• 제목/요약/키워드: Motivation of service use

검색결과 168건 처리시간 0.034초

요양병원 간병인의 직업의식, 직무스트레스, 직무만족도가 이직의도에 미치는 영향 (The Effects of Work Sense, Job Stress, Job Satisfaction on Turnover Intention of Caregivers in Long-Term Care Hospitals)

  • 한현숙;유왕근;도은수
    • 한국병원경영학회지
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    • 제28권4호
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    • pp.23-32
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    • 2023
  • Purposes: Caregivers are placed in a poor working environment because there is no special legal basis or definition in the current medical system, and they have difficulty in supplying manpower due to frequent job change and retirement. Therefore, this study aimed to find out the effect on job consciousness, job stress, job satisfaction, and turnover intention of caregivers in nursing hospitals for the elderly. Methodology: In this study, a survey was conducted from May 2nd to 16th, 2022, targeting caregivers with more than 6 months of work experience working at 10 nursing hospitals in D City. Data were collected through convenience sampling, and a self-administered questionnaire method was used, in which subjects filled out a questionnaire. A total of 240 questionnaires were distributed, and 220 copies were considered for the final analysis after excluding non-response or inappropriate questionnaires for data use. Data analysis used t-test, ANOVA, Pearson's correlation coefficient, and multiple linear regression analysis, and the main results are as follows. Findings: Job stress and job satisfaction showed a significant correlation with the level of turnover intention, and were also found to be major determinants. On the other hand, among the occupational characteristics of the study subjects, employment type, job motivation, service period, number of patients, injury experience, and license status showed a significant difference from turnover intention. Conclusion: As a result of the above research, in order to prevent job turnover and retirement by improving job stress and job satisfaction of caregivers engaged in nursing hospitals, it is necessary not only to legalize caregivers, but also to secure an appropriate level of caregivers for nursing hospitals and improve specific treatment for caregivers. Ultimately, a policy alternative that can provide quality nursing service is required.

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IPTV 무료VOD이용자와 유료VOD이용자 간 차이에 영향을 미치는 요인에 관한 연구 (An Analysis of Distinct Characteristics Between Free VOD and Paid VOD Users)

  • 이선미
    • 한국콘텐츠학회논문지
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    • 제20권5호
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    • pp.467-475
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    • 2020
  • IPTV VOD 이용률이 증가하면서 VOD 이용패턴에 대한 심도깊은 연구의 필요성이 증대되고 있다. 이 논문은 VOD이용자를 유료VOD이용자와 무료VOD이용자로 구분하고 이용동기, 다양한 이용행태, 인구통계학적 변인 등 요인들이 이 두 그룹의 차이에 미치는 영향을 실증적으로 분석했다. 연구결과 유료VOD이용자와 무료 VOD이용자 간 차이에 영향을 미치는 요인은 사회적 동기, VOD 만족도, 홀드백 종료후 이용, 광고스킵 지불의향, VOD이용비중, VOD이용포기경험, TV시청시간, SVOD이용시간 등이었는데, VOD만족도를 제외한 모든 변인들이 유료VOD이용자의 특성을 정(+)적으로 예측했다. 추가로 VOD와 SVOD(유료OTT서비스) 이용간 관계를 분석결과 유료VOD이용자가 무료이용자보다 SVOD를 VOD의 대안서비스로 이용하는 비중이 더 높았다. 선행연구들에 비해 이 연구는 그동안 파편적으로 진행되었던 VOD 이용관련 변인들을 종합적으로 고려했다는 점에서 차별성을 갖는다.

지식공유 가상커뮤니티에서 사용자의 성과와 행동에 관한 실증연구 (An Empirical Study on the Relationship between Performance and Behaviors of Participants in the Knowledge Sharing Virtual Community)

