• 제목/요약/키워드: Behavioral Information

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학습자 행동모델기반의 적응적 하이퍼미디어 학습 시스템 설계 및 구현 (Design and Implementation of an Adaptive Hypermedia Learning System based on Leamer Behavioral Model)

  • 김영균;김영지;문현정;우용태
    • 한국멀티미디어학회논문지
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    • 제12권5호
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    • pp.757-766
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    • 2009
  • 본 연구에서는 학습자 행동모델을 이용하여 개별적인 학습 환경을 제공할 수 있는 적응적 하이퍼미디어 학습 시스템을 제안하였다. 본 시스템에서는 학습자의 학습행동정보를 실시간으로 추적하여 관리할 수 있는 LBML을 제안하였다. 제안 시스템은 학습행동정보 수집시스댐과 적용적 학습지원시스템으로 구성된다. 학습행동정보 수집시스템은 웹 2.0기술을 이용하여 SCORM CMI 데이타 모델을 기반으로 학습자의 학습행동정보를 실시간으로 수집한다. 수집된 학습행동정보는 LBML 스키마를 기반으로 개별 학습자의 LBML 인스턴스로 저장된다. 적웅적 학습지원시스댐에서는 LBML 인스턴스를 분석하여 학습자의 반웅에 대한 즉각적인 피드백을 제공할 수 있는 규칙기반 학습지원모률과 상호작용적 학습지원모듈을 개발하였다.

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인터넷 패션 소비자의 쇼핑동기, 정보탐색 및 행동의도에 관한 연구 (Shopping Motives, Information Search and Behavioral Intentions of Internet Fashion Consumers)

  • 석효정;박성희;이은진
    • 한국의류학회지
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    • 제35권8호
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    • pp.918-932
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    • 2011
  • This research examines shopping motives, information search of e-fashion consumers and their behavioral intentions (word of mouth, repurchase and site switching intentions). The survey was conducted from December $17^{th}$ 2010 to January $5^{th}$ 2011 and all respondents had previous experiences with on-line purchase of fashion items. The study finds that an information search has three dimensions, recreational search, informative search, and rational search. The effects of both hedonic and utilitarian shopping motives on information search and behavioral intentions are significant. In addition, recreational and informative search have a positive impact on word of mouth and site switching intentions, while repurchase intention is influenced by an informative search. Rational search has a positive effect on switching intention only. Finally, there are significant differences by gender in shopping motives, information search and behavioral intentions.

The Effects of Training for Computer Skills on Outcome Expectations, Ease of Use, Self-Efficacy and Perceived Behavioral Control

  • Lee, Min-Hwa
    • 한국정보시스템학회지:정보시스템연구
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    • 제5권
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    • pp.345-371
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    • 1996
  • Previous studies on user training have largely focused on assessing models which describe the determinants of information technology usage or examined the effects of training on user satisfaction, productivity, performance, and so on. Scant research efforts have been made, however, to examine those effects of training by using theoretical models. This study presented a conceptual models to predict intention to use information technology and conducted an experiment to understand how training for computer skill acquisition affects primary variables of the model. The data were obtained from 32 student subjects of an experimental group and 31 students of a control group, and the information technology employed for this study was a university electronic mail system. The study results revealed that attitude toward usage and perceived behavioral control helped to predict user intentions ;; outcome expectations were positively related to attitude toward usage ; and self-efficacy was positively related to perceived behavioral control. The hands-on training for the experimental group led to increases in perceived ease of use, self-efficacy and perceived behavioral control. The changes in those variables suggest more causal effects of user training than other survey studies.

