• Title/Summary/Keyword: User's Motivation

Search Result 148, Processing Time 0.026 seconds

A Narrative Study on User Satisfaction of Book Recommendation Service based on Association Analysis (연관성분석 기반 도서추천서비스의 이용자 만족에 관한 내러티브 연구)

  • Kim, Seonghun;Roh, Yoon Ju;Kim, Mi Ryung
    • Journal of Korean Library and Information Science Society
    • /
    • v.52 no.3
    • /
    • pp.287-311
    • /
    • 2021
  • It is not easy for information users to find books that are suitable for them in a knowledge information society. There is a growing need for libraries to break away from traditional services and provide user-tailored recommendation services, but there are few qualitative studies on user satisfaction so far. In this study, a user-customized book recommendation was performed by applying Apriori, a correlation analysis algorithm, and satisfaction factors were analyzed in depth through interviews. The experimental data was the loan data of 100 people who used the most frequently used loan data for 10 years from 2009 to 2019 of the S library in Seoul. The interviewees of the experiment were those who could be interviewed in depth. After the correlation analysis, the concepts and categories derived by analyzing the interview data were 59 concepts, 6 sub-categories, and 2 upper categories, respectively. The upper categories were 'reading' and 'book recommendation service'. In the 'reading' category, there were 16 concepts of motivation for reading, 8 concepts of preferred books, and 12 concepts of expected effects. Also, in the category of 'reading recommendation service', there were 10 'reflection factors', 4 'reflection methods', and 9 'satisfaction factors'.

Differences in self-regulation motivation between social network service and gaming groups in the use of youth mobile phones

  • Seo, Gang Hun
    • Journal of the Korea Society of Computer and Information
    • /
    • v.25 no.3
    • /
    • pp.163-168
    • /
    • 2020
  • In this paper we propose a The purpose of this study was to examine the psychological characteristics of youth mobile phone use. Internally, we want to find out about self-regulation, interpersonal relationship, pleasure, and desire to achieve reality. For the research, the Korea Information Society Agency utilized 568 data based on self-control and user motivation among long-term tracking data of Internet and mobile phone addiction in 2018. The SPSS window 23 version was used for data analysis, and the data collected were analyses to identify the subject's demographic characteristics. In addition, the correlation of variables between groups was investigated by analyzing dummy variables, and the results of the study were as follows. First, the addiction was slightly higher in mobile phone game groups than in social network service (SNS) groups, but in the same period of use, social network service (SNS) groups showed a higher desire for interpersonal relationships. In the desire to avoid reality, mobile phone game groups showed a higher gap than social network service (SNS) However, there was no difference between groups in terms of pleasure and desire to achieve. The results of this study indicated that the content of mobile phone use differed in factors affecting mobile phone overuse, and suggestions for follow-up research were discussed.

An Efficient Dynamic Workload Balancing Strategy (리트윗 행위의 동기, 이유와 가치: 요인 분석)

  • Kim, Hyo D.
    • Journal of the Korea Society of Computer and Information
    • /
    • v.19 no.11
    • /
    • pp.137-147
    • /
    • 2014
  • The study aims at exploring motivation, rationale, and values in twitter users' retweet behavior. It proposes that diffusion of message is based on the complex interactional relationships among attributes of original message, user's rationale, and values. Based on a pilot study, we constructed a total of 34 questions asking message attributes, motivation, and values of retweeting. Then, twitter users participated in an online survey, in which they evaluate their own 5 retweet messages based on the constructed questions(5 messages ${\times}$ 34 questions = 170). Then, a factor analysis is done in order to see the dimensions of the concepts in retweet behavior; and understand how message attributes, motivations, and values are inter-related with each other. The main factors extracted were: (1) public fairness, (2) fun and playfulness, (3) communal help, (4) news and information, etc. Factor 2 and 4 show the traditional journalism characteristics; while factor 1 and 3 do alternative journalistic values. The latter may work as a rectifying factors for traditional journalism; however, backfiring mechanism for group polarization. In addition, (1) users' internal identities, (2) communal unity and (3) belongness were identified as rationales and values for retweet behavior.

Concept Classification System of Jeju Oreum based on Web Search (웹 검색 기반으로 한 제주 오름의 콘셉트 분류 시스템)

  • Ahn, Jinhyun;Byun, So-Young;Woo, Seo-Jung;An, Ye-Ji;Kang, Jungwoon;Kim, Mincheol
    • Journal of Digital Convergence
    • /
    • v.19 no.8
    • /
    • pp.235-240
    • /
    • 2021
  • Currently, the number of visitors to Oreum is increasing and the trend of tourism is changing rapidly. The motivation for visiting Oreum is also changing from relaxation and pleasure to experiences. In line with this change, people visit the mountain by selecting motivation such as marriage and family photos, not just exercise. However, it is difficult to search for an Oreum that matches the tourists' motivation. In order to solve these problems, we proposed a system that provides the association between Oreum and concept based on the number of search results from web search engines in real time. User can select the desired date to check the associations for past or selected periods and concepts. Through this research, visitors to Oreum, Jeju's natural heritage, can contribute to the development of tourism in Jeju. In the future, the concept of visiting beaches or seas, not just Jeju Oreum, can be provided. In this work, search results from websites are collected, stored in a database, and search results of Oreum and concept are provided on the homepage to classify Oreum trends.

