• Title/Summary/Keyword: 이용자 경험 요인

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Design and Implementation of N-Screen Based Movie Reservation System in the jQuery Mobile Environment (제이쿼리 모바일 환경에서 N-스크린 기반의 영화 예매 시스템의 설계 및 구현)

  • Lee, Myeong-Ho
    • Journal of Digital Convergence
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    • v.12 no.5
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    • pp.255-261
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    • 2014
  • This paper intends to suggest methods to design and implement a jQuery mobile based system in a future mobile webapp environment through a study on an N-Screen application in a mobile webapp. N-Screen is one of the representative services of cloud computing. It is promoted by the need of users to require universal functions for all devices. However, this situation is in conflict with the users' need to have the same experience and N-Screen cannot deal with these disparate services. Thus, this study intends to suggest a system analysis, structure of design, and a framework by implementing the N-Screen based movie reservation system in the jQuery mobile environment.

MMORPG의 재미 평가 모델에 관한 연구

  • Yun, Hyeong-Seop
    • 한국게임학회지
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    • v.6 no.1
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    • pp.66-69
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    • 2009
  • 지속적인 성장을 거듭하고 있는 온라인 게임은 사회적 상호작용과 집단 경쟁 등 스탠드 얼론(stand alone) 게임에서는 느낄 수 없는 새로운 재미를 제공하고 있다. 그럼에도 불구하고 온라인 게임 플레이의 경험 중가장 핵심적인 주제인 재미에 대한 연구는 휴리스틱한(heuristic) 연구에 머물고 있다. 본 연구는 기존 연구의 한계를 극복하고, 게임플레이의 재미에 대한 과학적인 평가를 위해 MMORPG의 재미 평가 모델을 제시하고, 그 유용성을 검증하는 데 목적이 있다. 본 연구는 동기이론, 몰입(Flow) 이론, 기존의 문헌연구와 설문조사를 통하여 온라인 게임의 핵심적인 재미 요소를 도출하였다. 도출된 20여개 의 요인들을 매트릭스 분석을 통해 범주화하고, Ermi & Mayra(2005)의 게임플레이 경험 모델에 통합하였다. 다양하고 정성적인 평가기준을 체계화하기 위해 AHP(Analytical Hierarchy Process) 이론에 입각하여 감각적 재미, 도전적 재미, 상상적 재미, 사회적 상호작용의 재미의 4개 측면을 포함하는 계층분석도를 구성하였고, 게임업계 전문가들의 검토와 중요도 평가를 통해 MMORPG의 재미 평가 모델을 제안하였다. 제안된 모델에 의해 구성된 설문문항을 3개 MMORPG를 즐기고 있는 이용자 87명을 대상으로 평가한 결과, WOW, Aion, Lineage2순으로 각각 75.247점, 68.649점, 62.205점을 얻어냈다. 이러한 평가 결과는 현재 MMORPG 중에서 가장 높은 시장점유율과 매출 실적이 좋은 WOW를 가장 재미있는 게임으로 선정하였고, Aion과 Lineage2도 현재의 시장 점유율과 매출 실적과도 정확하게 일치하고 있다. 이러한 결과로 본 연구에서 제안된 MMORPG의 재미 평가 모델의 유효성이 검증되었다. 본 연구의 결과는 가장 재미있는 게임의 선정뿐만 아니라 각 게임의 재미 요소별 강약점을 분석하여, 왜 어떤 게임은 성공적이며, 다른 게임들은 그렇지 않은가에 대한 이해를 제공할 수 있다. 결론적으로 본 연구에서 제안된 MMORPG의 재미 평가 모델은 어떤 게임이 가장 재미있는 게임인지를 선정하는데 활용될 수 있으며, 궁극적으로는 보다 구체적인 재미 요소별 분석을 가능하게 하여 보다 재미있는 온라인 게임을 개발하는데 기여할 것이다. 그러나 다른 장르까지 확장하여 활용하기 위해서는 후속 연구가 뒷받침되어야 한다.

