• 제목/요약/키워드: USER CONVENIENCE

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가족커뮤니케이션과 의복 구매유형에 따른 청소년의 마켓가치 평가 및 구매 영향력 연구 (A Study on The Evaluation of Market Values and Purchase Influence of Adolescent According to Family Communication and Apparel Purchase Style)

  • 조희라;이선재
    • 한국의류학회지
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    • 제25권1호
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    • pp.25-36
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    • 2001
  • The purpose of this study were to investigate the purchase influence of teenagers in the family by examining the evaluation of market value according to their clothing purchase style. The questionaire survey was carried out 572 high school, and middle school students in Seoul region in Feb., 2000. SPSS package program was used to analyze the gathered data. The results of the research were as follows: 1. Four types of family communication patterns were identified through cluster analyses: laissez-faires, protectives, pluralistics, consensuals. 2. Market values were classified into seven dimensions by factor analyses: user value-psychological value, performance value; payer value-payment convenience value, price value; buyer value-personalization value, service value, purchase convenience value. 3. Independent purchase was evaluated higher than joint purchase for the price value and psychological value, while joint purchase marked higher than independent purchase for the performance value, payment convenience value, service value and purchase convenience value. And there were some differences in the results of evaluation among the family communication patterns.

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비밀코드의 상대적 위치정보를 이용한 모바일 뱅킹용 간접 PIN 입력 기법 (Indirect PIN Entry Method for Mobile Banking Using Relative Location Information of Secret Code)

  • 최동민
    • 한국멀티미디어학회논문지
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    • 제23권6호
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    • pp.738-746
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    • 2020
  • In this paper, we propose an indirect PIN entry method that provides enhanced security against smudge, recording, and thermal attacks. Conventional mobile PIN entry methods use on-screen numeric keypad for both use of display and entry. Thus These methods are vulnerable to aforementioned attacks. In our method, passcode is same as that of the conventional PIN entry methods, and that is user-friendly way for mobile device users. Therefore, our method does not reduce user convenience which is one of the advantages of the conventional methods. In addition, our method is not a method of directly touching the on-screen numeric keypad for entering passcode like the conventional PIN methods. Unlike the conventional methods, our method uses an indirect passcode entry method that applied a passcode indicating key. According to the performance comparison result, proposed method provides user convenience similar to the conventional methods, and also provides a higher level of security and safety against recording, smudge, and thermal attacks than the conventional methods.

VR 자전거의 사용자 경험 설계 모델 예측에 관한 연구 (A Study of Forecasting User Experience Design Model of Virtual Reality Bike)

  • 조재형;구교찬;한승조;김선욱
    • 디지털융복합연구
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    • 제16권11호
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    • pp.167-175
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    • 2018
  • 본 논문에서는 VR 자전거의 성능과 UX 변수의 항목과의 상호 관련성을 다중 회귀분석의 방법을 통하여 제품의 개념 설계 시에 중요시 되는 성능의 인자를 분석한다. 회귀식의 결과로 사용자 편의성과 감정적 요소에 영향을 주는 주요한 독립적 요소를 분석하고 VR 장치의 기구물 설계에서 중요 기능적 요소를 파악하여 품질기능전개를 수행하였다. 이들과의 연관관계는 주관적인 관계점수 대신에 회귀계수를 이용하여 체계적 기능 전개를 수립하였다. 본 논문의 결과로 기술적 만족도 중에서 사용자 편의성과 감정적 요소에 가장 많은 영향을 주는 주요 핵심 품질 기능의 요소로는 VR 자전거의 핸들링에 대한 만족도와 속도 조절에 대한 만족도가 가장 중요한 요소로 분석되었다. 또한, 제품 개발 전에 사용자 편의성과 사용자가 느끼는 감정을 기술적 요소로부터 예측할 수 있는 모델을 설정하여 제품 개발의 성공 가능성을 높일 수 있게 하였다.

User attribute verification method using user mobile dynamic information

  • Kim, Seok-Hun
    • 한국컴퓨터정보학회논문지
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    • 제24권1호
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    • pp.145-149
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    • 2019
  • Various supplementary authentication methods are used to supplement user authentication and authorization provided by existing password verification online1. In recent years, authentication and authorization methods using user attribute information have been studied and utilized in various services. User attribute information can be divided into static information and dynamic information. The existing methods focus on research to identify users using dynamic information or to generate challenge questions for user reauthentication. Static information such as a user's home address, school, company, etc. is associated with dynamic information such as location information. We propose a method to verify user attribute information by using the association between two attribute information. For this purpose, the static information of the user is verified by using the user's location record which is dynamic information. The experiment of this paper collects the dynamic information of the actual user and extracts the static information to verify the user attributes. And we implemented the user attribute information authentication system using the proposal verification method and evaluated the utility based on applicability, convenience, and security.