Factors Affecting the Intention to Invade Privacy on Social Network Service (SNS에서 프라이버시 침해의도에 영향을 미치는 요인)

  • Ahn, Soomi;Jang, Jaeyoung;Kim, Jidong;Kim, Beomsoo
    • Information Systems Review
    • /
    • v.16 no.2
    • /
    • pp.1-23
    • /
    • 2014
  • With side effects such as Phishing and Spam using personal information in Social Network Service, there is a growing need for studies related to harmful behaviors such as the reason for privacy violation. As such, this study assumed privacy violation to be ethical decision, making behavior and used the Theory of Planned Behavior and Motivation Theory, which are mostly used in social science to identify the factors affecting privacy violation. The results suggested that the Perceived Enjoyment and Punishment used in motivation studies affected privacy violation behaviors, and that the factors of the Theory of Planned Behavior such as Attitude toward Privacy Violation, Subjective Norms of Privacy Violation, and Perceived Behavioral Control with regard to Privacy Violation significantly influenced the Intention to Privacy Violation. On the other hand, Perceived Curiosity and Subjective Norms of Privacy Violation did not affect the Intention to Privacy Violation. Therefore, this study confirmed that the Theory of Planned Behavior was appropriate to explain the Intention to Privacy Violation, and that the variables of the Motivation Theory generally influenced the Attitude toward Privacy Violation. This study was significant since it extended the scope of theoretical privacy study from users and victims centered to inflictor and applied the Extended Theory of Planned Behavior using the variables of the Motivation Theory in the study of Intention to Privacy Violation. From the practical aspect, it provided the ground for privacy education based on the fact that the Attitude toward Privacy Violation can be curbed when education on the Privacy Concerns, Perceived Enjoyment, and Punishment with regard to privacy is strengthened. It also cited the need for the punishment of privacy violation and the practical ground to amend the terms and conditions of user license and Personal Information Protection Act to provide policy support.

A Study on the User's Behavior and Satisfaction Level of a Neighborhood Parks in Gwang-Ju City (광주광역시 근린공원의 이용실태 및 만족도 평가연구)

  • Kim, Hee-Woo
    • Journal of the Korean Institute of Landscape Architecture
    • /
    • v.35 no.4
    • /
    • pp.16-31
    • /
    • 2007
  • This study is aimed at classifying different types of parks in Gwang-Ju city and providing efficient Planning and guidelines to satisfy the needs of park users. The first stage of this study was accomplished by site surveys of neighborhood parks in Gwang-Ju where park types, locations, neighboring conditions, park layout, and other physical environments were surveyed for the specific status of parks. With those basic data, urban neighborhood park types were classified into different categories: 1) urban neighborhood parks; 2) riverside neighborhood parks; and 3) natural(mountain side) neighborhood parks. For the second stage of this study, behavior patterns and satisfaction were investigated to provide empirical data on the relationship between the physical environment and human behavior. The main findings of this study can be summarized as follows: 1. The highest level of satisfaction for the users of urban neighborhood parks in Gwang-Ju city is the accessibility of the parks which are small but located in neighborhoods, The users tend to visit the nearby parks regardless of size. 2. The users have relatively high levels of satisfaction for urban neighborhood parks which have a lot of green zones or park facilities. Therefore, the park planner should consider the natural environment in the park area and should reconsider the type of park in the planning process. 3. The different types of urban neighborhood parks in Gwang-Ju city do not affect the level of satisfaction and the motivation of park visits. However, the accessibility of the parks is the most important factors of users' satisfaction regardless of the type of the park. 4. The level of user satisfaction for all of the urban neighborhood parks in Gwang-Ju city indicates that the users have a relatively low level of satisfaction. Especially, 26.2% of the users have a high level of dissatisfaction. The new parks, which have recently been developed, have a higher level of satisfaction than the old parks which have a lack of facilities, insufficient maintenance, and poor management planning in the park. 5. As a result of factor analysis, all city neighborhood parks showed a similar tendency with urban type parks, but showed a tendency that was different from the other park types.

