The Journal of the Institute of Internet, Broadcasting and Communication
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v.16
no.3
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pp.187-201
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2016
The purpose of this study was to analyze the smart phone usage experience structure for college students. The phenomenology approach was used by conducting 4 times in-depth interviews with the 7 college students age between 20~23. Collected Data was analyzed by Giorgi's phenomenological method. There were 4 general structure descriptions and 28 themes. General structure descriptions were 'Dependence on smart phone', 'Phenomenon of smart phone usage', 'Results of smart phone usage' and 'Relationship between stress and smart phone'. Themes consisted of 'Ambivalence', 'Positive feelings for smart phones', 'Separation anxiety', 'Negative feelings for smart phones'. 'Dependent feelings for smart phones', 'A sense of unity with smart phones', 'Helpful for my life', 'Deeply involved with my life', 'Useful tool in my life', 'Study, communication, relaxation and health care', 'Maintain personal relationship', 'The most important thing in my life', 'Shallow relationship stress', 'Interference with personal relationship', 'Forming a negative relationship', 'Invasion of privacy', 'Forming a Incorrect relationship', 'Unwanted participation', 'No effort to improve relationship', 'Poor concentration', 'Interference with academic study', 'Study assistance', 'Limited help for study in depth', 'Shelter from the stress', 'Amplification of the stress', 'Obsessive focus', 'Feel separation for the reality' and 'Waste of time'. Smart phone usage make college students dependent on smart phones and had negative influence on both personal relationship and academic results. Usage of smart phone also amplified stress. Therefore we need fundamental principles on usage of smart phone and propose to build cultural etiquette that provides reasonable way to use smartphone.
This study investigated effects of metaverse experience on avatar fashion item benefit sought and the impact of fashion item benefit sought on fashion item purchase behavior. An online survey was carried out in the last year targeting male and female consumers aged 15 to 39 years who had purchased avatar fashion items from 'Zepeto'. A total of 363 responses were analyzed in this study. Results are as follows. First, four factors of metaverse experience were derived: 'entertainment experience', 'escape experience', 'adventure experience', and 'relationship experience'. Four factors of avatar fashion item benefit sought were derived: 'trend/brand sought', 'situation suitability sought', 'individuality sought', and 'ideal appearance sought'. Second, all four factors of metaverse experience were found to significantly affect the benefit of trend/brand sought. It was found that entertainment, adventure, and relationship experiences, excluding escape experiences, had significant effects on situational suitability sought. In addition, it was confirmed that entertainment and adventure experiences had significant effects on individuality sought and ideal appearance, respectively. Third, it was found that the trend/brand sought had a significant effect on metaverse usage time and purchase amount and that the situational suitability sought influenced the number of avatar fashion items purchased.
Objectives : This study is to research on usage patterns, recognition of system to Korean medicine among high school students who are the potential future medical consumer. Methods : Based on the questionnaire used by KIHASA(Korea Institute for Health and Social Affairs) in 2011 and KHIDI(Korea Health Industry Development Institute) in 2014, modifications were made to make questionnaire more suitable for this research. This self-administered questionnaire was conducted among 1,025 highschool students of 3 high schools in Ulsan city on september, 2015. Except 19 cases which considered statistically insignificant or with unreliable responses, 1,007 cases were analyzed by p-paired test and ANOVA test through the SPSS 22.0 for Win program. Results : Most of the high school students(66.5%) do not have an experience on Korean medical care. The number of students' first experience on Korean medical care is the largest during their elementary school (34.9%), which means the treatment was mostly for restorative reasons like growth care. The later the time of their first experience on Korean medical care, the higher ratio was shown on their recent utilization of Korean medical care. Korean medicine was rarely covered in most cases of public health education at school, and this public health education and usage pattern on Korean medicine have positive correlation. Compared 'Group who have used Korean medical care in 1 years except recent 3 months' to the 'Group who have used Korean medical care in 3 recent months', the former showed higher recognition in Korean medical care and insurance system. Conclusions : The proportion of Korean medicine is as low as 4.5% to whole medical market, and most of the consumers are senior. In addition, the aging phenomenon of Korean medical consumer have been continued. This specialized study on usage patterns and recognition among youth can be the basic research data which can be used for promotion, education and establishment of health policy and health care system.