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A Study of Variables Affecting the Information Literacy (정보활용능력에 영향을 미치는 변인에 관한 연구)

  • Park Nam-Jin;Choi Eun-Ju
    • Journal of the Korean Society for Library and Information Science
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    • v.40 no.3
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    • pp.215-232
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    • 2006
  • This study analyzed factors affecting the information literacy of students and the effects of information literacy education. Based on the results. the study aimed at presenting plans for the enhancement of information literacy education hereafter. The differences in the mean value of computer operating skill, library related knowledge, frequency of library use and information literacy prior to and after taking the course in information literacy education were compared. The result of hypothesis testing on the effects of previous educational experience, computer operating skill, knowledge of library use and frequency of information use have on information literacy, as well as the relationship between course satisfaction and opinion after taking the lecture were all adopted. The result of the study implied that more systematic and concrete information literacy education program is urgently needed.

An Empirical Analysis on the Determinants of VOD Viewing Pattern of Users in IPTV Platform (IPTV에서의 VOD 시청패턴 결정 요인에 관한 실증 분석)

  • Cho, Shin;Kim, Hee Sun
    • The Journal of the Korea Contents Association
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    • v.15 no.4
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    • pp.153-167
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    • 2015
  • This paper empirically analyzes specific characteristics of VOD users and their practical viewing patterns, using socio-demographic data of the current IPTV subscribers in combination with actual data of genre usage and payment. The findings revealed active viewing patterns of male, the unemployed, high earners and early adopters. In terms of preferences, households with large numbers of women prefer time shift contents, whereas households composed of more men or preschoolers prefer non-time shift contents. Likewise, the households that have more women or higher income had relatively a lot of experiences of purchasing time shift contents on one hand, but the households characterized by the larger numbers of family members or unemployed householder or young householder showed much willingness to pay premium contents on the other hand. Given the utilization of correct database, the findings offer useful information conducive to service promotion and marketing strategies to maximize VOD use in the practical dimension.

The Effect Service and Individual Characteristics on Usage Intention of Location-Based Advertising : Focused on the Moderating Effects of Gender (서비스 특성과 개인적 특성이 위치기반광고의 이용의도에 미치는 영향에 관한 연구 : 성별의 조절효과를 중심으로)

  • Jang, Sung Hee
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.11
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    • pp.7310-7320
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    • 2015
  • The purpose of this study is to examine the factors influencing usage intention of Location-Based Advertising (LBA) and moderating effects of gender. This model tests various theoretical research hypotheses relating to LBA, service and individual characteristics, and Technology Acceptance Model (TAM). The target population of this study was LBA users. The results of hypothesis testing are as follows. First, personalization and ubiquity positively influence attitudes toward LBA and irritation negatively influence attitudes toward LBA. Second, coupon proneness and flow experience positively influence attitudes toward LBA. Finally, personalization and ubiquity to attitudes toward LBA for females are significantly larger than those for males. And coupon proneness and flow experience to attitude for males are significantly larger than those for females. The results of this study will provide various implications to improve usage intention of LBA.

The Effects of Continued Usage Intention of Rural Tourism Social Media (농촌체험마을 소셜 미디어의 지속적 이용의도에 미치는 영향)

  • Mun, Young-Ju;Lee, Jong-Ho
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.12 no.11
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    • pp.4812-4818
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    • 2011
  • This study aimed to reveal the relationship between the rural tourism social media use motivation and satisfaction, trust, continued usage intention. In order to carry out the empirical study 310 survey questionnaires were collected in rural tourism social media users, PASW18 and Lisrel 8.54 Statistics package were utilized for analysis of SEM. The study results were as follows: First, social media use motivation had a positive influence upon satisfaction, Secondly, satisfaction had a positive influence on trust, continued usage intention. Thirdly, trust had a positive influence upon continued usage intention. The study findings can provide the rural tourism with social media as well as practitional foundational upon which to establish effective marketing strategy.

