• Title/Summary/Keyword: 이용자 경험 요인

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A Study on Library Anxiety of Public Library Users (공공도서관 이용자의 도서관불안에 관한 연구)

  • Kim, Bo il
    • Journal of the Korean Society for Library and Information Science
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    • v.55 no.4
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    • pp.23-43
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    • 2021
  • This study analytically examined library anxiety that various users felt when they use public libraries, by measuring it on K-LAS. The findings show that the library anxiety is varied depending on users' age, gender, academic careers, usage purposes, frequency of use and size of libraries. It suggested the guidance and education about the use of libraries, environmental improvement based on the remodeling of libraries, wearing of nameplates written in big characters for identifying librarians and the education for users' understanding and the provision of device and equipment manuals according the levels of users' experiences, as measures for overcoming the library anxiety, enhancing usage satisfaction and activating usage.

The Library Anxiety of Information Users in their 20s in East-Asia (동아시아 청년층 정보이용자의 도서관불안에 관한 연구)

  • Park, Mihyang
    • Journal of the Korean Society for Library and Information Science
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    • v.49 no.3
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    • pp.253-272
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    • 2015
  • This study analyzed library awareness and anxiety among people in their 20s living in East Asia. The objective is to develop the international library cooperation agenda for life-long education proliferation. User groups in Korea, China, and Japan were investigated to understand the differences in library awareness based on the situational contexts such as preferred resources, use frequency, educational level, and gender. Results of the data analysis showed the correlation between library anxiety and use patterns such as preferred information sources and frequency of use. Specifically, the user group in China has the highest level of library anxiety with every factor. Also, the Korean user group was measured to have the lowest level of library anxiety in terms of digital information factor. Based on these results, the study presents several recommendations for resolving library anxiety such as embracing new information need with regard to environmental change and suggesting a new space policy for libraries.

An Empirical Study Applying the PAD Factors to Loyalty of Culture and Arts Website Service (감정반응(PAD) 요인이 문화예술 웹사이트 서비스에서의 만족과 구전을 통해 충성도에 미치는 영향)

  • Baek, Heon;Kwon, Doo-Soon;Lee, Jae-Beom;Kim, Jin-Hwa
    • Information Systems Review
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    • v.14 no.1
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    • pp.105-128
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    • 2012
  • The Culture and Arts Website, one of the parts of providing information related to culture and art utilizing internet, is the website that giving information of arts genre like theater, music, art, architecture, video, and literature. As growing interest in the field of culture and arts, market of this website has been increasing and providing customized content which each customer wants in the field of culture and arts. Developers of culture and arts website consider the website media for increasing and developing awareness about culture and arts. They are accelerating development of various business models and application of culture and arts website service which it meets trend of the times and customers needs. This study will seize about influencing factors to culture and arts website service of domestic website users and analyze how these factors affect loyalty through satisfaction and word of mouth. This study presented research model applied main parameters of PAD(Pleasure, Arousal, Dominance) theory emphasized human's emotions that they are expected to affect the loyalty of culture and arts website service users based on satisfaction and word of mouth. The researcher in this study surveyed students of Seoul S University who had experiences with such culture and arts website to validate the model empirically. The results, firstly, if you experienced feeling related to pleasure and dominance in culture and arts website, you would satisfy this website and it could lead to loyalty. Secondly, the feeling related to ventilation does not affect the loyalty through satisfaction and word of mouth. Thirdly, the results show that all of three factors of emotional responses do not influence the loyalty through word of mouth.

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A Study on the Characteristics of Blockchain-Based Financial Platform and the Intention to Use (블록체인 기반 금융 플랫폼 특성과 사용 의도에 관한 연구)

  • Lee, Sangho;Cho, Kwangmoon
    • Journal of Internet of Things and Convergence
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    • v.7 no.3
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    • pp.81-90
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    • 2021
  • In this study, the effect of user characteristics and technical characteristics of a blockchain-based financial platform on the intention to use of financial consumers was analyzed. Also, in this influence relationship, we analyzed what kind of causal relationship between relative advantage and perceived risk on intention to use. From June 1 to July 30, 2021, a non-face-to-face self-filling online survey was conducted with a sample of subjects who had experience using a financial platform grafted with blockchain technology, and the study was conducted in 187 copies. For statistical processing, frequency analysis, exploratory factor analysis, reliability analysis, correlation analysis, multiple regression analysis and 3-step mediated regression analysis were performed using SPSS 21.0 program. The significance level of the statistical value was set to less than 95%. The research results are as follows. First, it was found that innovativeness and usefulness affect the intention to use in the user characteristics. Second, in the technical characteristics, compatibility and reliability were found to affect the intention to use. Third, it was found that relative advantage and perceived risk play a partial mediating role in the relationship between user characteristics and intention to use. Fourth, it was found that relative advantage and perceived risk play a partial mediating role in the relationship between technical characteristics and intention to use. Fifth, it was found that there were differences in the ubiquity of user characteristics, compatibility of technical characteristics and intention to use according to the experience of using the certificate. The results of this study can contribute to the development of a financial platform based on the Internet of Things.

