• Title/Summary/Keyword: 사용자 행동 인식

Search Result 230, Processing Time 0.026 seconds

Intrinsic and Extrinsic Factors Affecting Use of Sharing Economy Services and the Moderating Effect of Benefits (공유경제 서비스 사용에 영향을 미치는 사용자의 내외적 요인과 이익의 조절효과)

  • Kim, Sanghyun;Park, Hyunsun;Lim, Jeongtaek
    • The Journal of the Korea Contents Association
    • /
    • v.20 no.12
    • /
    • pp.482-491
    • /
    • 2020
  • This study proposed a research model based on self-determination theory and unified theory of acceptance and use of technology to explain the factors influencing intention to use sharing economy services. A total of 392 responses were collected, and structural equation analysis was performed with AMOS 22.0. The results are summarized as follows. First, self-technological aptness and trust had a positive effect on intention to use sharing economy services. Second, access bigger market and environmental friendliness had a positive effect on intention to use sharing economy services. Third, intention to use sharing economy services had a positive effect on actual usage of sharing economy services. Finally, benefits was found to strengthen the relationship between intention to use sharing economy services and actual usage of sharing economy services. The findings of this study would provide a theoretical framework for sharing economy services and important information for understanding individuals using the sharing economy services.

Object detection within the region of interest based on gaze estimation (응시점 추정 기반 관심 영역 내 객체 탐지)

  • Seok-Ho Han;Hoon-Seok Jang
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
    • /
    • v.16 no.3
    • /
    • pp.117-122
    • /
    • 2023
  • Gaze estimation, which automatically recognizes where a user is currently staring, and object detection based on estimated gaze point, can be a more accurate and efficient way to understand human visual behavior. in this paper, we propose a method to detect the objects within the region of interest around the gaze point. Specifically, after estimating the 3D gaze point, a region of interest based on the estimated gaze point is created to ensure that object detection occurs only within the region of interest. In our experiments, we compared the performance of general object detection, and the proposed object detection based on region of interest, and found that the processing time per frame was 1.4ms and 1.1ms, respectively, indicating that the proposed method was faster in terms of processing speed.

Development of Daily Life Monitori ng System using RFID (RFID를 이용한 일상생활 모니터링 시스템 개발)

  • Jung, Kyung-Kwon;Park, Hyun-Sik;Choi, Woo-Seung
    • Journal of the Korea Society of Computer and Information
    • /
    • v.14 no.7
    • /
    • pp.49-56
    • /
    • 2009
  • In this paper, we present a daily activity monitoring system by using a wireless sensor network. The proposed system is installed in glove for activity monitoring. The RFID reader, to send data by using sensor network platform and RFID tag are small size, the shape of quadrangle, and operate in the frequency of 13.56 MHz. The sensor node can read RFID tags on the various objects used in daily living such as furniture, medicines, and kitchenwares. The sensor node reads the data of RFID tags, it transmits wireless packets to the sink node. The sink node sends the received packet immediately to a server system. The data from each RFID system is collected into a database, and then the data are processed to visualize the measurement of daily living activities of users. We provide a web-based monitoring system, and can see the number of RFID tag readings per day as bar charts. The result of experiments demonstrates that the way we propose can help to check the situation of life for people who live alone.

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
    • /
    • v.22 no.3
    • /
    • pp.165-183
    • /
    • 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.

Futuristic VR image presentation technique for better mobile commerce effectiveness (모바일 상거래 효과를 높이기 위한 미래형 VR 이미지 프레젠테이션 기술)

  • Park, Ji-seop
    • Trans-
    • /
    • v.10
    • /
    • pp.73-113
    • /
    • 2021
  • Previous studies show that VR images can influence consumers' attitudes and behaviors by evoking imagination. In this study, we introduce a reality-based closed-loop 3D image (hereafter Virtualgraph). Then we try to see whether such image would increase evocativeness in a mobile commerce environment and whether higher telepresence of the visual image of a product can increase the purchase intention of that product. In order to find the above, we developed a model comprised of constructs containing telepresence, perceived value price, perceived food quality, and vividness of visual imagery questionnaire (VVIQ). We used Virtualgraph application to conduct an experiment, and then conducted an interview as well as a survey. As results of the experiment, survey and interview, we found the followings. First, users evoke imagination better with Virtualgraph than with still images. Second, increased evocativeness affects purchase intention if the perceived quality of fresh food product is satif actory. Third, increased evocativeness makes users value products higher and do even much higher when the perceived quality of fresh food product is good. From the interview, we could find that the experimental group had higher purchase intentions and perceived products as more expensive ones. Also, they perceived images of products clearer and more vivid than did the control group. We also discuss the strategic implications of using Virtualgraph in mobile shopping malls.

