• Title/Summary/Keyword: 사용자 행동 인식

Search Result 230, Processing Time 0.028 seconds

A Study on Consumers Purchasing Behavior of Mobile Shopping - User Characteristics, Flow, Perceived Risk, Involvement - (모바일 쇼핑의 소비자 구매행동에 관한 연구 - 사용자 특성, 플로우 경험, 지각된 위험, 관여 유형를 중심으로 -)

  • Song, Dong-Hyo;Kang, Sun-Hee
    • Management & Information Systems Review
    • /
    • v.34 no.3
    • /
    • pp.79-100
    • /
    • 2015
  • This study is to examine the factors that influence purchasing behavior and decision-making when consumers buy goods through mobile shopping, define purchasing decision-making with the steps of problem recognition, information search, alternative assessment, and purchasing behavior to understand mobile consumer behavior, and investigate how the factors of each step play roles and influence consumers' purchasing decision-making through positive analysis to figure out consumer purchasing behavior in mobile shopping. The study results, First, the user characteristics of information search influence flow. Second, in the relations between the user characteristics in the step of information search and perceived risk in alternative assessment, if recognition on gains is higher, perceived risk for time loss gets lower, and when the level of skills is higher, perceived risk gets higher, and it has been partly adopted that innovativeness does not influence risk perception. Third, in the relations between flow experience and purchasing intention, it has been found to be partially significant that remote presence and challenge do not influence purchasing intention but do influence excitement, attention concentration, and control and also do influence perceived risk and purchasing intention. Fourth, according to the results of analyzing the difference of consumer purchasing behavior by the types of involvement, practical involvement and sensual involvement, user characteristics and flow, and perceived risk differ by the types of products in terms of the search process, thereby changing purchasing intention. Lastly, the significance and limitations of this study was discussed.

  • PDF

How Do People Experience Changes and Growths of the Self in On-line Game World? (온라인 게임 세계 속에서 게임 사용자들은 시간이 흐름에 따라 자신의 모습에서 어떠한 변화와 성장을 경험하는가?)

  • Do, Young-Yim;Whang, Sang-Min
    • 한국HCI학회:학술대회논문집
    • /
    • 2009.02a
    • /
    • pp.1208-1217
    • /
    • 2009
  • This research was conducted in an attempt to understand changes and growths of the self in on-line game world. Q methodology was used to investigate players in Mabinogi, which is an on-line game(MMORPG). Based on 57 behavior statements, Players distributed their changing experiences from when they were novices in on-line game world to the current state. In early start phase, they recognized that on-line game world was different from the reality. And they perceived their experiences in on-line game as separated from the real ones. However, as they spend more time in on-line game world, they began to realized that on-line game world is as real as the world because they function as an individual living in a society in both the game and the real world. They felt and learned that in on-line game life, they also need to follow the rules and order. In addition, trust and politeness were essential in order to live with other players. As time passed, the players realized that on-line game experiences have the same meanings and values as the real life ones. 3 types of self-changing patterns were found : Achievement change, Control change, and Relation change. The behavior patterns of the 3 types were then compared to Identify similarities and differences amongst them in psychological meanings and values in the on-line game life. This result illustrates that on-line game world can be defined as new behavioral setting or developmental context established by digital technology. In this new setting, people can experiment and understand their behavior patterns and also experience changes and growths of the self.

  • PDF

Implementation of Interactive Signage Secretary using Pseudo-Hologram (Pseudo-Hologram을 활용한 Interactive Signage 비서 구현)

  • Song, Min-Ki;Yoon, Jang-Sung;An, Jae-Il;Cho, Sung-Man;Park, Goo-Man
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2018.05a
    • /
    • pp.553-554
    • /
    • 2018
  • 최근 AI, 음성인식, 빅데이터, IoT의 발달에 의해 홈 스마트 비서에 대한 관심이 증대되고 있다. 이에 맞추어 국내외 대기업들은 청각 중심의 다양한 스마트 비서 제품을 출시하였다. 따라서 본 논문에서는 기존의 단점을 보완한 스마트-홈 비서 시스템을 제안한다. 스마트-홈 비서 시스템은 전방 상황 및 사용자의 행동을 인식할 수 있게 하는 영상 처리부, 카메라에서 획득한 정보에 따라 상황에 맞추어 Pseudo-Hologram 콘텐츠를 재생하는 영상 표출부로 구성되어 있다. Pseudo-Hologram을 활용하여 표출함으로써 사용자 UI/UX에 실감성을 더한 시각적인 스마트-홈 비서 시스템을 구현하였다.

