• Title/Summary/Keyword: 사용자 참여 척도

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Comparative study of K-scale and the internet addiction diagnosis method using tolerance degree for internet use (K-척도와 인터넷 사용 내성정도를 이용한 인터넷 중독 진단 방법의 비교 연구)

  • Kim, Hee-Jae;Kim, Jong-Wan
    • The Journal of Korean Association of Computer Education
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    • v.15 no.2
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    • pp.47-55
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    • 2012
  • We discovered the fact that the most important factor for judging adults' internet addiction in the K-scale method which was developed by Korea National Information Society Agency (NIA), has composed of 4 categories including 20 items, is tolerance and preoccupation factor from the experiments by using data mining techniques. In this research, we propose a new internet addiction diagnostic method based on the degree of tolerance considering users' non-duty internet activities. From some questionnaire participants, their feedbacks for the K-scale and the proposed diagnostic method were collected, and then we confirmed that the proposed user-centered diagnostic method is effective to find undiscovered addicts due to individuals's intention in the K-scale.

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The Influence of Food Image Presentation on Purchase Intention With the Use of Augmented Reality: The Mediation Effect of User Engagement (증강현실(AR)을 활용한 음식 이미지 제시가 구매 의사에 미치는 영향: 사용자 참여의 매개효과를 중심으로)

  • Kong, Hae-In;Han, Kwang-Hee
    • Science of Emotion and Sensibility
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    • v.22 no.3
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    • pp.65-76
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    • 2019
  • Augmented reality (AR) is the technology in which a virtual image made by computer is integrated with the real world. Food is one of the most popular products purchased online. In this study, we investigated how the presentation of food images with AR affects purchase intention and user engagement. We hypothesized that purchase intention was increased more by AR food images than by static food images. We also examined whether user engagement mediates the relationship between image presentation format and purchase intention. To test this hypothesis, participants in one group saw AR food images, and participants in another group saw static food images on an iPad. All participants then answered questions about user engagement and purchase intention. As predicted, participants who saw an AR food image reported higher user engagement and higher purchase intention than did those who saw a static food image. The indirect effect of user engagement was also significant, and the link between image presentation format and purchase intention was fully mediated by user engagement. We also found that aesthetic appeal, one of the sub-factors of user engagement, fully mediated the link between image presentation format and purchase intention. Thus AR images of food images were aesthetically more appealing, which led to higher purchase intention. These findings suggest that AR technology can be used effectively as a way to advertise food.

The Impact of Forest Therapy on Neuro-cognitive, Psychosocial, and Physiological Aspects of Adolescent Internet Addiction Risk Group (산림치유가 청소년 인터넷 중독 위험군의 신경인지, 심리사회, 그리고 생리적 측면에 미치는 영향)

  • Choi, Sam Wook;Mok, Jung Yeon;Kim, Min Soo;Chung, Ahn Soo;Han, Jin Woo;Woo, Jong Min;Kim, Ki Weon;Park, Bum-Jin
    • Journal of Korean Society of Forest Science
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    • v.104 no.2
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    • pp.277-284
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    • 2015
  • This study aims to evaluate the impact of forest therapy on neuro-cognitive, psychosocial, and physiological aspect of adolescent internet addiction risk group. We have classified potential and high risk user group as internet addiction risk group according to the criteria of Korean Internet Addiction Proneness Scale(K Scale). Based on the results of k-scale from the adolescents in metropolitan area from May to July 2013, 25 people were selected as Internet addiction risk group. We have randomized 13 participants joining forest therapy camp and 12 participants not joining one, and analyzed the change of the two groups with Continuous Performance, Kimberly S. Young, Connor-Davidson Resilience, Relationship Change Scale, heart rate variability and cortisol. Statistically significant changes were observedd in neuro-cognitive, psychosocial, and physiological variables, Through this study, we can consider that the therapy healing may relieve the level of internet addiction and can be an alternative to control emotional stability and impulsive behavior.

