• Title/Summary/Keyword: Expected Experience

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User Experience Factors in Connected Car Infotainment Applications : Focusing on Text Mining Analysis in the Android Auto Reviews (커넥티드카 인포테인먼트 애플리케이션의 사용자 경험 요인 : 안드로이드 오토 리뷰의 텍스트마이닝 분석을 중심으로)

  • Jung Yong Kim;Su-Eun Bae;Junho Choi
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.22 no.4
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    • pp.211-225
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    • 2023
  • In the future, infotainment systems are expected to play a pivotal role in mobility ecosystems connecting users and vehicles. This study draws user-experience factors from reviews of Android Auto, a car infotainment application, and analyzes factors that affect satisfaction. The user-experience factors of infotainment have been redefined based on previous studies. To analyze actual user-experience factors, topics are obtained, applied, and interpreted from user discourse through topic modeling. Sentiment analysis and logistic regression are used to determine positive and negative user-experience factors that affect satisfaction. Results of the empirical analysis show that Ease of Use and Understandability are factors that have the greatest impact on satisfaction, and Flexibility, Safety, and Playfulness are factors that have the most critical effect on dissatisfaction. Therefore, this paper suggests ways to improve the satisfaction level of the infotainment system, and establishes a strategy accordingly.

A Study on User Experience that Provides Psychological Stability during Mobile E-commerce One-touch Payment (모바일 이커머스 페이 원터치 결제 시 심리적 안정감을 제공하는 사용자 경험 연구)

  • Chang, Dah-Hee;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.20 no.1
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    • pp.277-283
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    • 2022
  • The purpose of this study is to study the user experience that provides psychological stability when paying for mobile e-commerce pay one-touch. Through literature and case studies, e-commerce pay one-touch payments were identified, and user experiences were investigated through surveys and in-depth interviews. The survey based on Aaron Walter's model of user needs received a high average of functionality and usability for one-touch payments, but reliability and stability were somewhat low. Afterwards, four design improvement plans were presented to supplement psychological stability by analyzing in-depth interviews conducted based on the User's Eye View of User Experience Design model. This study is expected to be helpful in basic research on the payment experience where you can feel stable when taking one-touch payments.

A Nationwide Web-Based Survey of Neuroradiologists' Perceptions of Artificial Intelligence Software for Neuro-Applications in Korea

  • Hyunsu Choi;Leonard Sunwoo;Se Jin Cho;Sung Hyun Baik;Yun Jung Bae;Byung Se Choi;Cheolkyu Jung;Jae Hyoung Kim
    • Korean Journal of Radiology
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    • v.24 no.5
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    • pp.454-464
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    • 2023
  • Objective: We aimed to investigate current expectations and clinical adoption of artificial intelligence (AI) software among neuroradiologists in Korea. Materials and Methods: In April 2022, a 30-item online survey was conducted by neuroradiologists from the Korean Society of Neuroradiology (KSNR) to assess current user experiences, perceptions, attitudes, and future expectations regarding AI for neuro-applications. Respondents with experience in AI software were further investigated in terms of the number and type of software used, period of use, clinical usefulness, and future scope. Results were compared between respondents with and without experience with AI software through multivariable logistic regression and mediation analyses. Results: The survey was completed by 73 respondents, accounting for 21.9% (73/334) of the KSNR members; 72.6% (53/73) were familiar with AI and 58.9% (43/73) had used AI software, with approximately 86% (37/43) using 1-3 AI software programs and 51.2% (22/43) having up to one year of experience with AI software. Among AI software types, brain volumetry software was the most common (62.8% [27/43]). Although 52.1% (38/73) assumed that AI is currently useful in practice, 86.3% (63/73) expected it to be useful for clinical practice within 10 years. The main expected benefits were reducing the time spent on repetitive tasks (91.8% [67/73]) and improving reading accuracy and reducing errors (72.6% [53/73]). Those who experienced AI software were more familiar with AI (adjusted odds ratio, 7.1 [95% confidence interval, 1.81-27.81]; P = 0.005). More than half of the respondents with AI software experience (55.8% [24/43]) agreed that AI should be included in training curriculums, while almost all (95.3% [41/43]) believed that radiologists should coordinate to improve its performance. Conclusion: A majority of respondents experienced AI software and showed a proactive attitude toward adopting AI in clinical practice, suggesting that AI should be incorporated into training and active participation in AI development should be encouraged.