A Study on the User Experience according to the Method and Detail of Recommendation Agent's Explanation Facilities (추천 에이전트의 설명 방식과 상세도에 따른 사용자 경험 차이에 관한 연구)

  • Kang, Chan-Young;Kim, Hyek;Kang, Hyun-Min
    • The Journal of the Korea Contents Association
    • /
    • v.20 no.8
    • /
    • pp.653-665
    • /
    • 2020
  • As the use of recommended agents has become more active, the "Explain Facilities" is drawing attention as a way to solve the black-box problem that could not explain internal logic to users. This study wants to look at how the description Method and Detail affects to user experience. The Explanation method was divided into 'why the agent did a particular action' and 'why not do a particular action' and the detail condition were divided into 'high or low'. Studies have found that 'why method' have a positive effect on users' transparency, trust, satisfaction, and behavioral intention to use, and 'high detail condition' higher the user' Psychological reactance. In addition, it was found that the explanation methods and detail influenced the 'Explanation' perception through interaction and tended to affect satisfaction and intention to adopt recommendation. This study suggested that careful attention is needed to determine the method and detail of the Explanation facilities in the context of the recommended agent, based on the research findings that it affects the user experience through the interaction of the method and detail.

A Qualitative Exploration of Intentions of Financial Chatbot Service (금융 챗봇 서비스의 사용 의도에 대한 질적 탐색)

  • Kim, Wonil;Yoon, Hyun Shik
    • Journal of Digital Convergence
    • /
    • v.19 no.11
    • /
    • pp.181-199
    • /
    • 2021
  • Recently, financial companies are promoting chatbot services in line with the reduction of branches and the expansion of non-face-to-face services. However, it is difficult to expand the chatbot services at once in the presence of technical limitations and constraints of internal and external environment. Therefore, it is necessary to analyze the various situations of chatbot service to preemptively identify problems that can occur in stages and seek solutions. This study conducted interviews with 12 field practitioners and researchers to examine the intentions and behaviors of financial chatbot service users and interpreted them using TPB. The study revealed the characteristics of 'feelings and attitudes' such as convenience or inconvenience from the chatbot experience, 'subjective norms' such as herd behavior or the yearning for empathy of others, and 'behavioral control' according to the recognition of difficulty or convenience of chatbot use process. This study shows that this characteristic can affect the intention and actual behavior of users to use chatbot service continuously. In the future research, it is necessary to empirically study specific intentions and influence factors for actual users.

Assistant Robot with Google Assistant (구글 어시스턴스를 탑재한 비서로봇)

  • Cha-Hun Park;Jae-Hwan Kim;Ho-Beom Kim;Jin-Yeong Kim;Jeong-Mi Son;Jae-Min Jeong
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2023.07a
    • /
    • pp.419-420
    • /
    • 2023
  • 최근 인공지능 기술과 로봇 기술의 발전으로 인해 비서 로봇을 만드는 기술적인 가능성이 커지면서 업무 자동화를 위해 많은 기업에서 도입하고 있다. 특히 인구 고령화가 진행되면서 노동력 부족이 심각한 문제로 대두되고 있다. 현재 비서로봇은 정형화된 대화는 잘 처리하지만 비정형화된 대화에 대해서는 한계가 있다. 본 논문은 앞선 문제를 해결하기 위해 비정형화된 대화도 가능하면서 사용자가 원하는 행동을 실행할 수 있는 보편화된 비서 로봇을 선보인다. 음성인식 모듈과 구글 어시스턴트를 활용하여 마이크를 통해 비서 로봇에게 스케줄 관리, 날씨 등을 질문하고, 스피커를 통해 대답을 듣는 등 비정형화된 의사소통을 할 수 있으며, 비서 로봇에게 원하는 행동을 지시하여 행동을 구현시킬 수 있는 비서로봇을 제안한다.

  • PDF

Design of Supporting Awareness on CoSlide Collaborative System using Java Message Service (자바 메시지 서비스를 이용한 CoSlide 협업시스템의 Awareness 지원 설계)

  • Kim, Seong-Hune;Lee, Hong-Chang;Park, Jong-Mun;Lee, Myung-Joon
    • Proceedings of the Korean Information Science Society Conference
    • /
    • 2008.06d
    • /
    • pp.213-217
    • /
    • 2008
  • 협업시스템은 분산된 작업그룹의 구성원들이 정보를 쉽게 교환하고 공유할 수 있도록 지원하는 공동작업환경이다. HTTP/1.1 을 확장한 WebDAV는 사용자가 원거리 서버의 자원을 수정하고 관리하는 기능을 제공하는 웹 통신 프로토콜이다. CoSlide 협업시스템은 효과적으로 협업을 지원하기 위하여 WebDAV 프로토콜을 확장하여 개발된 협업시스템으로서 협업을 위한 가상공 간을 제공하며 가상공간에 다양한 자원을 등록하고 관리할 수 있다. 하지만, CoSlide 협업시스템이 제공하는 기존의 작업장들은 그룹 구성원들간의 효과적인 협업을 위한 구성원들의 행위 인식 (Behavior Awareness) 을 지원하지 않고 있다. 본 논문에서는 CoSlide 협업시스템을 이용하여 협업을 수행할 때, 협업의 효율성을 증대시키기 위하여 구성원이 수행하는 행동을 인식할 수 있도록 자바 메시지 서비스를 이용하여 CoSlide 서버의 Awareness를 지원하기 위한 시스템을 설계하였다. 또한 CoSlide 서버의 Awareness 지원을 위하여 CoSlide 클라이언트인 CoSpace의 확장을 설계하였다. 사용자는 CoSpace 협업 클라이언트를 이용하여 협업을 수행하면 CoSlide 서버는 구성원이 수행하는 작업을 인식하고, 인식한 정보의 공개수준 여부와 수신여부를 참조하여 관련된 구성원에게 알려줌으로써 협업의 효율성이 증대된다.