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게임 이용자의 사회자본과 자기해석이 행동적 적응을 통해 SNG재이용의도 및 유료아이템 구매의도에 미치는 영향 (The Effects of Game User's Social Capital and Self-Construal on SNG Reuse Intention and Charge Item Purchasing Intention Through Behavioral Adaptation)

  • 이지현;김한구
    • 한국정보시스템학회지:정보시스템연구
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    • 제27권2호
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    • pp.135-155
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    • 2018
  • Purpose Recently, with the enhancement of mobile technologies, people have formed various relationships and spreaded networks on social network service(SNS). In addition, although people make a decision based on the thoughts and emotions about self, there is little empirical research on social relations and self-construal of users in social network game (SNG). Design/methodology/approach This study was designed to examine the structural relationships among SNG users' social capital, self-construal, behavioral adaptation, SNG reuse intention and charged item purchasing intention. Findings The results from this study are as follow. First of all, the bonding social capital did not have a significant impact on behavioral adaptation to SNG, but bridging social capital had a positive impact on behavioral adaptation. Second, independent self-construal did not have a significant impact on behavioral adaptation to SNG, but interdependent self-construal had a positive impact on behavioral adaptation. Lastly, the behavioral adaptation to SNG had a positive impact reuse intention and charged item purchasing intention. Also, SNG reuse intention had a positive impact on charged item purchasing intention.

SCM 특성과 관계통제가 RTE 특성에 미치는 영향 (The SCM Characteristics and Relationship Control on RTE Characteristics)

  • 박광오;전종현;장활식
    • 한국정보시스템학회지:정보시스템연구
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    • 제23권4호
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    • pp.25-47
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    • 2014
  • The purpose of this study is to identify and comprehensively explain the SCM-related factors involved in the realization of RTE, including the quality of information concerning SCM, the quality of SCM partnerships, and relationship controlling factors (planning control, behavioral control, and outcome control). This study systematizes the interactions among these factors into a form of a model, elucidating how these interactions affect and shape RTE characteristics. To validate the research model proposed in the study, filed survey was conducted with 79 staffs in Korean company using SCM. The findings of the study can be summarized as follows: First, the quality of information concerning SCM had significant effect on the quality of SCM partnerships, planning control, behavioral control, and outcome control. Not only does the quality of SCM information directly influence the quality of SCM partnerships, planning control, behavioral control, and outcome control; but it also indirect influence on forecasting, agility, and visibility of SCM though its influence on the different forms of relationship control. Second, the quality of SCM partnerships also had significant effect on planning control, behavioral control, and outcome control. In addition to directly influencing these forms of relationship control, the quality of SCM partnerships also indirectly influenced forecasting, agility, and visibility though its influence on relationship control. Third, planning control significantly influenced forecasting, agility and visibility. Fourth, behavioral control significantly influenced forecasting, but neither agility nor visibility. Fifth, outcome control had significant influence on forecasting, agility, and visibility.

The Dark Side of Emotional Involvement in Software Development: A Behavioral Economics Perspective

  • Shmueli, Ofira;Pliskin, Nava;Fink, Lior
    • Asia pacific journal of information systems
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    • 제26권2호
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    • pp.322-337
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    • 2016
  • Research on information systems and software engineering has often neglected behavioral effects, which may play a role in decision making on software development. The current study addresses this issue by empirically investigating the behavioral roots of over-requirement in the context of a software development project via an experiment. The negative phenomenon of over-requirement refers to specifying a software system beyond the actual needs of the customer or the market, which overload the system with unneeded features. The research question addressed here is whether over-requirement is due in part to the emotional involvement of developers with the software features they developed because of behavioral effects. Previous studies have demonstrated that under the endowment, I-designed-it-myself, and IKEA effects, people become emotionally involved and overvalue physical items that they respectively possess, self-design, or self-create. The findings of our experiment show that participants over-valued features they were assigned to be responsible for, to specify, or to construct, thereby confirming that the three behavioral effects play a role in software development decisions and affect over-requirement. Thus, the study contributes to software development research and practice from the behavioral economics perspective, highlighting the roots of over-requirement.

정신의학(精神醫學)에서 행동모형(行動模型)(I) : 우울증과 불안 (Behavioral Models in Psychiatry(I) : Depression and Anxiety)

  • 윤도준
    • 생물정신의학
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    • 제2권1호
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    • pp.49-56
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    • 1995
  • Behavioral models are used very widely to investigate or illuminate aspects of human psychopathology. However, the extent to which it is possible to extrapolate from animals to people, and, therefore, the value of information derived from a behavioral model, will depend to a large extent on the validity of the models. This article outlines some behavioral models of depression and anxiety.

