• 제목/요약/키워드: PC Experience

검색결과 317건 처리시간 0.034초

태블릿 매거진의 품질요인이 지각된 유용성, 사용자 만족, 지속적 사용의도에 미치는 영향 (Impact of Tablet Magazine's Quality Factors on Perceived Usefulness, User Satisfaction and Intention to Continued Use)

  • 이승준;김이환;박주석;박재홍
    • 한국정보시스템학회지:정보시스템연구
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    • 제24권2호
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    • pp.117-138
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    • 2015
  • Purpose The number of Tablet PC users has recently increased in steep, which started to offer media companies more opportunities to enter into a new business field. Based on Information System Success model, this study finds that tablet magazine's quality factors influence perceived usefulness, user satisfaction and intention of continuous use. Design/methodology/approach We conducted a survey for 20-40's Tablet PC users. After pilot study, we analyzed the main survey data by using SPSS 18.0 and AMOS 18.0, and employed structural equation modeling to test the hypotheses. Findings Our research results are summarized as follows : First, information quality has a positive impact on user satisfaction, but not on perceived usefulness. Second, service quality has a positive impact on perceived usefulness, but not on user satisfaction. Third, perceived usefulness positively influences user satisfaction. Fourth, user satisfaction positively influences the intention of continuous use. In particular we found that Tablet PC usage experience had a moderating effect on the relationship between perceived usefulness and user satisfaction.

Mg가 첨가된 GaN 박막에서 캐리어 전이의 열적도움과 전계유도된 터러링 현상 (Thermally Assisted Carrier Transfer and Field-induced Tunneling in a Mg-doped GaN Thin Film)

  • 정상근;김윤겸;신현길
    • 한국재료학회지
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    • 제12권6호
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    • pp.431-435
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    • 2002
  • The dark current and photocurrent(PC) spectrum of Mg-doped GaN thin film were investigated with various bias voltages and temperatures. At high temperature and small bias, the dark current is dominated by holes thermally activated from an acceptor level Al located at about 0.16 eV above the valence band maximum $(E_v)$, The PC peak originates from the electron transition from deep level A2 located at about 0.34 eV above the $E_v$ to the conduction band minimum $(E_ C)$. However, at a large bias voltage, holes thermally activated from A2 to Al experience the field-in-duces tunneling to form one-dimensional defect band at Al, which determines the dark current. The PC peak associated with the transition from Al to $E_ C$ is also observed at large bias voltages owing to the extended recombination lifetime of holes by the tunneling. In the near infrared region, a strong PC peak at 1.20 eV appears due to the hole transition from deep donor/acceptor level to the valence band.

균일한 단면 높이를 갖고 FCM 공법으로 시공되는 PC 세그멘탈교량의 거동에 대한 휨강성의 영향 (Flexural Stiffness Effects on Constant Depth PC Segmental Bridge Constructed by Free Cantilever Method)

  • 이재훈;이명재
    • 대한토목학회논문집
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    • 제13권5호
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    • pp.1-11
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    • 1993
  • PC 세그멘탈교량은 경간장이 매우 큰 경우를 제외하고는 세그멘트 생산의 경제성을 위하여 교량 전체가 일정한 높이를 갖는 것이 일반적이며, 단면의 강성변화를 위해서는 단면의 내부치수를 조정하는 것이 보통이다. 구조물의 예비설계단계에서는 과거의 경험이나 근사적인 단면력에 의하여 단면을 선택하는 것이 일반적이므로, 균일 높이를 갖는 PC 콘크리트교량의 예비설계단계에서의 단면력 산정지침을 위하여 강성이 다른 세가지 교량모델을 택하여 휨강성이 단면력에 주는 영향을 검토하였다. 교량모델의 휨강성은 실제적으로 사용가능한 단면을 경간장과 함께 분석하여 얻은 Flexibility Index로 결정하였다.

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대용량 휴대전화에서의 파일관리를 위한 인터페이스 디자인에 관한연구 -사용자의 윈도우탐색기 사용 경험적용을 중심으로- (A Study on Interface Design for File management in Mass storage Mobile phone - Focused on apply User's prior experience in Windowexplorer -)