  • PDF

Conflict Resolution Method for Multi-Contexts Environment (다중 컨텍스트 환경의 충돌 해결 방법)

  • Lee, Keon-Soo;Kim, Mon-Koo
    • Proceedings of the Korean Information Science Society Conference
    • /
    • 2005.07b
    • /
    • pp.739-741
    • /
    • 2005
  • 상황 인식(Context-Aware) 시스템은 현재 자신이 처한 상황 정보를 인식하여 그에 맞는 행동을 결정하고 그 결과에 따라 동작하는 시스템을 일컫는다. 이러한 상황 인식 시스템은, 유비쿼터스 컴퓨팅을 비롯해 특정 작업을 수행하기 위해 사용자로부터 주어지는 입력 값 이외의 환경 정보를 필요로 하는 분야에서 주로 사용된다. 이때 시스템이 인지하는 상황은 자신의 작업을 수행하기 위해 필요한 환경 정보로 구성되어 있다. 가령 온도조절 서비스를 담당하는 에이전트가 있다고 할 때, 이 에이전트는 사용자의 요청 온도를 맞춰주기 위해 현재 실내 온도를 측정할 수 있어야 한다. 그래야 요청 온도에 도달했을 때, 동작을 멈출 수 있기 때문이다. 이처럼 각 에이전트가 자신이 필요로 하는 정보를 인지하고 그에 따라 작업을 수행할 때, 다일 에이전트 혼자 그 공간에 존재한다면, 자신이 필요한 정보만을 인지하는 것으로 적절한 작업 수행을 기대할 수 있지만. 둘 이상의 에이전트가 동일 공간에 존재하고, 각 에이전트의 작업 과정이 서로의 수해 과정에 영향을 미칠 가능성 즉, 에이전트 사이의 충돌 발생 가능성이 존재한다. 이미 오디오가 동작하고 있는 방안에서 TV를 작동시키게 된다면, 음악을 들을 수도, TV를 볼 수도 없는 상황이 발생한다. 이에 본 논문에서는 동일 공간에 존재하는 상황 인식 에이전트들 사이에 발생하는 충돌을 해결하기 위한 방법을 제안한다.

  • PDF

The Role of Psychological Distance and Relative Optimism in Information Security Decision Making (정보보호 의사결정에서 정보보호 침해사고 발생가능성의 심리적 거리감과 상대적 낙관성의 역할)

  • Jongki Kim;Jiyun Kim
    • Information Systems Review
    • /
    • v.20 no.3
    • /
    • pp.51-71
    • /
    • 2018
  • Many studies in the field of information security reveal the need to increase awareness. However, although awareness of information security has been raised to a considerable extent, actual security behavior has been shown to fall short of that. Therefore, we wanted to identify the role of psychological factors in making information security decisions by conducting a experimental study. The results show that there are differences in perception of information security risks according to the probabilistic distance and the degree of relative optimism due to social distance. In relation to their relative optimism and intention of information security, they reduced the level of perceived risk compared to those close to them and found that their influence varied according to their probabilistic distance. This study has made valuable attempt in terms of methodology and it is meaningful that the psychological factor is taken into consideration for the information protection behavior, so that the range of relative optimism that actually affects the perception of risk is narrowed. It is expected to contribute to the improvement of information security level of information technology users and protection of information assets by empirically identifying necessity of various approaches to decision making process for information security.

A Creation of Emotionally Intelligent NPC Reacting toward Gamer‘s Inclination in MMORPG (MMORPG에서 게이머의 성향에 반응하는 감성 지능형 NPC생성)

  • Lee, Chang-Sook;Um, Ky-Hyun;Cho, Kyung-Eun
    • Journal of Korea Game Society
    • /
    • v.6 no.3
    • /
    • pp.23-32
    • /
    • 2006
  • Users connect to game server for considerably many hours and perform their roles in MMORPG(Massively Multiplayer Online Role Playing Game), users' immersion degree is very higher than other games, have known affluent contents make users play various roles in game world. However, although contents of games are improved quite much, MMORPG remains still boring game. It is because that the NPC (Non Player Character)' behavior patterns that are the most important elements to make games fun are so simple. So, in this paper we proposed a method to create NPC that react in player's inclination by implanting personality and emotion to NPC.

  • PDF