• Title/Summary/Keyword: 사용자요인

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A Study on User Performance Level according to Presence or Frequency of Providing Leaderboard in the Game (게임 중 Leaderboard 제공 유무 및 빈도에 따른 사용자 수행수준에 대한 연구)

  • Seo, Su-Jong;Jeong, Ji-Yeon;Kim, Eun-Kyoung;Han, Ye-Jin;Choi, Jong In;Kim, Jong-Hyun;Lee, Jung;Kim, Sun-Jeong
    • Journal of Korea Game Society
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    • v.18 no.5
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    • pp.67-76
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    • 2018
  • The interaction between users and games is an important factor in game development. In this paper, we consider Leaderboard UI in shooting game and study user's performance level according to presence or frequency of providing Leaderboard UI. For this research, we developed a third person shooting game and conducted experiments for 80 college students. The results of the experiments were analyzed using statistical significance using the T-test method. Finally, in order to improve user's performance level, we conclude that the user's gaming experience is a bigger factor than the presence or frequency of providing Leaderboard, causing a significant difference.

A Study of Factors Affecting on the Intention for Continuous Uses of ERP System (ERP 시스템 사용자의 지속사용의도에 미치는 요인)

  • Lee, Seong-Hyo;Kim, Kyung-Ihl;Park, Ji-Young
    • Journal of Convergence for Information Technology
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    • v.9 no.4
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    • pp.21-27
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    • 2019
  • The ERP System is used as a useful tool for corporate management. The ERP system needs to be researched for continued use, taking into account the mandatory acceptance environment. This study was validated through AMOS 18 by setting up a model that adds variables in the mandatory acceptance environment based on prior studies on factors affecting the intended use of ERP system. Analysis shows that the intended use of ERP system users is significantly influenced by user satisfaction and objective usefulness, and that user satisfaction and objective usefulness are significantly affected by the quality of service quality of service. This study suggests that it is important to make users to feel the usefulness and satisfaction of the system through user's prior knowledge and participation. It also says that there is a need to maintain service quality.

A Study on Ways to Relieve User's Anxiety Caused by Simplification of Easy Money Transfer Service (간편송금 서비스 간소화에 따른 사용자의 불안감 해소방안 연구)

  • Kim, So-Young;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.20 no.1
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    • pp.293-299
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    • 2022
  • The purpose of study is to relieve the users' anxiety caused by the simplification of the easy money transfer service. With the development of technology, financial services are being simplified, but on the contrary, the chasm occurs. The study was conducted in two rounds. First, based on UTAUT, the perception of the service and the willingness to accept the technology were investigated through a questionnaire. Second, after presenting the tracking function of the remittance situation derived through the heuristic method, in-depth interviews were conducted on reliability and intention to continue using it. As the result, it was found that the clear feedback had a positive effect on relieving users' anxiety. It is expected that studies approaching the chasm from the point of view of design will be actively conducted.

The Relationship between the Task Characteristics and the Success Factors of End-User Computing (현업부서의 과업특성과 현업사용자주도 전산의 성공요인과의 관계)

  • 김상훈
    • Journal of Korea Society of Industrial Information Systems
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    • v.5 no.1
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    • pp.87-101
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    • 2000
  • End-User Computing(EUC) is a rapidly growing phenomenon in organizations As EUC gets to be a major segment of information systems, it becomes more important to manage EUC effectively. This paper focuses on developing an integrative framework of EUC management in the contingent perspective. The characterstic of task for which EUC is implemented was considered as a contingent variable. Based on systematic review of previous research on success factors of EUC implementation, three generic variables for EUC management were identified theoretically, which were support, promotion and control. The contingent relationships between these three EUC management variables and EUC performance were reasoned and four hypotheses concerning these relationships were derived. A field study was undertaken to test the hypotheses. Data were collected from 83 End-Users belonging to Korean business organizations. Correlation analyses and Fisher's Z tests were employed to test the hypotheses. The results supported the hypotheses for the most part and gave implications and future research directions for the management for EUC.

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The Differences of the Ego-Resilience and Disagreement in Parents' Rearing Attitude according to the Levels of the Smartphone Addiction of Adolescents (청소년의 스마트폰 중독수준에 따른 자아탄력성과 부모양육태도 불일치의 차이)

  • Jung, Kyung-A;Kim, Bong-Whan
    • Journal of Digital Convergence
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    • v.13 no.2
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    • pp.299-308
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    • 2015
  • This study investigated the differences of the ego-resilience and disagreement in parents' rearing attitude according to the levels of the smartphone addiction of adolescents. To conduct this study, 317 adolescents participated in the survey. The major findings of the study was as follows: First, the smartphone addiction rate was 21.1%, which the high risk group rate was 5.3% and potential risk group rate was 15.8%. Second, ego-resilience was indicated to be lower in the high risk user group than the potential risk user group and the general user group, and disagreement in parents' rearing attitude was indicated to be higher in the high risk user group than the general user group, thereby having indicated to have statistically significant difference. The results of this study, it could be known that ego-resilience and agreement of parents' rearing attitude was significant factors to prevent smartphone addiction of adolescents.