  • 조헌진;장정주
    • Asia pacific journal of information systems
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    • 제19권1호
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    • pp.63-82
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    • 2009
  • Virtual community is a social aggregation to attain some goals in an IT-supported virtual space (Lee et al., 2002). As lots of virtual communities generate robust and reliable outputs with low control and low incentive, previous researchers was interested in the questions, "why do they participate?" or "how are they controlled?". But. as Katz (1964) said, the most important part of the high-performing organization is the behaviors of members in the organization. Therefore, this research is to examine the relationship between the performance and the behaviors of participants in the virtual community. First, we propose 6 types of behaviors related to high performance in the virtual community: 'Continuous Attendance', 'Complying with the organizational value, policies, and regulations', 'Protection', 'Suggestion for the improving', 'Self-training', and 'Favorable behavior'. The six types of behaviors are extracted from the framework of Katz (1964) and Brief and Motowidlo (1986). The reason why each behavior is positively related with high-performance is that those who continuously attend have more responsibility than temporary participants do; complying with the rules of a virtual community means that they may make more reliable outcome; 'Protection' is one of the prosocial-behaviors and those who protect the community may concern the benefit of the virtual community when they participate: those who suggest some ideas for improvement may contribute to the virtual community; 'Self-training' behavior means that participants really want to have high quality in their contribution: those who have 'Favorable attitude' consider other members in the virtual community when they participate. Then, we perform an empirical analysis with the survey from participants in the Knowledge service of Naver.com, to show those behaviors are associated with the high-performance. To make the measurement for the six behaviors, we use CVR (content validity ratio) method (Lawshe, 1975), interviewing 12 experts. The dependent variable, performance of participation, is measured by 'ratio of selected answer' given by the Naver.com. We use email survey. We sent 1200 emails to randomly selected participants in the knowledge service and received 282 responses. The results of our empirical analysis show that 4('Continuous Attendance', 'Suggestion for the improving', 'Self-training', 'Favorable attitude') are positively related to the performance, but 2('Complying with the organizational value, policies, and regulations' and 'Protection') are not significant. In line with Fitzgerald (2006), we expect that participants in the virtual community may behave similarly to employees in the off-line firms for the high performance. But 2 behaviors have different results. The reason that the 'Complying with the organizational value' behavior is not sufficiently related to performance is that the motivation of participants is more related to intrinsic pleasure or altruism than external reward. Also, the 'Protection' behavior has no significant relationship with performance, which means that the high-performing participants have little concern about the problems in the community.

텍스트 마이닝을 활용한 코로나 19 전후 온라인 동영상 서비스(OTT) 리뷰 비교분석 연구 - 정서 중심 대처와 노스탤지어를 중심으로 (A Comparative Analysis of OTT Service Reviews Before and After the Onset of the Pandemic Using Text Mining Technique: Focusing on the Emotion-Focused Coping and Nostalgia)

  • 고민정;이상원
    • 한국콘텐츠학회논문지
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    • 제21권11호
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    • pp.375-388
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    • 2021
  • 본 연구에서는 팬데믹 전후로 온라인 동영상 서비스(OTT) 이용자들의 리뷰를 비교분석 함으로써 코로나 19 시대를 살아가는 소비자에 대한 이해에 기여하고자 하였다. 코로나 19 이후 통제감 상실이 회피 동기의 발현으로 이어져 정서 중심 대처 수단으로써의 OTT 서비스 이용과 노스탤지어를 해소해주는 콘텐츠에 대한 관심이 증가할 것으로 보고 이를 텍스트 분석을 통해 검증하였다. 먼저 블로그 제목 분석결과, 코로나 19 이후 넷플릭스 경쟁사에 대한 언급이 줄었으며, 국내 콘텐츠에 대한 소개와 회피-거부 전략으로써의 OTT 서비스 이용이 증가하였다. 이어 블로그 본문 분석결과, OTT 서비스의 실용적인 장점을 중요시한 코로나 19 전과는 달리 코로나 19 이후 콘텐츠의 분위기, 감정, 대사에 초점을 두었으며 코미디와 로맨스 장르에 대한 관심이 증가했다. 또한, 코로나 19 이전의 현실을 잘 표현한 일상 콘텐츠에 대한 선호가 증가하였다. 본 연구는 코로나 19가 온라인 동영상 서비스 이용에 미치는 영향을 처음으로 살펴본 연구로써 코로나 시대의 OTT 서비스 이용자들에 대한 이해를 넓히고 OTT 서비스 시장에 실무적 제언을 제시함으로써 도움을 줄 수 있을 것으로 기대한다.

