service characteristics from the previous studies, and investigated the effect of three independent factors on continuance usage intention of digital healthcare service. Second, we analyzed the impact of two mediating factors, user expectation and user utility, on the continuance usage intention. We developed a research model that includes three types of independent factors, mediated factors of user expectation and user utility, and a dependent factor of continuance usage intention. We surveyed a total of 357 samples from digital healthcare service users and analyzed the research model. The research results significantly show that Characteristics of Users is essential factor impacting a dependent factor of Continuance Usage Intention. The results indicate the followings: (1) Characteristics of Users including the variables of Innovation impacts User Expectation, and User Expectation affects Users Utility, and Users Utility also affects Continuance Usage Intention. (2) Characteristics of Service Systems including the variables of Functionality, Compatibility, and Convenience and Characteristics of users of Innovation variable impact the mediating factor of User Expectation, and User Expectation also affects the factor of Continuance Usage Intention. (3) Characteristics of Healthcare Services including the variables of Reliability, Ease of Operation, Safety, and Accuracy impact User Utility, and User Utility also affects Continuance Usage Intention.

Analysis on the Characteristics of Government-dominant and Non-governmental Food Bank Programs from the Users' Perspective (정부주도형 및 민간주도형 푸드뱅크(Food Bank) 사업의 이용자 실태 및 이용특성 분석)

  • Kang Hye-Seune;Hong Min-Ah;Yang Il-Sun;Jo Mina;Kim Chul-Jae
    • Korean Journal of Community Nutrition
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    • v.10 no.2
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    • pp.224-233
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    • 2005
  • The objectives of this study were to (a) examine the users' characteristics of both government-dominant and non-governmental food bank programs, (b) understand the supporting quality of the food bank program, and (c) analyse the effectiveness of the programs from the users' perspectives. The random samples of 120 food bank operators were selected by proportionate stratified random sampling method and from each food bank, 3 users were selected for the survey. A total of 205 users were participated in this survey. The main results of this study were as follows; Average profile of food bank users were 58 year old, female, livelihood protectee ($56.6\%$). Food assistance frequency were mostly once a week ($34.1\%$), and everyday ($22.4\%$). The survey also showed that non-governmental food banks delivered the food directly to the $42.7\%$ of users, otherwise the users of government-dominant ones went to the food bank to receive the foods. Most of the donated foods were cooked food ($50.0\%$), and the users also wanted to receive that kinds of food. Saving food expenses ($55.6\%$) and overcoming hunger ($16.6\%$) were found as the effectiveness to the users.

Comparison of Consumer Characteristics and Purchase Behaviors Among Users of Green Cosmetics (환경친화화장품 구매수준에 따른 소비자 특성 및 구매행동 비교)

  • Moon Sook Jae;Cha Kyung-Wook;Kim Jeong Yun
    • Journal of Family Resource Management and Policy Review
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    • v.9 no.2
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    • pp.59-75
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    • 2005
  • The purpose of this study was to examine the purchase behaviors of those who are consistently using Green cosmetics. k order to identify this purpose, this study compared the consumer characteristics among on-going users of green cosmetics, temporary users, and those who have never used the green cosmetics. Also, this study compared the decision making process between on-going users and temporary users. The data were obtained from a questionnaire completed by women who lived in Seoul (N=362), and were analyzed by t-tests, chi-square test, and ANOVA. The findings of this study are as follows: First, unmarried women aged in 20s and those who have higher education, higher incomes and their own houses were more likely to use Green cosmetics consistently. Second, those who were more interested in environmental problems were more likely to be on-going users of Green cosmetics. Third, those who in on-going group were more likely than temporary group to make internal search, while temporary group was more likely to depend on information obtained from their friends or relatives. Also, on-going group considered alternative criteria more than do temporary group.

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The Effect of Perceived Interactivity's Mediator Role on Mobile Contents Users' Attitude and Behavioral Intention (지각된 상호작용성의 매개역할이 모바일 콘텐츠 사용자의 태도 및 행동의도에 미치는 영향)

  • Lee, Sung-Ho;Ahn, Joong-Ho;Jahng, Jung-Joo
    • Asia pacific journal of information systems
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    • v.16 no.3
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    • pp.205-227
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    • 2006
  • This study suggests major characteristics of the ubiquitous environment, which include pervasive connectivity, context awareness, and playfulness, by surveying mobile contents users. Also, this empirical study attempts to validate nine hypotheses and all the ubiquitous factors of mobile contents have positive effect on perceived interactivity. It is revealed that perceived interactivity is an intermediary factor which positively affects users' perceived performance, satisfaction and continuous use intention. Hypotheses of positive relationships among users' behavioral outcome factors are also accepted. Results show that ubiquitous characteristics of mobile contents influence the users' attitude and behavior through the intermediary role of perceived interactivity among users and messages and devices. This study contributes to the literature by presenting and empirically verifying the effect of ubiquitous factors of mobile contents and perceived interactivity on uses' attitude and behavior intention. Based on study results, user-oriented theoretical bases are provided for various mobile contents service, the issue of policy-making and business planning are addressed, and managerial implications are discussed.