A Study on the Design of Personalized Virtual Reality Tour Guide System (사용자 맞춤형 가상현실 여행가이드 시스템 디자인에 관한 연구)

  • Kim, Su-Hwa;Kim, Min-Young;Kwak, Eun-Joo;Park, Kyoung-Shin;Cho, Yong-Joo
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.12 no.1
    • /
    • pp.46-52
    • /
    • 2008
  • In this paper, we present the Mont-Saint-Michel virtual reality system designed to create the virtual heritage environment, which is enriched with personalized tour guide service. The tour guide system allows users to travel in the virtual heritage site and get more information about the sites or items of user's interests. It also allows users to make their own tour guidebook with the pictures they have taken during the virtual tour and more detail descriptions from the tour guide database. It then generates the web-based tour guidebook for users to utilize it for the actual site visit or share it with others over the Internet. The components of this system are designed with the consideration of reusability to be used for other interactive tour guide systems. This paper describes the motivation the development and a preliminary user study of Mont-Saint-Michel virtual reality personalized tour guide system.

Learning efficiency checking system by measuring human motion detection (사람의 움직임 감지를 측정한 학습 능률 확인 시스템)

  • Kim, Sukhyun;Lee, Jinsung;Yu, Eunsang;Park, Seon-u;Kim, Eung-Tae
    • Proceedings of the Korean Society of Broadcast Engineers Conference
    • /
    • fall
    • /
    • pp.290-293
    • /
    • 2021
  • In this paper, we implement a learning efficiency verification system to inspire learning motivation and help improve concentration by detecting the situation of the user studying. To this aim, data on learning attitude and concentration are measured by extracting the movement of the user's face or body through a real-time camera. The Jetson board was used to implement the real-time embedded system, and a convolutional neural network (CNN) was implemented for image recognition. After detecting the feature part of the object using a CNN, motion detection is performed. The captured image is shown in a GUI written in PYQT5, and data is collected by sending push messages when each of the actions is obstructed. In addition, each function can be executed on the main screen made with the GUI, and functions such as a statistical graph that calculates the collected data, To do list, and white noise are performed. Through learning efficiency checking system, various functions including data collection and analysis of targets were provided to users.

  • PDF

The Effect of Psychological Temptation, Site Quality and Sense of Community upon Online Game (심리적 유인과 사이트 품질, 공동체의식이 온라인게임에 미치는 영향)

  • Lee, Sang-Chul;Kim, Nam-Hee;Moon, Jae-Young;Suh, Young-Ho
    • Asia pacific journal of information systems
    • /
    • v.13 no.4
    • /
    • pp.207-227
    • /
    • 2003
  • The purpose of this research is to identify if psychological temptation, site quality and sense of community influence user's flow and addiction and to identify causalities among flow, addiction, customer satisfaction and customer loyalty in online industry. Many previous researches in the area of online games have been carried out about addiction by psychologist and about the development of related technologies by scientists. There are only a few studies about the customer satisfaction from the online business perspective. However, this research is different from the previous ones in the sense that both flow and addiction are considered in the study of the relationship between customer satisfaction/loyalty and flow/addiction in the area of online industry. The empirical results of high-order factor analysis indicate that six independent variables such as design, information, feedback, impulsiveness and motivation have converge three second-order variables such psychological temptation, site quality and sense of community. Consequently, site quality and sense of community have impacts on the flow, while on the other hand, psychological temptation has impacts on the addiction. Conclusively, customer satisfaction and loyalty are positively related not with the addiction but with the flow. Besides, customer loyalty is significantly influenced by the flow and the customer satisfaction. This indicates that companies in the online game industry have to develop a strategy for the flow which is more socially and ethically allowable than the addiction.

A Study on the Korean Standard -Quality Excellence Index(KS-QEI) (KS제품 품질우수성지수(KS-QEI)에 관한 연구)

  • Yoo, Choon-Burn;Kim, Jun-Ho;Kim, Tai-Kyoo
    • Journal of Korean Society for Quality Management
    • /
    • v.34 no.4
    • /
    • pp.1-12
    • /
    • 2006
  • The 'KS-QEI' is the quality evaluation model developed both by Korean Standard Association(KSA) and this research team, reflecting the characteristic of KS products' quality and the customers' demand factors. KS-QEI is a general index measuring and announcing KS products' quality excellency through the evaluation of its real user including customers and specialists. This index aimed to evaluate and announce the quality level of KS product annually which was the motivation of products' quality improvement to enterprises and guaranteed the products' reliability to customers. Ultimately, by competing in good faith among domestic enterprises and preparing foundation of continuous research and investment inducement, it was expected to improve the Korean industry's competitive power. This study was intended to develop improved KS-QEI by analysing 2006 research result, to which it had applied ameliorated and enlarged index in 2005. Especially, it established the weight by Analytic Hierarchy Process(AHP), which led to estimate weight mathematically by comparing and evaluating the importance and difficulty by its index. And this paper analyzed the research result by using multi-variate statistical methods.