Why are We Enthusiastic about New-Tro Contents? : Differentiation Strategy for Media Content (왜 뉴트로 콘텐츠에 열광하는가? : 미디어 콘텐츠의 차별화 전략)

  • Park, Yuran;Song, Wonsook
    • The Journal of the Korea Contents Association
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    • v.22 no.4
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    • pp.47-57
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    • 2022
  • Newtro is gaining popularity recently as one of the media content genres. Newtro contents are not just a restoration, but are the creations that create new values by adapting to the current situation and appealing to the nostalgia for the past. A total of 254 people participated the online survey. Result showed that users prefer Newtro content that is in the 'moderate incongruity' state with moderate novelty, rather than content that is very new or too familiar. In addition, both 'personal nostalgia' from direct past experiences and 'vicarious nostalgia' from indirect experiences were found to have a positive effect on preference for Newtro content. Finally, it was confirmed that the image of Newtro contents affected the purchase intention of Newtro contents positively. But the attitude toward Newtro contents did not. Based on these results, this study suggested the implications for the differentiation strategy of Newtro contents.

Kiosk Use Among Seniors: An Empirical Investigation of the Effects of Technostress and Subjective Norms on Awareness of Shadow Work (고령층의 키오스크 사용에서의 기술스트레스와 주관적 규범이 그림자노동 지각에 미치는 영향: 실증 분석)

  • Ji, Do-Sung;Koh, Joon
    • Informatization Policy
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    • v.30 no.4
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    • pp.62-88
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    • 2023
  • While the introduction of kiosk has become an essential element, enjoying the effect of labor cost reduction, it has not been able to embrace the senior population due to the digital divide. This study investigated which factors have relationships with conflict over use for kiosk from the viewpoint of shadow work that appears during self-service kiosk use. An analysis of 159 seniors through survey revealed that both technostress and subjective norms had significant relationships with conflict over use for kiosk, and that the perception of shadow work had a partial mediating effect on these relationships. Further, user experience showed a moderating effect on the relationship between technostress and perception of shadow work. These results suggest theoretical and practical implications related to digital shadow work, providing the relevant policy regarding digital inclusion for seniors.

An Exploratory Study on the Experience of the female Elderly using a Long-Term Care: Centering on Users of Home-Visit Bath (장기요양보호를 이용하는 여성노인의 경험에 관한 탐색적 연구: 방문목욕 이용자를 중심으로)

  • Shin, Gun-cheol
    • 한국노년학
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    • v.30 no.4
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    • pp.1345-1357
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    • 2010
  • This research, with the participants of the female elderly using a home-visit bath among long-term care services, made an in-depth analysis of what they experience while getting a home-visit bath. We conducted in-depth interviews with 8 elderly people. According to the result, the female elderly experienced the absence of a caregiver, difficulty in carrying out daily life due to physical diseases, getting what they need by themselves, getting comfortable in body and mind, accepting their given situation though feeling shame at getting a bath, and expressing their desires. In addition, they had a close relationship with a care helper. On the basis of the results, a systematic training system which could intensify the professionalism of care helpers was suggested. For the enhancement of the elderly's emotional stability in a long-term care, an integrated case management system was also suggested, which supports the family by organizing an integrated network by region between a long-term care service, home-visit care service, welfare center, and the National Health Insurance Corporation.

Assessment of Contemporary Urban Parks in Korea - Satisfaction and Landscape Images - (현대 대표 도시공원에 대한 평가 - 만족도 및 경관이미지 특성을 중심으로 -)

  • Joo, Shin-Ha
    • Journal of the Korean Institute of Landscape Architecture
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    • v.36 no.4
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    • pp.36-47
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    • 2008
  • The purpose of this study is to classify and assess the characteristics of urban Korean parks by on-site park users' reactions, such as satisfaction, preference and cognitive image of the park and park facilities. The park facilities are classified into five types of satisfaction: management status, activity facilities, convenient facilities, circulation and density, and landscape facilities. The park users are satisfied with conversation, rest and relaxation in the parks, but not satisfied with studying and nature experience. The behaviors in the park are classified as park activities, emotional and experiential activities, and nature activities. The results indicate that the images of the parks are stable, comfortable and natural. There are three factors to classifying the park images: nature-harmony, openness, uniqueness. Preferences for each parks are generally good. According to the criteria such as satisfaction of park facility, behavioral satisfaction, images and preference for each park, the 12 parks are divided into 5 different types: multi-purpose park, well-balanced park with natural elements, urban open space, park to be improved, and ecological park. The characteristics of each park was analyzed and categorized. This study dealt with only the parks in Seoul and its environs, and the survey was only done during the summer season. Therefore, further research is necessary to enlarge and generalize the results of this study, considering seasonal and regional variations.