A Study on Relationships Between Characteristics of Online Game Item and Game Users (온라인 게임 아이템 특성과 이용자 특성의 관계 분석)

  • Wi, Jong Hyun;Kim, Eunbi
    • Journal of Korea Game Society
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    • v.19 no.3
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    • pp.113-122
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    • 2019
  • The study classifies online game users with two groups, which are users who purchase functional items and emotional items. This research used statistic tool, STATA MP, trying unpaired t-test to find relationships between two groups on payment intention and characteristics. The result shows that the users with functional items prefer community-oriented mind and interaction with other users while users with emotional items intend to consider item's design and superiority with higher purchasing satisfaction. The result of this study seems to give some implications to game companies when improving its purchasing system with charged items.

Determinants of Users' Perceived Value on Mobile Contents Service (모바일 콘텐츠 서비스에 대한 인지된 사용자 가치 결정요인에 관한 연구)

  • Park, Sang-Cheol;Kim, Jong-Uk
    • Journal of Information Technology Applications and Management
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    • v.15 no.4
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    • pp.221-245
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    • 2008
  • Recently, mobile internet technologies are enabling the possibility of radically new computing services which can share information and communicate with others on the move. In this situation, prior studies have attempted to identify of what factors make people use mobile internet. However, prior researches focused on investigating the factors affecting users' adoption to Mobile Internet. In order to offer beneficial materials to mobile internet companies, we investigated important factors to increase mobile users' value from the viewpoints of customer. In particular, this study was progressed how characteristics of mobile contents affect users' intrinsic attributes and how perceived users' network effects affect users' value in the mobile computing environments. To empirically test proposed hypotheses, we have analyzed 285 survey data gathering from mobile internet users and verified hypotheses by using SEM (structural equation modeling). Based on the results of this study, we found that content accessibility and content quality have significant impacts on users' intrinsic attributes such as perceived usefulness and perceived enjoyment. In addition, this study also revealed that perceived usefulness and perceived enjoyment were positively related to users' emotional value. Moreover, this study found that perceived users' network effects could affect users' monetary value by mediating expected benefits. Based on our findings, we can understand that this perspective can provide a deeper understanding of the mobile users' value adoption by bridging the gap between mobile internet studies and actual practice.

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A study on the impact of online contents characteristics on customer loyalty - Mediated effect of flow perspective - (고객충성도에 영향을 미치는 온라인 콘텐츠 특성에 관한연구 -몰입(Flow)의 매개효과를 중심으로 -)

  • Shin, Young-Chul;Jeong, Seung-Ryul
    • Journal of Internet Computing and Services
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    • v.14 no.5
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    • pp.101-117
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    • 2013
  • As the number of online game user has been rapidly increased thanks to the recent vitalization of online contents market, not only new business opportunity but also the opportunity to create high profits have been provided as well. However, the increase of the number of online game user and the rapid expansion of the market evoke a cutthroat completion among online game service providers, and also high barriers to entry to online game market have been erected. Thus, what kinds of efforts need for the business success and sales increase in online game market? In lots of researches regarding online contents business, the deepening of loyalty was considered as a critical factor for the business success. According to the study on user's behavior in online environment, users would experience the Flow while using online service, and then, if they were in state of the Flow, they would use the service constantly. High customer loyalty to online game means high will to use the online game too. The purpose of this research was i) to examine what factors enable users to be naturally immersed in online game while playing it, ii) to examine what properties of online game can make game more interesting and exciting, iii) to verify that such factors are critical in deepening customer loyalty, and iv) to suggest some essential factors to be fun and exciting games, on where the focus should be put, and the directionality for the development for sales expansion of online game developer or online game service provider. The research results are as below: First, the involvement and the perceived quality which were characteristics of brand appeared to be factors most affecting Flow. This shows that once game user get interested in online game that user has played frequently, even though new games are released, user will continuously flow the game not moving to new games, and also shows that users not only get more interested but also put more trust in games in the site to where users are frequently going than games in other sites, and consequently user can increasingly flow the game. Second, the compensation and graphics which are the characteristics of contents appeared to be factors affecting Flow. Proper compensation which is given to game users triggers fun and interests in game and makes them flow more and more. And graphics make users to feel game space as if real space and let them flow in game with more reality. Third, challenges, support, and the stability which are technical characteristics appeared to be factors affecting Flow. Challenges enable users to not only experience new virtual world but also solve various difficulties and obstacles. Once users feel fun and interests through this challenge, they can naturally flow games. In addition, the stability of network provides reliability in security and hacking. By doing so, it can induce users to flow more and more. Lastly, when aforementioned characteristics including contents characteristics, technical characteristics, and brand characteristics are organically combined each other, game users feel fun and total minutes are naturally increased, so that game users experience Flow, and consequently the customer loyalty will be deepened as well.