• Title/Summary/Keyword: 사용자 저항

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A Security Model for Duplication Resistant eSeal (복제 공격 저항성을 갖는 전자봉인 보안 모델)

  • Kim Joo-Hae;Choi Eun-Young;Lee Dong-Hoon
    • Proceedings of the Korea Institutes of Information Security and Cryptology Conference
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    • 2006.06a
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    • pp.373-376
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    • 2006
  • 전자봉인 장치는 능동형 RFID 장치로서, 화물 컨테이너의 문에 설치되어 컨테이너가 정당한 사용자가 아닌 다른 사용자가 개봉하였다는 사실을 인지하도록 하는 역할을 하는 장치이다. 전자 봉인장치는 RFID를 이용하므로 허용된 사용자 외에는 그 정보를 식별 할 수 없도록 할 필요가 있으며, 오랜 시간 고정된 장소에 존재하기 때문에 물리적으로 공격당하여 컨테이너의 내용물을 훔치거나 다른 물건으로 바꾸어 넣은 후 기존의 봉인의 내용을 복사한 새로운 봉인을 설치함으로서 봉인이 깨졌었다는 사실을 인지하지 못하도록 만드는 일을 막을 수 있어야만 한다. 본 논문에서는 리더와 태그가 통신하는 그 내용을 제 삼자가 인식하지 못하도록 함과 동시에, 봉인의 내용을 복사하더라도 원래 봉인을 대체할 수 없도록 하는 방법에 대해 제안 하고자 한다.

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The effect of self-objectification through the user's postural habit analysis on the practice of correct posture: App service proposal through EMG sensors and wearable devices (사용자의 자세 습관 분석을 통한 자기 객관화가 바른 자세 실천에 미치는 영향: 근전도센서 및 웨어러블 기기를 통한 앱 서비스 제안)

  • Ye-eun Ko;Ye-jun Kim;Seon Kim;Jae-sun Yi
    • Industry Promotion Research
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    • v.8 no.1
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    • pp.11-22
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    • 2023
  • This study proposes service content that helps people stay in the right posture in their daily lives to manage the pain of musculoskeletal diseases. Resistance factors and induction factors were analyzed through a survey of 143 people and Ethnography. Based on this, we propose an app service that helps practice the right posture by using EMG sensors and wearable devices. This study is meaningful in alleviating musculoskeletal pain and further improving the quality of life by helping to practice and maintain the right posture with service content based on self-objectification through user posture habit analysis.

A study on the effect of perceived value, price and innovation characteristics perceived by wearable healthcare device customers on purchasing attitude and customer satisfaction (웨어러블 헬스케어 디바이스 고객이 인지하는 지각된 가치, 가격, 혁신 특성이 구매 태도 및 고객 만족도에 미치는 영향 연구)

  • Jeong, Gil-Hwa;Seo, Young-Wook
    • Journal of Digital Convergence
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    • v.19 no.11
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    • pp.525-536
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    • 2021
  • This study investigated that customer satisfaction based on the effects of perceived value (innovative value, practical value, symbolic value) and innovation characteristics (innovative resistance, visibility) of wearable healthcare device users on purchase attitude. A survey was conducted on actual users who are currently using wearable healthcare devices, and the final 201 copies were analyzed using SPSS 25 and SmartPLS 3.0. The summary of research results is following here. First, it was found that the perceived values, innovative and practical values had a positive (+) effect on the user's purchasing attitude, while symbolic values did not affect the user's purchasing attitude. Second, among the innovation characteristics, innovation resistance was came out negative (-) effect on the user's purchasing attitude, and among the innovation characteristics, visibility did not affect the user's purchasing attitude. Third, it was found that perceived price had a positive (+) effect on the user's purchase attitude. Fourth, it was clarified that the perceived price and purchase attitude had a positive (+) effect on the user's customer satisfaction. Based on these research results, theoretical, practical, and future research directions were proposed.