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행동경제학 기반 정보보안 연구 동향 분석 (An Analysis of Research Trends in Information Security Based on Behavioral Economics)

  • 오명옥;김정덕
    • 융합보안논문지
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    • 제19권2호
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    • pp.39-46
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    • 2019
  • 최근 피싱(Phishing)과 같은 새로운 유형의 악성코드를 이용한 사회공학 공격이 빈번해짐에 따라 정보보안 사고가 점차 고도화되고 있다. 조직에서는 정보보안 사고를 예방하기 위하여 다양한 노력을 하고 있지만 대부분 기술적 보안솔루션에 의존하는 경향이 있다. 그럼에도 불구하고 모든 보안사고를 완벽하게 예방할 수 없다. 최근에는 보안기술 기반 정보보안 접근방법의 한계를 극복하기 위하여 새로운 접근방법인 인간 중심 보안에 대한 관심이 높아지고 있다. 이러한 노력의 일환으로 일부 연구자들은 인간의 실제적 행동을 이해하고 그 행동에 따른 결과를 규명하는 행동경제학을 정보보안 분야에 접목시키고 있다. 본 연구는 행동경제학의 개념과 방법을 정보보안에 적용한 최근의 연구 흐름을 파악하는 동향 분석 연구로서, 141개의 관련 논문을 대상으로 연구 추세, 연구 주제, 연구방법론 등을 분석하였다. 분석 결과, 행동경제학의 개념과 아이디어를 '운영 보안' 분야에 적용한 실증연구가 대다수이며, 향후 폭넓은 연구 주제 선정과 문헌연구를 통해 실제로 사람의 행동을 바꾸는 문제에 행동 경제학을 적용하여 프레임워크 정립, 영향 요인을 식별하는 연구가 수행되어야 한다.

Behavioral Investor Types and Financial Market Players in Oman

  • SHA, Nadia;ISMAIL, Mohammed Yousoof
    • The Journal of Asian Finance, Economics and Business
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    • 제8권1호
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    • pp.285-294
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    • 2021
  • The most basic forces of stock market are supply and demand, which increases or decreases on the basis of information. The crucial point is that investor's perception is depending on the availability of information at a particular time. But it is very difficult to understand what they take from a piece of information, and the decision varies from person to person; hence, it is important to understand the behavior of investors in the stock market. In this context, this study is focusing on behavioral investor-type diagnosis testing among financial market players (FMPs) in Oman. The study conducted a review of behavioral types among stock market investors, and attempted to assess the influence of age and gender factors on investor bias. It classifies investor type biases according to the gender and age of respondents. This study employs primary data with a structured questionnaire distributed to an equal number of male and female stock market investors in Muscat Securities Market. The study used sample t-test, one-way ANOVA, CATPCA and ALSCAL to identify the significant difference among age, gender and experience of the respondents. The present study found that all of the investors are influenced by different cognitive biases and, moreover, it depends on investor's gender.

UGC as a New Digital Promotion in the Metaverse Context

  • Huimin XU
    • 산경연구논집
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    • 제14권10호
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    • pp.11-22
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    • 2023
  • Purpose: This study aims to investigate how brand-related user-generated content (UGC) influences consumers' brand attitude and behavioral intention in the context of the Metaverse, and the mediating role of virtual brand experience, perceived information usefulness, perceived interactivity, and attitude toward advertising. Research design, data and methodology: The study was conducted using a survey with 239 questionnaires from frequent social media users in China and hypothesis testing through AMOS 26.0 structural equation modeling. Results: The findings suggest that (1) brand-related UGC positively influences brand attitude and behavioral intention through virtual brand experience, perceived information usefulness, perceived interactivity, and attitude toward advertising. (2) The study identified the fully-mediated effects of virtual brand experience, perceived information usefulness, perceived interactivity, and attitude toward advertising in the impact of brand-related UGC on brand attitude and behavioral intention. (3) The mediating pathway with the most significant impact on behavioral intention was the virtual brand experience and attitude toward the advertising, followed by the effect of the virtual brand experience, perceived information usefulness, and perceived interactivity on brand attitude. Conclusions: This study presents UGC as a new type of digital promotion that can positively impact the effectiveness of brand advertising in the Metaverse.