XML기반 PIB를 이용한 네트워크 관리구조 (A Network Management Architecture Using XML-based PIB)

  • 윤권섭;홍충선
    • 한국통신학회논문지
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    • 제28권5B호
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    • pp.414-426
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    • 2003
  • 정책기반 네트워크 관리 구조는 정책을 전송하기 위해 COPS(Common Open Policy Service)와 이의 모델인 COPS-PR (Policy Provisioning)을 사용한다. COPS-PR은 여러 네트워크 관리 영역에서 효율적으로 활용될 수 있는 매커니즘을 가지고 있다. COPS-PR은 정책을 저장하고 디바이스정보를 저장하기 위해 PIB(Policy Information Base)를 사용한다. PIB는 PRC(Provising Class)와 PRI(Provisions Instances)로 구성되어 있다. PIB는 정책을 통해 디바이스를 제어하기 위한 기능이 미리 구현되어 있다. PIB에 PRI를 추가시킴으로써 정책을 수행시킬 수 있다. 하지만 미리 구현되어 있는 기능에 한정되어 사용하기 때문에 새로운 기능에 대해선 정책을 적용할 수 없는 단점을 가지고 있다. 본 논문에서 제안하는 구조는 기존 PIB에 단점을 보완하기 위해 XML로 변환된 PIB를 사용한다. XML 기반 PIB는 동적으로 새로운 기능의 추가가 가능하며, 정책을 통해 이를 수행시킬 수 있는 구조이다. 또한 본 구조에서는 정책 기술 시에도 XML을 이용하였다. 정책 기술시 XML을 이용하면 서로 다른 정책기술 언어를 사용하는 이 기종의 관리 시스템간에 정책 교환 시 XSLT(eXtensible Stylesheet Language Transformation)을 이용하여 쉽게 변환될 수 있다. 본 논문에서는 동적 확장을 고려한 XML기반 네트워크 관리 구조를 제안하고, 이를 구현하여 기존 시스템과의 차별성을 평가하였다.

보건기관(保健機關)의 방문보건사업(訪問保健事業) 담당인력(擔當人力)들의 사업(事業)에 대한 태도(態度) 견해(見解)와 환자관리(患者管理) 양상(樣相) (Attitude and Management Contents of Health Workers Engaged in Visiting Health Service)

  • 박미영;박재용
    • 농촌의학ㆍ지역보건
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    • 제23권1호
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    • pp.91-108
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    • 1998
  • This study was conducted to use the feedback of health personnel to improve the Visiting Health Service. The data was collected from 471 Home Health Workers serving 24 local health organizations in the Kyung-Pook province. 62.5% of the respondents were men under thirty-nine years of age. 92.8% of the respondents are married. 47.1% had degrees from junior colleges. It was ascertained 52.7% of the workers visited their patients six to twelve times within a six month period. And one to three patients were visited per day by one worker. Workers of older age, higher job position, and more experience were more positive in their feedback about the program. In addition, local health center employees, including nurses, were more positive about the program. Younger workers with a higher level of education, less experience, and lower job position had more insight into the problems of the program. Deeper insight into these problems led to a more negative conception of the program. Older workers with higher ranking jobs were found to be most competent. in their jobs. Workers at the main health center were assessed higher than the workers at the health sub-center or the primary health post. In addison nurses at all centers were found to be slightly more competent than the nurses' aide. The primary health post established the highest degree of patient satisfaction. It was discovered that the more positive the workers felt about the program, the higher their patient satisfaction feedback. There was a positive correlation between management assessment and patient satisfaction. This means that better program management was found to produce higher patient satisfaction. Workers feel being more educated about patient management would lead to better service. However, they take no action to produce these results. Where the problems of the system are most commented upon, the need for further education is greatest. Through multiple regression analyses it is apparent that the assessment of patient management is the greatest variable affecting patient satisfaction of patients is dependent on the management by the visiting health worker. Therefore, the development of the visiting health program is highly dependant on the feedback of those workers with a negative conception of the program. So the development of programs, motivation, education and training must be established. These works would lead to active participation by visiting health workers in the improvement of the Visiting health program.

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위치기반 지식정보를 활용한 맛집 추천 앱의 효과: 프라이버시 계산을 중심으로 (The Effectiveness of Apps Recommending Best Restaurant through Location-based Knowledge Information: Privacy Calculus Perspective)