A bidding algorithm of auction system using multi-attribute (다속성을 이용한 경매시스템의 입찰알고리즘)

  • 백영욱;권영직
    • Proceedings of the Korea Society for Industrial Systems Conference
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    • 2002.06a
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    • pp.156-160
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    • 2002
  • 본 논문에서는 사용자의 속성과 물품에 대한 속성을 이용한 효과적인 경매시스템의 알고리즘에 대하여 연구하였다. 사람이 경매를 하는 것과 유사한 척도를 가지고 물품에 대한 가격을 결정하고 입찰가를 제안할 수 있는 알고리즘을 제안하였다. 이것은 본 연구에서는 물품에 대한 다속성을 이용하여 다수의 입찰자들의 제한된 자율성을 가진 agent들이 경매를 참여할 수 있도록 하였다. 또한 입찰자가 물품에 대한 금액을 산정 하는데 보다 객관적으로 판단을 할 수 있도록 보조하여준다. 이러한 이유들로 인하여 본 논문에서 제안한 알고리즘이 사람과 유사한 경매를 할 수 있을 뿐만 아니라, 사람의 감성부분도 속성에 추가할 수 있는 특징이 있다.

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An Efficient Configuration Technology of Business Events in User Interface Prototype (사용자 인터페이스 프로토타입에서 비즈니스 이벤트의 효율적 구성 방법)

  • 최유순;김정옥
    • Journal of the Korea Computer Industry Society
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    • v.5 no.1
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    • pp.167-176
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    • 2004
  • It is extremely difficult for these various experts to participate in user interface design. Therefore, there has to be the studies for an automated design for User interface that could satisfy various expertise areas. In sequence to achieve this, there has to be a assessment metrics to support uer's comprehension for a business information processing, And an studies for a visual cohesion to design a qualified user interface. As a result, this paper is going to provide a modeling method of clustering design that could enhance visual cohesion of user interface prototypes. This is going to propose techniques and regulations of designing for clustering qualified user interface.

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Development and Application of an Educational Game based on Virtues Education for Relieving Online Game Addiction of Elementary School Students (초등학생의 온라인 게임 중독 완화를 위한 덕 교육 기반 교육용 게임의 개발과 적용)

  • Han, Ji-Hye;Jun, Woo-Chun
    • Journal of The Korean Association of Information Education
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    • v.14 no.4
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    • pp.589-603
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    • 2010
  • Game addiction is the one of side effects from current knowledge-based society, So it is very important to find students with game addiction and treat them as early as possible. In this paper, first of all, a measure scale is developed for diagnosing game addiction. The scale is made based on the literature reviews. Also, a game model is developed based on virtues education. The proposed model has the following characteristics. First, it can induce active participation of students. Second, it helps students find and decide a moral standard related to online game addiction for themselves. Third, students can learn a moral standard naturally through narratives related to various real-life situations. The followings are concluded after applying the proposed game to elementary school students with game addiction. First, game addiction is relieved for those students, specially for "high risk" and "potential" groups. Second, the proposed game can improve respect to others and individual responsibility.

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A Study on the Emotional Quality Design Framework for Improvement of the User Experience -with emphasis on the User Interface Design- (사용자 경험 증진을 위한 감성 품질 디자인 프레임웍에 관한 연구 -사용자 인터페이스 디자인을 중심으로-)

  • Seo, Jong-Hwan;Lee, Kun-Pyo
    • Science of Emotion and Sensibility
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    • v.13 no.3
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    • pp.523-532
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    • 2010
  • In the field of user interface design for interactive product, it is becoming more important than ever to understand emotional quality and its characteristics. By a series of experiments on emotional quality of user interface, this paper aimed to develope a systematic approach to investigating emotional quality. First, a emotional quality framework that consists of 6 dimensions (Usefulness, Easy of Use, Aesthetics, Stimulation, Identification, and Harmony) and 18 elements was developed through two experiments that users and UI expert participated in. Second, by conducting a user survey based on the emotional quality framework, it was illustrated how various emotional qualities of interactive product can be evaluated and what effects they have on overall satisfaction of the product. Finally, this paper analyzed the relative importance of emotional quality dimensions and the contextual factors that change emotional quality, and provided basic knowledge related to the construction of emotional quality for the succeeding studies.