Effects of Hotel Using Experience on Customers' Purchase and Behavior Intention (호텔이용 경험이 구매의사와 고객행동의도에 미치는 영향)

  • Han, Jin-Young
    • Journal of Digital Convergence
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    • v.16 no.5
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    • pp.105-113
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    • 2018
  • The purpose of this study was to find out the effects of the hotel using experience on customers' purchase and behavior intention. For this study, a total of 306 questionnaires among collected data for customers who hotel using experience at five star hotels located in Seoul from April 1, 2015 to April 30, 2015 was to ensure a valid sample. As a result of the experiments which conducted by factor analysis and regression analysis, it shows 1% level positive significant effects in purchase and continual purchase intention of "emotional experiencer", "physical experience factor", "continuous experience factor", and "superior experience factor", but it is 10% level significant effects in continual purchase intention positively effected continual purchase intention of "physical experience factor". Also, it shows 1% level positive significant effects on hotel customers' intention of reused, intention of suggestion, intention of recommendation of "emotional experiencer", "physical experience factor", "continuous experience factor", and "superior experience factor". From the study, it is expected to build hotel-customer relationship and brand level of awareness for activating customers' loyalty.

The Characteristics of Part-time Job experience of Youth Impact on Career Development (청소년의 아르바이트경험특성이 중소기업 인적자원의 진로발달에 미치는 영향)

  • Kim, San-Yong
    • Journal of Convergence for Information Technology
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    • v.7 no.3
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    • pp.159-164
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    • 2017
  • The purpose of this study is to develop and secure the human resources of SMEs by examining the causal relationship between job characteart-time job experience and career development of youth. In order to achieve the purpose of the study, 10,119 youths in the middle and high schools in Korea who participated in the panel data collection by the Korea Youth Policy Institute were surveyed from May 20 to July 12 in 2013, Panel data were used. The results of the study are as follows. First, it was found that the part-time job experience had a statistically significant effect on the planning, which is a sub-area of career development. Second, the part-time job experience has a statistically significant effect on attitude, a sub-domain of career development. Third, it was found that the part-time job experience had a statistically significant effect on the self knowledge, which is a sub-domain of career development. Fourth, it was shown that the part-time job experience had a statistically significant effect on career behavior, one of the sub-areas of career development. Fifth, it was found that the part-time experience characteristics had a statistically significant effect on the independence of sub-domains of career development. Therefore, since the part-time work of youth has a positive effect on career development, it is expected that the human resources of the future of SMEs will be secured if they create a place for career experience and job experience in connection with middle, high school and SMEs.

Computational Thinking based Mathematical Program for Free Semester System

  • Lee, Ji Yoon;Cho, Han Hyuk
    • Research in Mathematical Education
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    • v.18 no.4
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    • pp.273-288
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    • 2014
  • In recent years, coding education has been globally emphasized and the Free Semester System will be executed to the public schools in Korea from 2016. With the introduction of the Free Semester System and the rising demand of Computational Thinking (CT) capacity, this research aims to design 'learning environment' in which learners can design and construct mathematical objects through computers and print them out through 3D printers. Furthermore, it will design learning mathematics by constructing the figurate number patterns from 'soma cubes' in the playing context and connecting those to algebraic and combinatorial patterns, which will allow students to experience mathematical connectivity. It is expected that the activities of designing figurate number patterns suggested in this research will not only strengthen CT capacity in relation to mathematical thinking but also serve as a meaningful program for the Free Semester System in terms of career experience as 3D printers can be widely used.