  • 장택붕;임현아;최재원
    • 한국전자거래학회지
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    • 제22권1호
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    • pp.89-106
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    • 2017
  • 스마트폰과 태블릿 PC 등의 모바일 기기의 확산으로 세계 모바일 애플리케이션(Application, 이하 앱) 시장 규모가 확대되면서, 위치기반서비스(Location-Based Service: LBS)가 새로운 서비스로 주목 받고 있다. 하지만 LBS 앱 관련 제도와 법규가 이루어지지 못한 상태에서 LBS 앱이 빠르게 확산되면서 개인 사생활 침해 가능성 및 개인 정보유출과 같은 프라이버시 염려가 증가하고 있다. 본 연구는 중국과 한국 사용자가 사용하는 맛집 앱을 대상으로 LBS 앱 사용자의 인지된 가치를 살펴보고자 한다. 본 연구의 목적은 맛집 어플리케이션을 사용할 때 개인 정보를 제공함으로써 얻게 되는 인지된 가치와 그에 영향을 주는 변수들을 규명하고자 한다. 본 연구의 분석 결과는 다음과 같다. 소비자가 정보의 유용성을 인지하며 정보에 대한 통제능력이 높을수록 정보에 대한 인지된 가치가 증가하는 것을 증명하였다. 또한 위치기반서비스 앱 활용능력이 프라이버시 이익에 긍정적인 영향을 미치고 정보에 지각된 취약성이 프라이버시 위험에 부정적인 영향을 미치는 것을 증명하였다. 그리고 선행연구와 달리 위치기반서비스에 대한 인지된 가치는 프라이버시 계산에 구성되는 프라이버시 이익과 위험에 긍정적인 영향을 주었다.

수용자의 몰아보기 이용동기와 지속적 이용의도에 영향을 미치는 영향 요인에 대한 연구 (Explicating Motivations & Attitudes Affecting the Persistent Intention to Adopt Binge-Watching)

  • 한순상;유홍식;신동희
    • 한국콘텐츠학회논문지
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    • 제17권2호
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    • pp.521-534
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    • 2017
  • 2013년 미국의 OTT기업 넷플릭스(Netflix)가 '하우스 오브 카드 시즌1' 13편을 온라인 동시개봉한 후 몰아보기(binge-watching)는 빅뱅을 맞이했다. 한 자리에서 2편이상의 동일 프로그램을 연속으로 이어 보는 몰아보기는 전세계에서 벌어지고 있는 시청행태 변화이자 문화적 사회적 현상이다. 본 연구는 Venkatesh의 확장된 기술수용모델을 이용하여 몰아보기 이용의도에 영향을 미치는 요인과 동기에 대해 알아보았다. 이에 본 연구에서는 전 세계적으로 새로운 TV시청 행태이자 문화적, 사회적 현상이기도 한 몰아보기에 대해 이용자들은 어떻게 인식하고 있는지, 이런 인식들이 몰아보기 이용의도에 어떤 영향을 미치는지에 대해 알아보고자 하였다. 그를 바탕으로 몰아보기를 둘러싼 변인들 상호간에 어떤 역학관계를 보이는지를 이용자 측면에서 이해하고자 하였다. 부수적으로 인구통계학적 변인도 살펴보았다. 그를 통해 공급자 측면과 정책적 측면에 대해서도 고찰해 본다. 이를 위하여 본 연구는 온라인 설문 조사를 실시하였으며 유효 설문 응답자는 총333명였다. 분석결과 몰아보기 동기요인은 모두 5개의 요인군으로 분류되었는데 <프로그램의 화제성>, <본방사수의 어려움>, <몰아보기의 기능성> 요인군은 몰아보기에 대한 지속적 이용의도와 유의미한 관련성(+)을 보인 반면 <몰아보기의 상대적 잇점 재미>, <몰아보기의 경제성 요인>군은 몰아보기에 대한 지속적 이용의도와 부적(-)인 관계를 보였다. 회귀분석 결과이용의도에 영향을 미치는 요인으로 어릴수록, 몰아보기를 자주 할수록, 지각된 유용성을 높게 평가할 수록 몰아보기 이용의도가 높게 나타났다. 또한 부수적으로 하우스 오브 카드 제작과정 분석을 통해 변인 도출의 현실성을 더했고, 몰아보기가 C-P-N-D 콘텐츠 가치사슬 전반에 미치는 영향을 살펴보았다. 본 연구가 차세대 콘텐츠 기획과 관련 영상산업 발전에 기초자료로 활용될 수 있기를 기대해 본다.

모바일 데이터 서비스 사용량 증감에 영향을 미치는 요인들에 관한 연구: 이요인 이론(Two Factor Theory)을 바탕으로 (A Study for Factors Influencing the Usage Increase and Decrease of Mobile Data Service: Based on The Two Factor Theory)