비대면 소매 서비스에서 중국인과 한국인의 사용자 경험 비교 연구 (A Comparative Study on User Experience of Contactless Retail Services between Chinese and Korean Users)

  • 양신열;김승인
    • 디지털융복합연구
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    • 제18권10호
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    • pp.381-387
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    • 2020
  • 본 연구는 국내 무인 편의점에서 중국과 한국인의 사용자 경험을 측정하는 것에 목적이 있다. 따라서 본 연구대상인 이마트24 셀프스토어 김포DC점을 경험한 적 있는 중국인과 한국인 사용자를 대상으로 심층 인터뷰를 실시하였다. 인터뷰는 피터 모빌의 허니콤 모델의 7가지 원칙에 따라 설정했다. 연구 결과, 중국인 사용자의 만족도는 한국인 사용자보다 높은 것을 알 수 있었다. 인간미를 중시하지만, 더 빠른 속도를 추구하는 사회문화의 영향으로 한국인 사용자는 이마트24 셀프스토어에 큰 불편함을 느끼는 반면, 중국인 사용자는 외국인 사용자를 거의 고려하지 않는 시스템이 다소 문제점으로 제기되었다. 이 연구는 이마트24 셀프스토어가 더 많은 문화적 배경을 가진 사용자를 만족시키는데 도움이 될 것으로 기대한다.

3D 프린터의 출력시간 단축과 재료소모량 감소를 통한 편의성 개선에 관한 연구 (A Study on the Improvement of Convenience through Reduction of Printing Time and Material Consumption of 3D Printer)

  • 김성연;김은찬;김희찬;남재욱;이상우;백수황
    • 한국전자통신학회논문지
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    • 제16권5호
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    • pp.909-916
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    • 2021
  • 3D 프린터는 개인의 창의력을 실제로 구현할 수 있는 장점이 있다. 이 특성을 활용하려는 사람들은 증가하고 있지만 적합한 프린팅 교육의 기회 부족과 잘못된 출력 방법으로 문제 발생의 어려움을 겪는다. 따라서 저하된 출력물 품질이 사용자의 관심을 낮춰 점차 3D 프린터의 활용빈도 수를 감소시키게 된다. 본 연구에서는 3D 프린터의 오작동 해결과 편의성의 개선을 위해 직접 기기를 작동하면서 발생하는 문제를 파악하고 분석했다. 여러 문제점 중 안착 불량, 스트링 현상, 노즐 막힘을 중점으로 해결과 완화 연구를 진행하였다. 또한, 3D 프린터의 기능을 실험을 통해 재료소모량 감소와 출력시간 단축 방법을 고찰했다. 최종적으로 3D 프린팅 중 빈번하게 발생하는 출력문제를 해결해 외관이 온전한 출력물을 얻을 수 있었고 편의성을 개선하였다.

주민의식에 기초한 도시 대공원의 이용후 평가 -울산 대공원의 공원효율성 및 이용 만족도를 중심으로- (A Study on the Post Occupancy Evaluation of Urban Grand Park with Reference to the Perception of Residents -Focused on Ulsan Grand Park's Efficiency and User's Satisfaction-)

  • 성백진;최종희;이재근;권오복
    • 한국조경학회지
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    • 제32권2호
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    • pp.11-24
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    • 2004
  • The purpose of this study is to present data on the human activities responding to the physical environment of ‘Ulsan’s Grand Parks by evaluating user behavior and activity, visiting motivations, and user satisfaction. This study was conducted using multi-methods such as interviews and questionnaires surveys. The main findings of this study can be summarized in six parts as follows: \circled1 Behavior patterns showed that the users visited the park left within 30 minutes and the frequency of visits was 1 or 2 times per week. They spent their time mostly on ‘walking’ and ‘picnicking’. The users visited regardless of the seasons or the day of the week. \circled2 The priorities for improvements were analyzed as follows: the users expressed their demands for ‘shadowing facilities’ like shelters and pergolas because they used these facilities frequently. Also, the users would like an ‘event program’, ‘sign system’ and ‘guide program’. \circled3 Analysis of the the user’s perception of the park showed that they perceive the park as ‘representative source of the landscape and open space in Ulsan and place for making contact with nature. \circled4 In examining the visiting motivations of the users of Ulsan Grand Park, it was revealed that people use the park for ‘time with family and friends’, ‘to escape from city life’, ‘to relieve fatigue. As a result of factor analysis, 4 factors were identified such as ‘physical motive(MF1)’, ‘exploratory motive(MF2)’, ‘social motive(MF3)’ and ‘emotional motive(MF4). \circled5 Park users’ evaluation for park facilities showed that people are satisfied with most of the facilities and especially, they have high level of satisfaction for ‘footpaths’, ‘squares’ and ‘picnicspace’. The evaluation of the park user’s of activity reveals that they are content with nearly all the variables. Especially, they have high level of satisfaction for the variables of ‘convenience for dynamic activities’, ‘making of a beautiful atmosphere, ‘accessibility from the outside’ and, ‘convenience in group activitie. Factor analysis of the park user’s of activity revealed 5 factors such as ‘convenience and interest factor (AF1)’, ‘park maintenance, management and use program(AF2)’, ‘visual beauty(AF3)’, ‘safety and accessibility(AF4)’ and ‘crowding(AF5)’. \circled6 Regression analysis was employed to get the predictor factors of overall satisfaction with a result of 60.0%($R^2$). The variance was explained as ‘quality of the picnic space’, ‘convenience and interest factor while using the park’, ‘park program for maintain and management in the park’, ‘visually beauty while using the park’, ‘safety and accessibility of the parks’, ‘quality of the pond’, ‘crowding’, ‘quality of the square’.