A Study on the Experience Design and Practical Use of Experience by On- and Off-Line Environment (온 오프라인 환경에 따른 경험의 활용과 경험디자인에 관한 연구)

  • Yoon, Se-Kyun;Kim, Tae-Kyun;Kim, Min-Su
    • Archives of design research
    • /
    • v.18 no.3 s.61
    • /
    • pp.5-14
    • /
    • 2005
  • In the past, consumers sought utilitarian and defensive consumption in an attempt to move to a balanced state. However, today's consumers go beyond this to consume more for hedonic and creative reasons if not for sheer pleasure. There is an obvious shift from the type of consumption that satisfies basic desires through the characteristics, convenience and quality of goods and services to an era of 'experiential consumption,' in which consumers pursue distinctive value systems and way of life along with a total 'experience' provided by such goods and services. Such a sign of the times has given birth to the experience design that aims at maximizing the strategic use of experiences in design. Research on this subject is gradually increasing. The research and application peformed even without the proper understanding about the concepts and purposes of experience design, however, is likely to deviate from the true nature in its process or method. Also, they are likely to cause rather than solve problems. Accordingly, this study examined the meaning of experience from a spatial aspect, focusing on areas that recognize the experience as economically valuable, making the most of it substantively. The main concept of experience practical used on-line is enhancement of the usability of a medium by reflecting the experience of users accustomed to both off-line and on-line environments and materializing the environment doser to and more familiar with the users, thus allowing them to comfortably use the medium. This is to allow the users to feel more comfortable. The experience practical used pertaining to off-line is a tool to fulfill the sensitivity of users, with efforts to create new, future-oriented consumer values. This, based on the understanding of consumer behavior, seeks to maximize the consumption experience of consumers by providing a combination of sensual and sensitive experiences as well as to enhance the existing experiences by permitting users to create new, extended experiences from the fixed characteristics of products. Furthermore, it aims to provide consumers with the hedonic experience of play through the joy, fun and uniqueness of alternate experiences.

  • PDF

A Study on Pattern Language for Street Environmental Design Analysis as the Vitalization factor of Street - Case study based on Insadong Street (가로 활성화 요인으로서 가로환경디자인 분석을 위한 패턴 언어에 관한 연구 - 인사동길 사례를 중심으로)

  • Lee, Hoon-Gill;Lee, Joo-Hyung
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.16 no.12
    • /
    • pp.8147-8156
    • /
    • 2015
  • This study analyzes the Pattern Language of Insadong-gil in street environmental design analysis for street vitalization. The urban public spaces, such as pedestrian streets, parks and plazas, have been increased with rapid urbanization and industrialization. But the fact is the satisfied spaces with the behavior patterns of users is little. This is because of the too much slanted thought toward formal supply and management of spaces without enough consideration for people and spatial quality of public spaces. The purpose of this study is to find out the factors to make the street more vital and diverse and to give the characteristic of region through the research on Insadong street with the pattern language of Christopher Alexander. So, throughout the value recognition of the changing urban street environment that has been changed by age selected spatial characteristic of public spaces. By selecting a suitable pattern language for each spatial characteristics provide the basis for street environmental design analysis. For this study, look at the relationship between pattern language focused on Insadong street, pattern language as the vitalization factor of street were analyzed 16 elements, including Pedestrian Street(100), Building Fronts(122), Activity Nodes(30) etc. This study focuses on street environmental design analysis of Insadong-gil through the Pattern Language, it propose the criteria and guidelines that will help enable street vitalization.

The government role in digital era innovation: the case of electronic authentication policy in Korea (디지털 혁신시대의 정부역할: 한국의 전자 인증정책 사례)

  • Son, Wonbae;Park, Mun-su
    • International Commerce and Information Review
    • /
    • v.19 no.4
    • /
    • pp.29-50
    • /
    • 2017
  • In emerging technologies, innovation processes are dynamic in that the government needs to regularly review its policies to resonate with rapid technological advancements, changing public needs, and evolving global trends. In the 1990s, the Internet grew at an explosive rate, but many applications were constrained due to security concerns. Public Key Infrastructure (PKI) seemed to be the fundamental technology to address these concerns by providing security functions. As of 2017, PKI is still one of the best technologies for electronic authentication in an open network, but it is used only in limited areas: for user authentications in closed networks and for server authentications within network security infrastructure like SSL/TLS. The difference between expectation and reality of PKI usage is due to the evolution of the Internet along with the global adoption of new authentication policies under the Internet governance in the early 2000s. The new Internet governance based on the cooperation between multi-stakeholders is changing the way in which a government should act with regard to its technological policies. This paper analyzes different PKI policy approaches in the United States and Korea from the perspective of path-dependence theory. Their different policy results show evidence of the rise of the Internet governance, and may have important implications for policy-makers in the current global Internet society.