Walk assistance robot handlebar development that grasp of walk will (보행의지를 파악하는 보행보조로봇 핸들바 구현)

  • Lee, Dong-Kwang;Kong, Jung-Shik;Kwon, Oh-Sang;Nam, Eun-Suk;Lee, Eung-Hyuk
    • Proceedings of the KIEE Conference
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    • 2008.04a
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    • pp.259-260
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    • 2008
  • 이 논문은 노인 및 장애인의 활동을 보조하기 위한 보행보조 로봇의 기술인 사용자의 진행하고자 하는 방향과 속도를 검출하는 보행 보조 로봇의 조향 장치를 구현 하고자 한다. 최근에 노인인구의 증가로 인해 노인 및 장애인을 위한 보행 보조기에 대한 관심이 증가되고 있다. 그러나 대부분의 경우 동력이 없는 시스템으로 경사 등의 공간에서 취약성을 가지 고 있다. 이에 동력형 보행보조기에 대한 관심이 증가되고 있다. 대부분의 경우 보행보조기의 제어가 조정한다는 의미가 적합하였다. 그러나 이 논문에서는 사용자의 움직임이 손에 전달되는 힘에 의해 사용자의 의지력을 파악 하는 두가지형태의 조향장치를 구현하였다. 첫째로 가변저항을 이용하여 보행의지를 파악하고, 두 번째로 힘센서를 이용하여 보행의지를 파악하였다. 위 두가지 센서를 기초로 사용자가 이동하고자 하는 이동 방향과 이동 속도 데이터를 기초로 보행보조기의 차량 속도와 방향에 대해 구동 바퀴의 차동 구동을 통해 사용자의 의지에 맞춰 구동할 수 있도록 하였다.

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Attitude Confidence and User Resistance for Purchasing Wearable Devices on Virtual Reality: Based on Virtual Reality Headgears (가상현실 웨어러블 기기의 구매 촉진을 위한 태도 자신감과 사용자 저항 태도: 가상현실 헤드기어를 중심으로)

  • Sohn, Bong-Jin;Park, Da-Sul;Choi, Jaewon
    • Journal of Intelligence and Information Systems
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    • v.22 no.3
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    • pp.165-183
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    • 2016
  • Over the past decade, there has been a rapid diffusion of technological devices and a rising number of various devices, resulting in an escalation of virtual reality technology. Technological market has rapidly been changed from smartphone to wearable devices based on virtual reality. Virtual reality can make users feel real situation through sensing interaction, voice, motion capture and so on. Facebook.com, Google, Samsung, LG, Sony and so on have investigated developing platform of virtual reality. the pricing of virtual reality devices also had decreased into 30% from their launched period. Thus market infrastructure in virtual reality have rapidly been developed to crease marketplace. However, most consumers recognize that virtual reality is not ease to purchase or use. That could not lead consumers to positive attitude for devices and purchase the related devices in the early market. Through previous studies related to virtual reality, there are few studies focusing on why the devices for virtual reality stayed in early stage in adoption & diffusion context in the market. Almost previous studies considered the reasons of hard adoption for innovative products in the viewpoints of Typology of Innovation Resistance, MIR(Management of Innovation Resistant), UTAUT & UTAUT2. However, product-based antecedents also important to increase user intention to purchase and use products in the technological market. In this study, we focus on user acceptance and resistance for increasing purchase and usage promotions of wearable devices related to virtual reality based on headgear products like Galaxy Gear. Especially, we added a variables like attitude confidence as a dimension for user resistance. The research questions of this study are follows. First, how attitude confidence and innovativeness resistance affect user intention to use? Second, What factors related to content and brand contexts can affect user intention to use? This research collected data from the participants who have experiences using virtual rality headgears aged between 20s to 50s located in South Korea. In order to collect data, this study used a pilot test and through making face-to-face interviews on three specialists, face validity and content validity were evaluated for the questionnaire validity. Cleansing the data, we dropped some outliers and data of irrelevant papers. Totally, 156 responses were used for testing the suggested hypotheses. Through collecting data, demographics and the relationships among variables were analyzed through conducting structural equation modeling by PLS. The data showed that the sex of respondents who have experience using social commerce sites (male=86(55.1%), female=70(44.9%). The ages of respondents are mostly from 20s (74.4%) to 30s (16.7%). 126 respondents (80.8%) have used virtual reality devices. The results of our model estimation are as follows. With the exception of Hypothesis 1 and 7, which deals with the two relationships between brand awareness to attitude confidence, and quality of content to perceived enjoyment, all of our hypotheses were supported. In compliance with our hypotheses, perceived ease of use (H2) and use innovativeness (H3) were supported with its positively influence for the attitude confidence. This finding indicates that the more ease of use and innovativeness for devices increased, the more users' attitude confidence increased. Perceived price (H4), enjoyment (H5), Quantity of contents (H6) significantly increase user resistance. However, perceived price positively affect user innovativeness resistance meanwhile perceived enjoyment and quantity of contents negatively affect user innovativeness resistance. In addition, aesthetic exterior (H6) was also positively associated with perceived price (p<0.01). Also projection quality (H8) can increase perceived enjoyment (p<0.05). Finally, attitude confidence (H10) increased user intention to use virtual reality devices. however user resistance (H11) negatively affect user intention to use virtual reality devices. The findings of this study show that attitude confidence and user innovativeness resistance differently influence customer intention for using virtual reality devices. There are two distinct characteristic of attitude confidence: perceived ease of use and user innovativeness. This study identified the antecedents of different roles of perceived price (aesthetic exterior) and perceived enjoyment (quality of contents & projection quality). The findings indicated that brand awareness and quality of contents for virtual reality is not formed within virtual reality market yet. Therefore, firms should developed brand awareness for their product in the virtual market to increase market share.