웹기반 유연 생산시스템 사용자 인터페이스 (A Study on the User Interface of Web-based Flexible Manufacturing System)

  • 박제웅;김원중
    • 한국해양공학회:학술대회논문집
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    • 한국해양공학회 2004년도 학술대회지
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    • pp.68-72
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    • 2004
  • A practical method to investigate the user interface of web based Flexible Manufacturing System(FMS) on the internet environment is established. Because the industrial FMS controller requires a lot of gadget, such as switch, dial, button, etc., for actual work-site flexible operation sufficiently, the user interface of the controller is significantly complex. The support for operational convenience of FMS controller can increase productivity and efficiency of the user, operational personnel of FMS. While most FMS provide their application programming interface(API) and graphical user interface(GUI) with adequate mechanism itself when used in stand alone, there is increasing demand for FMS that can operate with the intuitional user interface find virtual reality(V/R) environment. This thesis considers the intuitional user interface of Web-based FMS first, and from this, goes a step further, improves as virtual reality environment of FMS on the internet environments by using the feature based modeling technique approach and cartoon rendering. The feature-based modeling technique approach is applied to FMS line which is consist of facilities such as machining center, CNC lathe, autonomous guided vehicle, rail guided vehicle, and various controllers. In this study, the FMS established the intuitional user interface is able to obtain not only the operational convenience but also the enough productivity and significant efficiency.

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소비자의 모바일 커머스 관련 소비성향과 특성 인식에 따른 이용만족도 및 재이용의도 (The Study of Consumers' Propensity and Characteristic Perceptions Related to Mobile Commerce Influencing on Satisfaction of Use and Intention of Reuse)

  • 노팅;이승신
    • Human Ecology Research
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    • 제56권4호
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    • pp.391-405
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    • 2018
  • There has been an increasing and widespread use of smartphones to make consumer purchases. Given the stark increases in the sales of business transactions using mobile phones, it is obvious that mobile phones have become major mediums for consumer purchases. Through mobile phones, people can make their purchases anytime, anywhere, which leads their impulse of consumption directly to actual actions of consumption. Consequently, mobile commerce has become widely spread and the competition of the market has intensified. The main findings and implications of this study are as follows. First, it is shown that, among the features of mobile commerce, elements of fun, usefulness, convenience, immediateness, and security affect mobile commerce user satisfaction. Second, among mobile commerce-related consumers' propensity, innovative consumption tendency appears to impact mobile commerce user satisfaction and repurchase intention. Third, recognition of elements in regards to fun, usefulness, convenience, immediateness, and security among features of mobile commerce affect consumers' intention to repurchase mobile commerce. Future recognition for mobile commerce has a direct impact on increasing consumers' repurchase intentions. Last, a higher mobile commerce user satisfaction leads to the higher repurchase intentions.

선박 통합 모니터링을 위한 사용자 인터페이스 설계 가이드라인 (A User Interface Designing Guideline for Shipboard Integration Monitoring)

  • 황훈규;김태종;박휴찬;이장세;이서정
    • 디지털콘텐츠학회 논문지
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    • 제12권3호
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    • pp.391-396
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    • 2011
  • 최근 5년간, 해양 분야에서는 IT의 접목을 통한 안전운항이 큰 이슈가 되어왔다. 국제해사기구 NAV 위원회에서 정의하는 e-Navigation 전략이 수립되면, 기존 선내 다양한 정보는 필요와 목적에 따라 통합되어 사용되며, 그에 따른, 사용성 평가에 대한 논의가 시작되고 있다. 선박 정보 모니터링은 통합된 디스플레이를 사용하게 되며, 이를 위해서는, 표준에서 요구하는 사용성을 고려해야 한다. 이를 위하여, 본 논문에서는 선박 통합 모니터링을 위한 사용자 인터페이스 설계 가이드라인을 제시한다. 개념 및 요구 사항 분석 그리고 기존 제품의 분석을 바탕으로 선박 통합 모니터링을 위한 사용자 인터페이스 설계의 가이드라인을 제시한다.