  • PDF

Developing Maker Competency Model and Exploring Maker Education Plan in the Field of Elementary and Secondary Education (메이커 역량 모델 개발 및 초·중등 교육 현장에서의 메이커 교육 방안 탐색)

  • Yoon, Jihyun;Kim, Kyung;Kang, Seong-Joo
    • Journal of The Korean Association For Science Education
    • /
    • v.38 no.5
    • /
    • pp.649-665
    • /
    • 2018
  • In this study, we extracted the core competencies of makers through the analysis of critical incident technique and behavioral event interview to explore the nature and attributes of maker education, and then we developed a maker competency model based on these core competencies. As a result, six competency groups and 23 sub-competencies were extracted. In other words, we were able to confirm the existence of integrated thinking competency group consisting of four competencies made up of 'analytic thinking', 'intuitive thinking', 'visual thinking', and 'empirical thinking' and that of collaborative competency group with four competencies of 'sharing', 'communication', 'conflict management', and 'scrupulosity'. In addition, we could also confirm the existence of making mind competency group, which is composed of four competencies namely 'interest in various areas', 'challenge consciousness', 'failure management', and 'pleasure of the making process'. We could also confirm that human-centered competence group consisting of two competencies of 'humanity' and 'user-oriented' and the problem-finding competence group consisting of two competencies of 'observation' and 'recognition of discomfort in daily life'. Lastly, the making practice competency group is composed of seven competencies: 'understanding making tool', 'understanding electricity', 'understanding programming', 'planning', 'hand knowledge', 'information search', and 'direct execution'. We discussed educational implications of these findings.

신선농산물 생산에서의 농약오염과 농약폭로-흡수 -일본을 중심으로-

  • 최진옥
    • Proceedings of the Korean Society of Postharvest Science and Technology of Agricultural Products Conference
    • /
    • 2000.04a
    • /
    • pp.14-15
    • /
    • 2000
  • 현재의 농업에서 농약의 사용은 불가결한 것이다. DDT의 등장으로 농약만능시대의 막이 열린 이래 세계에서 10만종 이사의 농약이 탄생했다. 현재 전세계의 생산량은 매년 1천만 톤을 넘어섰고 일본의 경우 등록되어 있는 농약수는 원체(화합물종류)로서 367종, 상품명으로서는 약 5800 종류가 판매되고 있다. 년간 일본의 농약생산량은 약 60만 톤으로 농약의 수출량과 수입량이 거의 같기 때문에 생산량이 사용량에 상당하는 것으로 본다. 농약의 식품오염의 측면에서 보면, 단위 면적당 세계 제 1위의 농약 사용국인 일본은 시장에 유통되고 있는 농작물에도 상당한 양의 농약이 잔류하는 것으로 본다. 물론 식품위생법에 26종의 농약에 대해 53작물을 대상으로 하는 잔류농약기준이 있지만, 농약성분이 400종 이상이며 산포 대상이 되는 작물은 53작물보다 훨씬 많다. 또한 한 두 종류의 작물밖에 대상이 되지 않는 농약도 많아서 잔류농약기준은 식품의 안전성 확보면에서는 부족한 것이 많아. 따라서 농산물 생산자 스스로가 농약사용기준을 정확하게 지켜주기를 바랄 뿐이다. 한편으로는, 이러한 현실에 비추어서 농약사용이 일상화된 농업자에게 있어 농약으로 인한 건강상의 문제 또한 적지 않다. 농업자의 건강관리 대책의 일환으로 실시하는 건강진단 및 조사에 따르면, 만성적인 질환뿐만 아니라 농약산포작업후에 나타나는 증세(기침, 피부이상, 불쾌감, 두통, 인후염, 구토)를 경험한 작업자는 예방의학적인 견지에서 농업자의 농약폭로실태파악 및 교육을 해오고 있으나 그다지 설득력을 얻지 못하여 보다 확실한 인체내 흡수량을 측정하는 방법을 생각하게 되었다. 즉 뇨중 농약 대사물을 폭로지표로 하는 생물학적 모니터링(biological monitoring)을 시도, 농업현장에 있어서의 그 실증과 유용성에 대한 검토를 하고자 하였다. 농작업 가운데서 가장 위험하다고 보는 농약산포작업 (수동식 분무기를 이용한 하우스작물 및 동력분무기를 사용한 노지작물)을 대상으로 생물학적모니터링을 실시한 결과 업자의 뇨로부터 농약의 체내흡수를 반영하는 농략의 뇨 분비성 대사물을 측정할 수 있었다. 즉 뇨나 혈액등의 생체시료를 이용한 생물학적모니터링의 농약에의 응용은 서구와는 달리 대부분이 규제가 없는 소규모 자가영농으로 정해진 농약사용지침보다 많은 농약을 사용한다거나, 또는 개인의 습관이나 작업환경에 따라 폭로조건이 달라서 실질적인 폭로-흡수의 정도가 불분명한 경우등에도 충분히 대응할 수 있어 농약사용자 개개인의 농약 폭로-흡수의 정도를 분명하게 밝힐 수 있다. 게다가 평가의 결과를 농약사용의 일선에 있는 농업자에게 피드백 하여 주므로서 농약에 대한 인식을 새롭게 하고 농약취급시의 건강장해예방행동을 촉구하는 등의 효과도 높은 것으로 예방의학적인 유용성이 크다고 볼 수 있다.

  • PDF