A Study on Innovation Resistance and Adoption Regarding a EXtended Reality Devices (확장현실 기기의 혁신저항과 수용에 관한 연구)

  • Jin, Seok
    • The Journal of the Korea Contents Association
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    • v.21 no.5
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    • pp.918-940
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    • 2021
  • In this study, the concept of eXtended Reality Devices(XR) is defined, how it is applied by industry and how it will develop in the future, and based on the expanded integrated technology acceptance theory and innovation resistance, We tried to confirm through empirical analysis how the influencing variables affect. We carry out the analysis of the hypotheses using PLS Structural Equation Modeling. According to the empirical analysis results, this study confirms that innovativeness has a significant effect on UTAUT2's acceptance variables(performance expectation, effort expectation, hedonic motivation, price value) for XR devices, and these variables affect attitudes and acceptance of XR. and the pace of change of XR has a significant effect on perceived risk, and the perceived risk perceived by consumers mediates the pace of change and innovation resistance, and has a significant effect on innovation resistance. and innovation resistance to XR devices had a significant negative effect on acceptance. This study has its meaning because it found out that it deals expansively and comprehensively with personal innovation, the UTAUT2's acceptance variables, and the effects of perceived risk factors mediating the pace of change and resistance to innovation. In addition, it suggests that in order for innovative technologies such as XR to advance to the stage of market expansion, it is important to present strategies to reduce resistance to new technologies as much as the value to be provided to consumers.

The Effects of the Social Risk on the Resistance of Purchase in Mobile Shopping (모바일 쇼핑의 사회적 위험이 구매저항에 미치는 영향)

  • Moon, Hye-Mi;Lee, Kyeong-Rak;Lee, Sang-Joon
    • Journal of Digital Convergence
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    • v.12 no.12
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    • pp.93-106
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    • 2014
  • All of smart phone users not always make a good use of mobile shopping. The main cause is that in case of non-user of mobile shopping, potential apprehension to psychological and security weakness affects building up resistance on mobile shopping. In this paper, we designed models of innovation resistance heavily based on literature reviews and previous studies, and tried to find how perceived risk affects consumer's purchase intention in mobile shopping process. In conclusion, it shows that security, one of psychological factors, affects perceived risk in all aspects, while negative influence of society and cognitive dissonance just affect social risk and delivery risk, and uncertainty also just affects performance risk. Besides, it shows that all of variables made up perceived risk affects resistance of purchase. Especially social risk turns out to be a most influential factor to purchase behavior through smart phone.

The Elementary Study on the Development for Test Methods of Load Resistance about Attachments on the Lightweight Wall (경량벽체의 부착물에 대한 하중저항성 평가방법 개발을 위한 기초적 연구)

  • Kim, Sang-Heon;Kim, Se-Whan;Choi, Soo-Kyung;Seo, Chee-Ho
    • Journal of the Korea institute for structural maintenance and inspection
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    • v.19 no.6
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    • pp.119-126
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    • 2015
  • The wall system has been also tending to shift from existing concrete wall to variable lightweight wall according to increasing use of column structure system in apartment construction. Therefore, wall needs certain amount of strength which also means the standard measurement of resistance against loading of wall attachments is needed. Nevertheless, there currently aren't enough researches of related standards for such measurement. For such reason, the research would be used as baseline data to development for test methods of load resistance about attachments on the lightweight wall, that presented improvements in the apparatus and maximum loads for domestic circumstances by researching current tests.