Recently, as mobile internet users grow rapidly, mobile internet companies are experiencing a fierce competition to capture new customers. Under this business environment, they try to identify factors that make people use mobile internet in order to satisfy customers by providing better and diversified services. There has been enormous effort to analyze customers' behavior in choose and use mobile internet services. However, there is no one best methodology to identify factors to attract customers yet. Thus, the study applied the flow construct proposed by Csikszentmihalyi(1977) and expanded by Hoffman and Novak(1996) to identify environmental factors of internet which has impact on users' mobile internet usage. To implement the study, the following activities have been done: literature reviews on service acceptance model and flow structure, questionnaire survey, suggestion of the flow model on mobile internet, and hypothesis test. For the study, 242 out of 307 samples collected were statistically analyzed using SPSS 10.0, AMOS 4.0 statistics package. The findings of this study are as follows: First, mobile internet environment factors influencing on challenge of flow antecedent were media characteristics(use of convenience, transmission quality), contents characteristics(uniqueness, timeliness, simplicity). Second, mobile internet environment factors influencing on skill of flow antecedent were contents(uniqueness, timeliness, simplicity), charge(definiteness and diversity of charge), usage(security, instant connectivity). Third, challenge of flow antecedent had a significant effect on flow of mobile internet usage. But it was not statistically significant that skill has an influence on flow. This study discovered the relationship between mobile internet environment factors(media characteristics, contents characteristics, charge characteristics, usage characteristics) and flow experience of mobile internet users which would be a valuable insight for marketing strategies. Results shows that challenge of flow antecedent have a significant impact on flow experience in mobile internet environment. Additional, media characteristics, contents characteristics of mobile internet environment factors is positively correlated with challenge of flow antecedent. In other words, mobile internet companies should provide customers with diverse service and take a challenging attitude to get customers show aggressive attitude in mobile internet usage.
The development of smart devices has affected employees' working environments and their lives. However, using smart devices is causing employees to experience technostress. This study aims to investigate the effects of technostress in using smart devices on usage intention in an organization. Moreover, the study investigates the effect of employees' stress-coping methods on the intention to use smart devices. This study posits familiarity, use innovativeness, role ambiguity, system vulnerability, technological limitation, and ubiquity as the antecedents of technostress. Data collected from 317 users who have experience in using smart devices in organizations are empirically tested against a research model using the PLS graph. Analysis results show that role ambiguity, system vulnerability, and technological limitation significantly influence technostress. Moreover, users take up emotion-focused coping behaviors because of technostress. Emotion-focused coping behaviors affect usage intention in organizations. However, technostress and problem-focused coping behaviors do not directly affect usage intention in organizations.
Background and objective: The purpose of this study was to comprehensively analyze the user behavior in order to cope appropriately with the increasing demand for mountain usage of those in their 20s and 30s and to allocate resources efficiently. Methods: To analyze the behavior of mountain hiking users, an exploratory data analysis (EDA) was conducted on the data which had been collected in the app Tranggle. The main target are users in their 20s and 30s who visited the mountains in the metropolitan area in 2019-2020. Among them, we have selected data on the top 13 mountains based on the frequency of visits. After data pre-processing, mountain usage patterns were analyzed through statistical analysis and visualization. Results: Compared to 2019, the number of users in 2020 increased 1.36 times. The utilization rate of the well-established hiking trails has also increased. The usage of mountain on weekends (Saturday > Sunday) was still the highest, and the difference in the usage between the days of the week decreased. Outside of work hours, early morning usage has increased and night-time usage has decreased. There was no significant change in usages depending on activity type, level (experience point) and exercise properties. Conclusion: Since the COVID-19 outbreak, the usage of mountains has been changing towards low user density and short-distance trip. in the post-COVID-19 era, the function and role of forests in daily life are expected to increase. To cope with this, further research needs to be carried out with consideration of the wider demographic and social characteristics.