  • 이창희;함원식;정지홍
    • 한국HCI학회:학술대회논문집
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    • 한국HCI학회 2006년도 학술대회 2부
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    • pp.557-562
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    • 2006
  • 휴대전화는 용도적인 측면에서 PC와 유사해 지고 있으며 네트워크 기술의 발달로 다 수의 파일들을 다룰 수 있을 것으로 전망되고 있다. 그러나 휴대전화는 PC와는 다른UI특징을 가지고 있으며 이러한 차이는 다 수 파일의 관리나 이와 관련된 복잡한 태스크 수행 시 문제점이 예상된다. 본 연구는 사용자의 선험적 지식을 바탕으로 휴대전화의 UI특징에 적합한 효용성 있는 파일관리 UI가 무엇인지 알아보는 것에 목적이 있다. 이에 따라 사용자의 선험적 지식이 있는 윈도우탐색기의 사용행태 조사를 통해 자주 수행하는 태스크와 메타포어를 분석하여 휴대전화와 비교, 문제점 과 해결방안을 도출하였다. 이를 바탕으로 프로토타입을 제작하여 사용자 평가를 통해 가로방향의 페이지 분할 방식과 * 또는 #키와의 중복을 활용한 단축키 제공, 일괄적인 옵션 메뉴의 제공은 사용자가 익숙해져 있는 4방향 네비게이션 키와 12 숫자 키패드를 입력장치로 사용하는 휴대전화에서 파일관리 시 효용성이 있음을 알 수 있었다.

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TFT-LCD 모듈의 내충격성 향상을 위한 통합 CAE 시스템의 개발 (Development of Integrated CAE System for Mechanical Shock Proof Design of TFT-LCD Modules)

  • 서형원;문성인;구자춘;최재붕;김영진;최성식;이정권
    • 한국정밀공학회지
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    • 제21권9호
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    • pp.135-141
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    • 2004
  • Anti-shock performance is one of the most important design specifications of TFT-LCD modules. Since they are adopted fur major display units of many mobile applications such as lap-top PCs, cellular phones, and palm pilots, they are able to accommodate and endure high level transient mechanical energy inputs. For the reasons, not only the LCD unit manufacturers but their customers like PC makers perform a series of strict impact/drop test on the units. Currently, designers are mostly relying on their own trial-error based experience for the anti-shock design. Thus those designs depending on only experience may result in disqualification from the drop/impact test during final product evaluation. Those shock failures of any new designs are prohibitive for both LCD and PC manufacturers. In order to avoid this problem, many designers are focusing on the development of computer-aided design tools that is directly connected to shock simulation capabilities and then shock-proof design cycle time could be significantly reduced. Development of an integrated CAE system for the shock-proof design is presented in this article. At every stages of the development of present work, practical industrial applicability and mass production feasibility are seriously considered and tested so that the system is to be used in the LCD design engineering field.

Virtual Domino: Interactive Physics Simulation and Experience

  • ;권용무;고희동
    • 한국HCI학회:학술대회논문집
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    • 한국HCI학회 2006년도 학술대회 1부
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    • pp.954-959
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    • 2006
  • Virtual Reality simulation enables immersive 3D experience of a Virtual Environment. A simulation-based VE can be used to map real world phenomena into virtual experience. This research studies on the use of Newton's physics law to demonstrate the effects of forces upon object's falling movement, and their effects towards other fallible objects. A reconfigurable simulation enables users to reconfigure the parameters of the objects involved in the simulation, so that they can see different effects from the different configurations, such as force magnitude and distance between objects. This concept is suitable for a classroom learning of physics law. Preliminary implementation is done on a PC with a joystick for 4DOF movement. The graphics is implemented by SGI OpenGL Performer. A middleware called NAVERLib that consists of Performer's modules for easy XML-based configuration is used for management of visualization, network and devices connection, and where the engine of this domino simulation is attached.

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대학생의 의류통신판매에 대한 비교 연구 (The National and Regional Differences of the Collegian's Usage in the Catalog and On-line Shopping for Apparel)

  • 김선희;최혜선
    • 대한가정학회지
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    • 제37권1호
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    • pp.157-167
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    • 1999
  • This study was designed to identify the recent status of the catalog and on-line apparel shopping in Korea and compare to those in the U.S.. Data were gathered from 308 respondents in Korea and 112 in the U.S. by the on-line survey. The results are as follows; 1) The U.S. consumers had more apparel shopping experience and higher level of satisfaction than Korean consumers about the catalog and on line apparel shopping, 2) Although the residents in Taejon area had less apparel shopping experience using catalog and on-line facilities than those in Seoul area, they showed higher level of interests about on-line shopping in Korea. 3) Male respondents had more shopping experience using pc-net and internet than female respondents, and the interests about on-line shopping of the younger group were higher than those of the older age group.