Touch Play Pool: A Mobile User Interface Using Capacitive Touch Sensors (Touch Play Pool: 정전용량형 터치 센서를 이용한 휴대 단말용 사용자 인터페이스)

  • Chang, Wook;Cho, Seong-Il;Soh, Byeong-Seok;Lee, Hyeon-Jeong;Park, Joon-Ah
    • 한국HCI학회:학술대회논문집
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    • 2007.02a
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    • pp.573-577
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    • 2007
  • 터치 센서를 이용한 휴대단말용 인터페이스가 다양하게 개발되면서 차세대 인터랙션 수단으로서 많은 주목을 받고 있지만, 버튼 인터페이스에 비해 오동작에 취약하고 터치 인터페이스만의 차별성을 확보하지 못하고 있는 실정이다. 본 논문에서는 터치 드래그 동작을 주요 인터랙션 수단으로 활용한 모바일 기기용 사용자 인터페이스를 개발하여 오동작을 최소화하고 사용자가 조작할 때 즐거움을 줄 수 있는 UI 요소로 활용할 수 있도록 하였다. 본 논문에서 개발한 터치 인터페이스는 기기의 내부/외부 방향의 스크롤 동작을 각각 drag-in/drag-out 동작으로 칭하고 이러한 드래그 동작을 응용 프로그램의 실행과 종료에 할당하였으며 터치 센서를 따라 움직이는 스크를 동작은 기존과 동일하게 일반적인 스크롤 행위를 지시하는데 적용하였다. 제안한 인터랙션 방법은 터치 센서의 형태에 따라 크게 두 가지 방식으로 구현하였다. 첫 번째 방법은 기기 스크린 외곽에 터치 센서를 이열(二列) 배치하여, 터치스크린을 사용하지 않고도 스크린 주변의 터치 센서를 활용한 drag-in/out 동작의 감지가 가능하도록 하였다. 두 번째 구현 방법은 정전용량형 터치 센서 IC를 활용해 터치 스크린 기능과 함께 스크린 주변의 기기 케이스의 일부까지도 사용자의 접촉을 감지할 수 있도록 하였다. 기존 저항 방식 터치 스크린과 달리 본 논문에서 활용한 방식은 스크린과 케이스에서 동시에 터치를 감지할 수 있으며, 다접점 감지 알고리즘의 개발로 두 개의 손가락을 이용한 다양한 터치 인터랙션으로 활용할 수 있다.

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A Study on the Effect of Enabler and Inhibitor on the Resistance and Use Intention of Online Used Trading Platform: Focusing on the Dual Factory Theory (촉진과 억제 요인이 온라인 중고 거래 플랫폼에 대한 저항과 사용 의도에 미치는 영향에 관한 연구: 듀얼 팩터 이론을 중심으로)

  • Sung-Wook Shin;Geon-Cheol Shin
    • Information Systems Review
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    • v.24 no.1
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    • pp.125-155
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    • 2022
  • Platform contrasts with traditional industry in terms of innovativeness as it is rapidly developing with information technology. To redeem preceding researches which have separately focused on either platform acceptance based on technology acceptance model or resistance factors against platform's innovation, this study applied dual factor theory to check the simultaneous influence of enablers and inhibitors on resistance. This study chose purchasers of online used trading platform as a subject of study since it contrasts with other platforms in many characteristics. Based on preceding studies, the moderating effects of their past purchase numbers on the relations between resistance and use intention were also checked. The findings reveal that economic benefit as an enabler had significant negative influence on the resistance, but social influence didn't have expected influence. In case of inhibitors, both perceived complexity and perceived risk had significant positive influence on the resistance. Though resistance had significant negative influence on the use intention, its influence was moderated into the positive direction as users' purchase number increased. Lastly, resistance had mediation effect between antecedent factors (economic benefit and perceived complexity) and use intention.