  • 이상훈;김일경;이호근;박현지
    • Asia pacific journal of information systems
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    • 제17권2호
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    • pp.97-122
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    • 2007
  • Conventional networking and telecommunications infrastructure characterized by wires, fixed location, and inflexibility is giving way to mobile technologies. Numerous research reports point to the ultimate domination of wireless communication. With the increasing prevalence of advanced cell-phones, various mobile data services (hereafter MDS) are gaining popularity. Although cellular networks were originally introduced for voice communications, statistics indicate that data services are replacing the matured voice service as the growth engine for telecom service providers. For example, SK Telecom, the Korea's largest mobile service provider, reported that 25.6% of revenue and 28.5% of profit came from MDS in 2006 and the share is growing. Statistics also indicate that, in 2006, the average revenue per user (ARPU) for voice didn't change but MDS grew seven percents from the previous year, further highlighting its growth potential. MDS is defined "as an assortment of digital data services that can be accessed using a mobile device over a wide geographic area." A variety of MDS have been deployed, with a few reaching the status of killer applications. Many of them need to access the Internet through the cellular-phone infrastructure. In the past, when the cellular network didn't have acceptable bandwidth for data services, SMS (short messaging service) dominated MDS. Now, Internet-ready, next-generation cell-phones are driving rich digital data services into the fabric of everyday life, These include news on various topics, Internet search, mapping and location-based information, mobile banking and gaming, downloading (i.e., screen savers), multimedia streaming, and various communication services (i.e., email, short messaging, messenger, and chaffing). The huge economic stake MDS has on its stakeholders warrants focused research to understand associated dynamics behind its adoption. Lyytinen and Yoo(2002) pointed out the limitation of traditional adoption models in explaining the rapid diffusion of innovations such as P2P or mobile services. Also, despite the increasing popularity of MDS, unexpected drop in its usage is observed among some people. Intrigued by these observations, an exploratory study was conducted to examine decision factors of MDS usage. Data analysis revealed that the increase and decrease of MDS use was influenced by different forces. The findings of the exploratory study triggered our confirmatory research effort to validate the uni-directionality of studied factors in affecting MDS usage. This differs from extant studies of IS/IT adoption that are largely grounded on the assumption of bi-directionality of explanatory variables in determining the level of dependent variables (i.e., user satisfaction, service usage). The research goal is, therefore, to examine if increase and decrease in the usage of MDS are explained by two separate groups of variables pertaining to information quality and system quality. For this, we investigate following research questions: (1) Does the information quality of MDS increase service usage?; (2) Does the system quality of MDS decrease service usage?; and (3) Does user motivation for subscribing MDS moderate the effect information and system quality have on service usage? The research questions and subsequent analysis are grounded on the two factor theory pioneered by Hertzberg et al(1959). To answer the research questions, in the first, an exploratory study based on 378 survey responses was conducted to learn about important decision factors of MDS usage. It revealed discrepancy between the influencing forces of usage increase and those of usage decrease. Based on the findings from the exploratory study and the two-factor theory, we postulated information quality as the motivator and system quality as the de-motivator (or hygiene) of MDS. Then, a confirmative study was undertaken on their respective role in encouraging and discouraging the usage of mobile data service.

모바일게임 이용 충족이론을 기반으로 한 모바일 게이머 유형 분석에 관한 연구 (A Study on Gamers Segmentation based upon Uses and Gratifications of Mobile games)

  • 한광현;김태웅
    • 한국경영과학회:학술대회논문집
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    • 한국경영과학회 2005년도 추계학술대회 및 정기총회
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    • pp.133-164
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    • 2005
  • Mobile games have emerged as the most innovative entertainment technology, adding new revenue streams, taking advantage of the potential of wireless applications and service offerings. Mobile games, like any other types of computer game, offer a unique value for users in providing an exciting digital experience in virtual worlds. Players can become empowered through the development of new characters and strategies within games to achieve rewarding successes against the computers and other players. The overall trend for mobile games is towards bigger, more colorful, more involving and exciting contents, which will build upon the developing capabilities of mobile phones and networks in order to bring new styles, concepts and experiences of game play to the users. In this paper, we attempt to investigate the demographic factors which play critical roles in determining the level of playing times; classify mobile gamers based on their motives for playing games; and empirically test differences in their demographic factors and mobile game usage. Statistical results show that significant differences in playing times exist, depending upon their age, gender, mobile device, mobile phone usage, mobile game experiences, and preferred games genres. Applying Factor analysis, we have identified Escape, Social interaction, Challenge and Competition, Fantasy, Diversion and Relaxation, Ease of Accessibility as key motivators for playing mobile games. Additional cluster analysis shows that the categorization of gamers, according to their usage habits and the key motivators for playing, can be made as follows: M-gamers, Multi-gamers and Communication-focused gamers. Further correlation of these grouping with socio-economic data shows the significant differences in gaming habits and patterns of mobile phone use.

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