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사전동의에 대한 의사, 간호사 및 환자의 인식과 경험 (Comparison of Perception and Experience of Informed Consent among Physicians, Nurses and Patients)

  • 안명숙;민혜숙
    • 임상간호연구
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    • 제14권2호
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    • pp.59-70
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    • 2008
  • Purpose: Purposes of this study were to promote understanding on mutually informed consent by comparing and analyzing the perception and experience of informed consent among physicians, nurses, and patients. Method: Participants in the study were 145 physicians, 300 nurses, and 178 patients from eight hospitals in Busan. To examine their understanding and experience with informed consent, all participants responded to a questionnaire. The collected data were analyzed using SPSS/PC 12.0 program. Results: On the necessity of informed consent, the affirmative percentages were 95.9% for physicians, 99.0% for nurses and 84.8% for patients. As to the most important reason for informed consent 47.6% of the physicians and 64.3% of the nurses answered 'because it is an occupational and ethical duty', while 46.6% of the patients answered 'because it is protection for physicians'. Regarding the legal decision maker for informed consent, 33.1% of the physicians, 27% of the nurses, and 42.1% of the patients answered that the legal decision-making right belonged to the 'patient'. The agreement rate on the necessity of providing a comprehensive explanation about informed consent was 89.0% for physicians, 98.3% for nurses, and 96.1% for patients. Conclusion: Most physicians, nurses, and even patients have inaccurate perceptions and inappropriate experience with informed consent.

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해양스포츠 체험 및 활동이 사회성과 조직문화에 미치는 영향 (The Effect of Marine Sports Experiences and Activities on Sociality and Organization Culture)

  • 지창훈;지삼업
    • 수산해양교육연구
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    • 제25권5호
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    • pp.1123-1135
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    • 2013
  • The purpose of this research is to clarify the influence and difference of the marine sports experiences and activities on the sociality and organization culture and to analyze the relationship between sociality and organization culture according to the experience and activities of the marine sports to suggest the basis for the development for those who experience the marine sports experiences and activities in their sociality and organization culture. To achieve this, teenagers and adults living in Busan and Gyeongnam as of March, 2013 are surveyed and 428 questionnaires were analyzed using SPSS/PC Windows Ver18.0. The conclusions of this study are as follows. Firstly, in terms of gender, the men show higher levels in the difference of the sociality and organization culture and in terms of age, the difference is found. Secondly, in terms of sociality according to the marine sports experience and activities, those who experience them show higher levels. Thirdly, in terms of the influence of sociality on organization culture according to the marine sports experience and activities, activities and sociality give positive influence to organization culture in case of experienced people.

사용자의 PC와 스마트폰에 대한 정보보안 인식 차이에 관한 연구 (The Study on the Difference of Information Security Awareness between PC and Smartphone)

  • 박정현;강성민
    • 경영정보학연구
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    • 제19권3호
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    • pp.69-89
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    • 2017
  • 정보화 시대에서 사람들은 정보기술이 빠른 속도로 발전하여 편리하고 체계적인 생활을 체험하고 있지만 정보보안 이슈들로 인하여 다양한 피해도 많이 경험하고 있다. 특히 스마트폰은 새로운 단말기로서 PC와 같이 정보보안 이슈에 있어 최근에 크게 화두가 되고 있으며, 이러한 환경에서 사용자의 PC 및 스마트폰 정보보안에 대한 인식을 분석할 필요가 있다. 즉, 어떠한 요인이 정보보안 인식에 영향을 미치고 또한 어떠한 요인에서 PC 및 스마트폰 간의 차이가 있는지를 분석하고자 한다. 하지만 스마트폰 정보보안 인식에 대한 연구 및 PC와 스마트폰 정보보안 인식의 차이에 대한 기존의 연구는 찾아보기가 어렵다. 본 연구는 이러한 부분에 중점을 두고 선행연구에 기반한 연구 모델을 제시하였고 실증적 검증을 수행하였다. 본 연구의 결과를 요약하면 다음과 같다. 첫째, 보안 기술의 이해도, 정보보안 위협의 이해도, 정보보안 교육이 사용자의 PC 및 스마트폰 정보보안 인식에 긍정적인 영향을 미친다는 것을 검증하였다. 정보보안 의도는 사용자의 PC 정보보안 인식에 영향을 끼치고 스마트폰 정보보안 인식에는 영향을 끼치지 않는 것으로 나타났다. 또한, 정보보안 정책은 사용자의 PC 및 스마트폰 정보보안 인식에 영향을 미치지 않았다. 둘째, 사용자의 PC 및 스마트폰 정보보안 인식이 차이가 있음을 검증하지 못했다. 하지만 각 요인별 차이를 살펴보게 되면 보안 기술의 이해도, 정보보안 정책 및 정보보안 교육 3가지 측면에서 PC와 스마트폰 간의 차이가 있음을 검증할 수 있었고 정보보안 위협의 이해도와 정보보안 의도 측면에서 보면 PC와 스마트폰의 차이가 있음을 검증할 수 없었다.