System response times(SRTs) are getting important while increasing the function of system. In the past, most research studied SRTs on situation of computer usage. There are lacking the research on simple domain. This study focuses on behavioral and emotional effect on situation of cell phone usage(experience 1; independent variables: degree of SRTs, dependent variables: behavioral and emotional evaluation). And this study investigates the behavioral and emotional effect in same SRTs on different situation(experience 2; independent variables: degree of SRTs, usage mode, dependent variables: behavioral and emotional evaluation, stress, mental strain). The result indicated that long SRTs increased problem solving time and negative emotion. User evaluated the system differently according to usage mode after they performed the same task. In other word, if user had a strong goal, then they felt more negative emotion and mental effort than the user don't have a strong goal. In the goal mode group, it was important there are being of delay or not. This study demonstrated that SRTs and usage mode influence user's emotion and behavior performance in same task.
The Journal of the Korea institute of electronic communication sciences
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v.13
no.2
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pp.463-472
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2018
The aim of this pilot survey was to investigate the presence status, usage problems, and improvement needs of the upper extremity rehabilitation equipment(: UERE) in the department of occupational therapy(: OT) of hospital setting in Korea. The authors received a questionnaires of clinicians working in a department of OT hospital setting through a social network service. Responses of 72 were analyzed in the first questionnaire, and 47 were analyzed in the second questionnaire. In the first questionnaire, the presence status of 16 UERE was confirmed to be 29.2~97.2%, and the usage experience of 9 UERE in the second questionnaire was 36.2~97.9%. In the second questionnaire, UERE's usage problems were reported discomfort in 15(31.9%) of 47 therapists, and improvement needs were 23(49%). The usage problems of the 9 UERE questioned by open-ended questionnaire were uninteresting, easily damaged, level unadjustable, direction unadjustable, and inconvenient installation. The improvement needs were classified into digitization, durability, level adjustable, adjustable function, convenience. The present pilot survey identified the presence status and usage experience of UERE in the department of OT and could be used as a basis for the development of closed-ended questionnaire on usage problems and improvement needs of UERE.
Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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2017.10a
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pp.223-226
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2017
With the development of information technology, users are provided with information they want through mobile device in various situations. When users communicate with information, there is interaction through gesture activities such as tapping and experience in the process. Experience through interaction in mobile affect the user's psychology. This is important because it is related to the behavior of the user in the future. Various types of information presentation methods have been researched in mobile environment. However, there are more research focusing on functional interactivity. The purpose of this study is to investigate the effect of interaction and usage mode on satisfaction, usefulness, and intention to use for sound text presentation that is user-centered. As variables for my study, there are two factors which are interactivity and usage mode. The interactivity type is composed of two ways that are: High and Low depending on modality and message interactivity; and the usage mode is composed of Action mode and Goal mode depending on whether user has a task or not. The experimental design is $2{\times}2$. The same content is provided in (a) only Modality interactivity, and (b) Modality and Message interactivity are provided. Depending on usage mode, (a) Action mode is processed without a specific task, and (b) Goal mode is performed with a specific task to participants. The experimental study demonstrated that there is a difference in satisfaction, usefulness, and intention to use depending on the difference of interaction and usage mode when providing information in mobile environment. The results of this study are summarized as follows: interaction and usage mode have significant influence on mobile user's satisfaction, usefulness, intention to use.
This research investigated the relationship between MMORPG players' leadership-related game experience and offline leadership using online survey samples(N=664). According to the correlation results, MMORPG players' leadership-related game experience, age, game usage time and offline leadership exhibited a significantly positive relationship. When players had more leadership-related game experience, they reported higher offline leadership scores. In terms of "spillover effect", more valuable implications of using MMORPGs are discussed in conclusion.
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