The Effects of YouTube Summary Contents Features and Contents Provider Credibility on Users' Flow and Satisfaction (유튜브 서머리 콘텐츠 특성과 콘텐츠 제공자 신뢰성이 이용자 몰입과 만족에 미치는 영향)

  • Jeong, Yu-Jin;Lee, Nam-Jung;Lee, Jung-Hoon
    • Journal of the Korea Convergence Society
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    • v.12 no.2
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    • pp.35-44
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    • 2021
  • Previous studies have studied short videos, short form content, snack culture and so on, but few studies have been conducted on the form of summary content that compressing and summarizing the original content. This study aims to contribute to the revitalization of the summary content market by exploring ways to enhance user satisfaction through analysis of the YouTube summary content features and the credibility of content providers that bring about flow and satisfaction of YouTube summary content users. The survey was conducted on 202 people who have watched YouTube summary contents for finding out the effects of YouTube summary contents features and content provider credibility on the details of flow. As a result, only entertainment had a significant impact on all flow details. This study is of academic significance in that it defines the features of YouTube summary contents, and has practical significance in that it suggests what direction the summary content should have in order to arouse user satisfaction in future.

Nursing Service Experience according to Patients' Characteristics and Relation with Satisfaction of Hospitalization and Perception of the Health System (간호사 서비스 경험의 의료기관 이용자 특성별 차이와 입원만족도, 보건의료 제도 인식과의 관계)

  • Hong, Kyung Jin
    • The Journal of the Korea Contents Association
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    • v.20 no.9
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    • pp.672-680
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    • 2020
  • This study aimed to elucidate the differences in nursing service experience according to the participants' characteristics and experience of hospitalization and to identify the relation between nursing service experience and perceptions of the health system. It analyzed the data from a "Survey of health care service experience" conducted among 574 participants who had been hospitalized. The results showed that the mean nursing service experience of participants who had never used other hospitals before hospitalization with over ten days of hospital stay was higher compared with the other participants. Moreover, those who used other hospitals before hospitalization reported lower nursing service experience scores. In the classification based on the change of the inpatient room, the difference in the nurse service experience according to the number of hospitalization days was significant only in patients who had no change in the inpatient room in the multi-person room. The nursing service experience scores were positively related to general satisfaction with the hospitalization experience, health system satisfaction, and trust in the health system. This finding implies that the nursing service experience should be interpreted by separating the inpatient experience, and the strategies to improve the nursing service are needed. In addition, the survey should include items related to the characteristics of medical institutions such as nurse staffing, to identify factors affecting the experience of nursing services.

A Study on Influencing Factors of Continuous Use Intention by SNS Connection Type and User Psychology (SNS 접속형태와 이용심리에 의한 지속사용의도 영향요인 연구)

  • Hong, Hee-Kyung;Choi, Jung-Il;Han, Kyeong-Seok
    • Journal of Digital Contents Society
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    • v.18 no.5
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    • pp.957-967
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    • 2017
  • In this study, factor, is focused on user's psychology and SNS using style, of intention to use SNS continuously being affeted to who want to stop using SNS. This study utilized the foundational frame of PCM and TAM2 and indepednent variable and Mediating variable were based on previous research. I used statistical programs such as AMOS 18.0 and SPSS 18.0 to verify the practical examination of the hypothesis of this study and the questionnaire was distributed to the public and IT students who once used SNS, and made the 443 questionnaires to analyze on final except missing values and insincere responses. The result of study was that intention to use SNS continuously are affected by positive and negative psychological factors and will be helpful to provide a service plan for SNS and establish for marketing strategy.