Exploring user experience factors through generational online review analysis of AI speakers (인공지능 스피커의 세대별 온라인 리뷰 분석을 통한 사용자 경험 요인 탐색)

  • Park, Jeongeun;Yang, Dong-Uk;Kim, Ha-Young
    • Journal of the Korea Convergence Society
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    • v.12 no.7
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    • pp.193-205
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    • 2021
  • The AI speaker market is growing steadily. However, the satisfaction of actual users is only 42%. Therefore, in this paper, we collected reviews on Amazon Echo Dot 3rd and 4th generation models to analyze what hinders the user experience through the topic changes and emotional changes of each generation of AI speakers. By using topic modeling analysis techniques, we found changes in topics and topics that make up reviews for each generation, and examined how user sentiment on topics changed according to generation through deep learning-based sentiment analysis. As a result of topic modeling, five topics were derived for each generation. In the case of the 3rd generation, the topic representing general features of the speaker acted as a positive factor for the product, while user convenience features acted as negative factor. Conversely, in the 4th generation, general features were negatively, and convenience features were positively derived. This analysis is significant in that it can present analysis results that take into account not only lexical features but also contextual features of the entire sentence in terms of methodology.

Analysis of Relevance between Career Orientations and Job Characteristics of AIS User (AIS 사용자의 경력지향과 직무특성간의 관련성 분석)

  • Lim, Kyu-Chan
    • The Journal of the Korea Contents Association
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    • v.6 no.11
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    • pp.15-24
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    • 2006
  • To achieve this study, this study divide career orientations of AIS user into technology and management and group job characteristics into variety and autonomy and is to verify an effect of two factors on system performance (AIS satisfaction and use). The results of this study are as follows. First, there is a positive effect of the relevance between technology orientation and autonomy on AIS satisfaction. Second, there is a positive effect of the relevance between management orientation and job variety on AIS satisfaction. Third, there is a positive effect of the relevance between technology orientation and autonomy on AIS use, and finally, there is no positive effect of the relevance between management orientation and job variety on AIS use.

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Evaluation of User Satisfaction for Bundled Software (번들소프트웨어의 사용자 만족도 조사 연구)

  • Ha, Kwang-Soo
    • The Journal of the Korea Contents Association
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    • v.12 no.4
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    • pp.216-224
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    • 2012
  • Usually, bundled software is unwittingly packaged with a user's PC when purchased it. A reason of provides it is for manufacturers to increase the value of the product. However, almost users cannot recognize bundled SW. Paradoxically, sometimes the bundled SW may complain to the user. Eventually these symptoms negatively affect the product. As a result, the SW bundle could not reflect user needs. This study for installed bundled SW on users laptop and we would like to know the understanding and acceptance it of the user. Finally, how can we provides it more effectiveness and looking for ways to make was conducted. From a user perspective, these study four major countries (USA, Germany, China, South Korea) laptop users to perform a total 3,000 people were surveyed. A method of investigation was the quantitative evaluation survey and was conducted online survey approach. Through this study was an analysis to awareness of users by different ages, gender, and usage patterns. Bundle SW through the study of the laptop to the user, effectively providing a way to be confirmed. And right through bundle SW distribution is expected to increase the manufacturer's worth.

The Method of User Experience Evaluation for Virtual Living Space (가상현실 주거공간을 위한 사용자경험 평가 방법)

  • Kim, Mi-Sun;Paek, Hee-Won;Seo, Hye-Ran;Ko, Il-Ju
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.12
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    • pp.795-806
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    • 2017
  • In this paper, we propose a user experience evaluation method for virtual reality living space contents and apply it to prototype simulations to measure user experience. The user evaluation method proposed in this paper is based on the existing user evaluation methodology, but it is established by changing the experience and evaluation factors to match the characteristics of the virtual reality living space. The generated virtual reality living space simulation is configured similar to real space and is placed real objects that the user actually uses in each space, so that users can feel reality. The subjects performed the tasks according to the given scenarios and then evaluated the simulation. As a result of the evaluation, the main goal of the simulation, the items that make the users feel realistic, were lower than our expectations. This means that future simulations need to be modified in a way that adds or expands elements that enhance the realism. In this way, the UX evaluation method proposed in this paper is expected to provide a more objective indicator to the content developer or designer in order to grasp the user's demand in the virtual reality living space.

사용자혁신 시스템과 정부정책 패러다임 수립

  • Cha, Min-Seok;Kim, Yeong-Bae;Bae, Jong-Tae
    • Proceedings of the Technology Innovation Conference
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    • 2009.02a
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    • pp.89-122
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    • 2009
  • 기술혁신 시스템이 추격형에서 선도형으로의 변환과정에 대해서는 일부 개념적 모형이나 탐색적 연구가 개념적으로만 제시되었을 뿐 체계적이고 구체적으로 연구가 부족하다. 한국이나 대만 등 동아시아 국가들의 선진국 기술추격과 탈추격형 혁신시스템으로 진화에 대한 국제적인 관심과 연구가 크게 증가하고 있지만, 대부분의 기존 연구들은 거시적인 관점에서 국가 차원의 제도 및 정책, 산학연의 연구역량과 협력체계, 외국기술의 도입 및 활용 등을 기술추격의 성공요인으로 들고 있을 뿐, 미시적인 관점에서 탈추격형 기술개발 성과의 사업화 추진 전략과 방법, 지원정책에 대한 구체적인 대안을 제시하지는 못하였다(Lee & Lim, 2001; Hobday et al., 2004; Kim, 1997). 추격형에서 선도형으로의 변환과정에 초점을 맞추어 특히 그 중요성이 대두되고 있는 사용자들의 혁신 과정에서의 역할에 대해 사례연구를 통해 규명하고자 한다. 선도적 혁신에서 제품 및 공정상에서 사용자혁신의 패턴을 밝혀내면, 이를 위한 제도적 인프라를 구축할 수 있다. 궁극적으로 선도적 혁신을 위한 기술혁신시스템에서 사용자로서의 기업과 선도사용자인 고객의 역할이 중요해지고 있음을 반영하고, 이를 바탕으로 기술혁신정책의 패러다임 전환을 위한 시사점을 개진하고자 한다.

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