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Development of Multiple-modality Psychophysical Scaling System for Evaluating Subjective User Perception of the Participatory Multimedia System (참여형 멀티미디어 시스템 사용자 감성평가를 위한 다차원 심물리학적 척도 체계)

  • Na, Jong-Gwan;Park, Min-Yong
    • Journal of the Ergonomics Society of Korea
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    • v.23 no.3
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    • pp.89-99
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    • 2004
  • A comprehensive psychophysical scaling system, multiple-modality magnitude estimation system (MMES) has been designed to measure subjective multidimensional human perception. Unlike paper-based magnitude estimation systems, the MMES has an additional auditory peripheral cue that varies with corresponding visual magnitude. As the simplest, purely psychological case, bimodal divided-attention conditions were simulated to establish the superiority of the MMES. Subjects were given brief presentations of pairs of simultaneous stimuli consisting of visual line-lengths and auditory white-noise levels. In the visual or auditory focused-attention conditions, only the line-lengths or the noise levels perceived should be reported respectively. On the other hand, in the divided-attention conditions, both the line-lengths and the noise levels should be reported. There were no significant differences among the different attention conditions. Human performance was better when the proportion of magnitude in stimulus pairs were identically presented. The additional auditory cues in the MMES improved the correlations between the magnitude of stimuli and MMES values in the divided-attention conditions.

A preliminary study of sound quality evaluation of cochlear implant users (인공와우 사용자의 심리음향적 음질평가 예비연구)

  • Bahng, Junghwa;Oh, Soo Hee
    • The Journal of the Acoustical Society of Korea
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    • v.41 no.1
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    • pp.45-51
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    • 2022
  • Sound quality evaluation is one of the psychoacoustic methods to measure subjective judgements for sound color. The purpose of this study is to investigate sound quality benefits of bimodal users by comparing sound quality scores between bimodal hearing condition and unilateral cochlear implant(CI) condition as a preliminary study. Thirteen bimodal users and seven unilateral CI users were participated in this study. Audiologists performed pure tone and speech audiometry and measured functional gain and real-ear insertion gain. Subjective assessment of sound quality was followed with four sounds including violin sound, male and female voices, and refrigerator noise. Participants judged the sound quality with six sound quality index. Bimodal users showed mean 0.8 points more sound quality improvements in bimodal condition than unilateral CI condition. Group comparison between bimodal and unilateral CI users showed no differences. A follow-up study of sound quality tools and methods should be considered to evaluate subjective bimodal benefits of cochlear implant users.

A Study on Experiences with the Data-Embeded Exhibition

  • So-Jeong Park;Bo-A Rhee
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.9
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    • pp.89-98
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    • 2024
  • This study empirically examines the visitors' experience and acceptance of 《Hito Steyerl-A Sea of Data》, which explores power structures and social inequalities of contemporary society through data, via a survey. The aesthetic value received the highest evaluation among the perceived values. The high enthusiasm in the artist, the works of art and the exhibition theme were identified as key factors for perceived experience quality. The degree of satisfaction(71.4%) and the degree of immersion(70.8%) for the exhibition are rated highly. Summarizing the hypothesis testing, the interest level of digital media and contemporary art, and the high enthusiasm in the works of art and the exhibition theme positively influenced the degree of satisfaction, with the degree of immersion significantly correlating to the degree of satisfaction. Furthermore, the attitudes towards the exhibition demonstrated a positive correlation with intention to recommend the exhibition and to revisit the exhibition.