Social TV User's Object Relations Theory Factors Effects of Interaction and Viewing Satisfaction on Psychological Well-being (소셜TV 이용자의 대상관계요인이 상호작용성과 시청만족을 통해 심리적안녕감에 미치는 영향)

  • Kim, Min-Gyu;Byeon, Benjamin;Kwon, Do-Soon
    • Journal of Convergence for Information Technology
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    • v.11 no.6
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    • pp.243-261
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    • 2021
  • Social TV users and content are increasing day by day. The main purpose was to study the motivation for social television users, but I felt the need to analyze the potential psychological impact of users in various content. This study analyzed the impact on psychological well-being due to the interaction and viewing satisfaction by the object relations theory factors of social TV user in Korea. A survey was conducted on students of N university, ordinary university, and ordinary people who have experience using social TV to prove the observations or experiments of empirical facts in this study. Research result, First, Nonalienation have been have a positive effect on interaction and viewing satisfaction. Second, stable attachment have been have a positive effect on interaction. Third, social competence have been have a positive effect on interaction. Fourth, interaction have been have a positive effect on viewing satisfaction and psychological well-being. Fifth viewing satisfaction have been have a positive effect on Psychological well-being. Through this, This will contribute to the development of subdivided content and user-customized services for social television, and it is necessary to reconfigure and study various events that may occur between users in the future.

A Research on the Regulations and Perception of Interactive Game in Data Broadcasting: Special Emphasis on the TV-Betting Game (데이터방송 인터랙티브 게임 규제 및 이용자 인식에 관한 연구: 승부게임을 중심으로)

  • Byun, Dong-Hyun;Jung, Moon-Ryul;Bae, Hong-Seob
    • Korean journal of communication and information
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    • v.35
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    • pp.250-291
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    • 2006
  • This study examines the regulatory issues and introduction problems of TV-betting data broadcasts in Korea by in-depth interview with a panel group. TV-betting data broadcast services of card games and horse racing games are widely in use in Europe and other parts of the world. In order to carry out the study, a demo program of TV-betting data broadcast in the OCAP(OpenCableTM Application Platform Specification) system environment, which is the data broadcasting standard for digital cable broadcasts in Korea was exposed to the panel group and then they were interviewed after watching and using the program. The results could be summarized as below. First of all, while TV-betting data broadcasts have many elements of entertainment, the respondents thought that it would be difficult to introduce TV-betting in data broadcasts as in overseas countries largely due to social factors. In addition, in order to introduce TV-betting data broadcasts, they suggested that excessive speculativeness must be suppressed through a series of regulatory system devices, such as by guaranteeing credibility of the media based on safe security systems for transactions, scheduling programs with effective time constraints to prevent the games from running too frequently, limiting the betting values, and by prohibiting access to games through set-top boxes of other data broadcast subscribers. The general consensus was that TV-betting could be considered for gradual introduction within the governmental laws and regulations that would minimize its ill effects. Therefore, the government should formulate long-term regulations and policies for data broadcasts. Once the groundwork is laid for safe introduction of TV-betting on data broadcasts within the boundary of laws and regulations, interactive TV games are expected to be introduced in Korea not only for added functionality of entertainment but also for far-ranging development of data broadcast and new media industries.

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A Study on Technology Acceptance Plans to Expand Direct Participation in the Sports Industry (스포츠 산업의 직접 참여 확대를 위한 기술수용 방안 연구)

  • Sangho Lee;Kwangmoon Cho
    • Journal of Internet of Things and Convergence
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    • v.9 no.1
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    • pp.105-115
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    • 2023
  • This study seeks to find a way to induce users to expand their direct participation in sports through the acceptance of digital technology. From July 1 to August 30, 2022, a survey was conducted targeting home training users who applied the Internet of Things (IoT). 129 people participated in the survey through non-face-to-face self-administration method. For data processing, frequency analysis, exploratory factor analysis, reliability analysis, correlation analysis, multiple regression analysis, and 3-step mediation regression analysis were conducted using IBM's SPSS 21.0 program. The results of the study are as follows. First, in the relationship between the home training PPM model and direct participation in sports, ease appeared to have a mediating effect. In the factors of push, simple functionality showed a complete mediating effect, and inefficiency showed a partial mediating effect. Among pull factors, enjoyment and possibility of experience showed a complete mediating effect. In the mooring factors, individual innovativeness showed a complete mediating effect. Second, in the relationship between home training PPM model and direct participation in sports, usefulness showed a mediating effect. In the factors of push, simple functionality showed a complete mediating effect, and inefficiency showed a partial mediating effect. Among pull factors, enjoyment and possibility of experience showed a complete mediating effect. Among the mooring factors, individual innovativeness showed a partial mediating effect. Through this research, it is expected that the sports industry will contribute to the expansion of consumption expenditure and economic growth through the expansion of digital technologies such as NFT, Metaverse, and virtual/augmented reality.