The Effects of Social Overload on Social Communication in the Social Media Environment (사회적 지지 과부하가 소셜미디어 환경에서의 사회적 소통에 미치는 영향)

  • Park, Jun-Suk;Kwahk, Kee-Young
    • Knowledge Management Research
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    • v.18 no.4
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    • pp.137-157
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    • 2017
  • With the rapid growth of the internet, Social Network Services (SNSs) have played an important role. As the use of SNSs increases, users experience a sense of responsibility to respond to other people's messages or requests, and consequently experience an social overload, feeling too much social support for other users. In this study, we examined the effects of social overload on loneliness and SNS discontinuous usage intention. To verify the research model, data were collected from 83 SNS users and analyzed using SmartPLS, a structural equation modeling tool. The results of this study showed that the communal orientation and the degree of use of SNS influenced the social overload, and the social overload had a significant effect on loneliness and SNS discontinuous usage intention. The findings of this study are expected to help understand the social overload and loneliness in the use of SNS, and may also provide a strategic direction for SNS service providers.

A Analysis of Affordance Character in Space for Sensibility Experience - Focus on the Museum cases - (감성체험을 위한 공간의 어포던스 특성 분석 - 박물관 사례를 중심으로 -)

  • Kim, Mi-Young;Moon, Jeong-Min
    • Korean Institute of Interior Design Journal
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    • v.20 no.4
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    • pp.92-100
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    • 2011
  • Under social changes focusing diversification, human-oriented ecological values and emotional and pscyhological satisfaction have been considered more important in space. Such trend has developed into interest in the effect of architectural space and shape on human perception and consciousness, and space has been considered as interactive in ecological, psychological and behavioral, and aesthetic terms rather than physical environment. In particular, exhibition space where interactive sympathy between environment and users through emotional experiences is more important, can have appropriate interaction through intended relationships between environment and humans in space. Therefore, this study aims to understand affordance, an internal mechanism of space recognition and human behaviors. Then it analysed representative types of exhibition space for emotional experiences as a characteristic of affordance Based on the results analysed, it is expected that introduction of affordance as real information in space will be helpful for effective connection of space with human emotional experiences.

VR User Interface using Multipurpose Visual Language System (다목적시각언어를 이용한 가상현실 사용자 인터페이스)

  • Kim, Youngjong
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.12 no.2
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    • pp.31-39
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    • 2016
  • In this paper planed Virtual Reality user interface that recently hot issue using MVLS(Multipurpose Visual Language System). Proposed system is planed for more with ease approach new type environment system. The point of this system is for more few the number of time of act to get want to result. That is easy build for Virtual Reality environment system that user so far, who did not experience. Also too, application to the environment through Multipurpose Visual Language System based, can be required to increase the case of user of existing applications, not only a simple application infrastructure Virtual Reality. This has the advantage of being able to under Virtual Reality condition the environment for the use of a wide range of applications such as view TV, video and other contents. By using the proposed system, the experience in virtual realities that have not felt during the general public to be able to easily and quickly, virtual reality or 3D Expected to can one step closer to the needs of general and industry.

A preliminary Study on Selection of Construction Method for Roofing work in Large-Scale Structures (대공간 건축물 지붕공사의 시공기법선정을 위한 기초연구)

  • Kim, Daegil;Hong, Jooyoung;Lee, Myungdo;Eom, Jinup;Kim, Daewon
    • Proceedings of the Korean Institute of Building Construction Conference
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    • 2016.05a
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    • pp.247-248
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    • 2016
  • Globally the interest of large-scale structure has been increasing for the use in various social and cultural events. However various problems for building large-scale structure in South Korea are expected in terms of construction method and site management due to the lack of experience. Construction method and planning significantly affects on making decisions. There are only theoretical approach for constructing large-scale building in domestic with the limited experience of constructing constrained size structure. Through Analytic Hierarchy Process with experts, derived decision factors mostly used construction method in construction of large-scale structure. Derived factors from this study will support making decisions for field management in constructing large-scale structure.

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