• Title/Summary/Keyword: User's Opinions

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Towards the Acceptance of Functional Requirements in M-Learning Application for KSA University Students

  • Badwelan, Alaa;Bahaddad, Adel A.
    • International Journal of Computer Science & Network Security
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    • v.21 no.4
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    • pp.145-166
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    • 2021
  • M-learning is one of the most important modern learning environments in developed countries, especially in the context of the COVID-19 pandemic. According to the Ministry of Education policies in Saudi Arabia, gender segregation in education reflects the country's religious values, which are a part of the national policy. Thus, it will help many in the target audience to accept online learning more easily in Saudi society. The literature review indicates the importance to use the UTAUT conceptual framework to study the level of acceptance through adding a new construct to the model which is Mobile Application Quality. The study focuses on the end user's requirements to use M-learning applications. It is conducted with a qualitative method to find out the students' and companies' opinions who working in the M-learning field to determine the requirements for the development of M-learning applications that are compatible with the aspirations of conservative societies.

The Effect of Mobile Apps on Vocabulary Acquisition in EFL Classroom

  • Kim, HyeJeong
    • International Journal of Advanced Culture Technology
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    • v.9 no.4
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    • pp.118-125
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    • 2021
  • This study's purpose is to examine the effects of mobile apps on learners' vocabulary acquisition and to analyze students' perceptions and opinions about the vocabulary app. To this end, this study set up a control group, which was given explicit instructions in the classroom by the instructor and an experimental group, which used a vocabulary app. The vocabulary acquisition test results suggested that the difference between the the two groups was insignificant. However, user satisfaction with regard to the mobile app was high, and the reasons given were the following: convenience, efficiency of memorizing, having fun while learning, and the app's interface. Based on these results, this study suggests that teachers should use mobile apps much more actively in classroom instruction, and encourge students to let apps play a more active role in their language studies.

User-centered information service and a n.0, pplication of sense-making theory (이용자 중심 정보서비스와 Sense-making 이론의 적용)

  • ;Noh, Jin-Goo
    • Journal of Korean Library and Information Science Society
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    • v.28
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    • pp.447-475
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    • 1998
  • We are seeing a shift of the focus of information service from system-centered(data-centered or intermediary-centered) a n.0, pproach to user-centered a n.0, pproach. Sense-making theory is one of the user- centered a n.0, pproaches. This study focused on user-centered information service paradigm concepts of Dervin's sense-making theory and interpreting sense-making theory in the practical context of library services. The sense-making theory is basically a cognitive a n.0, pproach to information-seeking, in that it recognizes information as something that involves internal cognitive processes. The user of information becomes the focus in this sense-making model. The sense-making theory sees information as subjective, situational, and cognitive. It focuses on understanding information within specific contexts and on understanding how information needs develop and how they are satisfied. It regards the user not as a passive receive of external information but as the center in a active, ongoing process of change. It related to the information needs of users. Dervin's method for studying information needs employs the 'situation-gap-use' metaphor. All information needs stem from a discontinuity or 'gap! in one's knowledge. Dervin believes that information needs can be addressed by understanding the process that each individual goes through in experiencing a gap, in trying to resolve it, and in gaining something (especially new knowledge) from the experience. Sense-making is a process; 'sense' is the product of this process. Sense includes 'knowledge'. However, it includes a host of other subjective factors that reflect an individual's interpretations of a situation including intuitions, opinions, hunches, effective responses, evaluations, questions, etc. For several reasons, however, difficulties are encountered if one attempts a more substantial assessment of the theory. First, it has not yet crystallized into a well-defined theory. Secondly, though the theory has aroused general interest, e.g. within LIS, detailed discussion of its strong and weak points is still lacking. A third source of difficulty is that the basic assumptions of the theory have been explicated metaphorically. If sense-making theory is to be really useful, it needs to be interpreted for library settings. But we have found no attempt to construct an information service based on the theory. Because the research tradition is still relatively young, there are many unanswered questions connected, e.g. with the design of information systems. In any case, e.g. intermediary access systems would be more efficient and effective it their planning could be founded on the user-centered a n.0, pproach.

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Study on the experiential Hanbok culture and user experience (한복체험 놀이문화의 사용자 경험에 관한 연구)

  • Kim, Minjung;Kim, Boyeun
    • Journal of Digital Convergence
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    • v.17 no.2
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    • pp.339-345
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    • 2019
  • This study explores the Experiential Theory of John Dewey and Donald Norman's definition of user experiences to analyze the new cultural experience of trying on Hanbok among the young generation. In order to find out the demographic characteristics, the survey was conducted online. An in-depth interview was held among six women in their 20's who were randomly selected to obtain diverse consumer's opinions. According to the interview, rather than recognizing the traditional beauty of Hanbok, the interviewers recognized the aesthetic sensibility of modernized Hanbok. In addition, the uniqueness of wearing Hanbok which has become the non-ordinary culture and the desire to share the experience is analyzed through characteristics such as particularity. In order to develop cultural contents that are highly marketable, consistent analyzation and research of the fluctuating desire of customers are essential since users perceive their experience to be special.

Interactive UI for Smartphone/ Web Applications and Impact of Social Networks

  • Malik, Hafiz Abid Mahmood;Mohammad, AbdulHafeez;Mehmood, Usman;Ali, Ashraf
    • International Journal of Computer Science & Network Security
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    • v.22 no.3
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    • pp.189-200
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    • 2022
  • In today's digital world, smartphones and web-based applications have gained remarkable importance throughout the globe. These smart applications are playing a very significant role in maintaining a powerful business. As well as, they are helping a lot to expand these businesses via social networks. Social media networks such as Instagram, Facebook, Twitter, and LinkedIn are playing a prominent role to promote the companies. In the hospitality sector, most of the companies are running their hotel booking systems by utilizing mobile applications and a web-based infrastructure, but usability issues still exist. This study has been conducted specifically to tackle the usability issues of hotel booking systems and the best utilization of social networks to promote the business. TripAdvisor was selected as an authentic source for selecting those systems and two international hotels are selected for this study. The first step is to identify different hotel booking systems. In the second step, the user's satisfaction level was measured for the selected systems by performing the System Usability Scale (SUS, Quick & Dirty) approach. Additionally, by which source (social media or personal relations) they found these hotels. It is found that the SUS rating for both systems is below the acceptable level of usability. The Mean SUS for hotel 1 is found at 55.25 and 51.2 for hotel 2. The third step was to identify the user interface (UI) issues, and heuristic evaluation is performed for this. The experts identified the UI issues on the basis of their experience. The major issues were related to the visibility of system status, error prevention, flexibility and efficiency of use. Depending upon the identified issues, an interactive UI (prototype) for the selected web-based applications was proposed. This prototype is mainly based on the user's perspective. This prototype can be used for improving the UI of the selected systems which is based on the user's perspective. During the process of verifying the satisfaction level, it is revealed that the targeted audience is not able to use these systems efficiently and effectively. The reason behind this is the negligence of usability guidelines throughout the process of design and development of these hotel booking systems. Therefore, it is highly recommended that the usability of these systems should be evaluated and redesigned, based on expert opinions. It has also been observed that the reviews/ feedback of customers has spread a negative impact through social networks.

A Method for User Sentiment Classification using Instagram Hashtags (인스타그램 해시태그를 이용한 사용자 감정 분류 방법)

  • Nam, Minji;Lee, EunJi;Shin, Juhyun
    • Journal of Korea Multimedia Society
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    • v.18 no.11
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    • pp.1391-1399
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    • 2015
  • In recent times, studies sentiment analysis are being actively conducted by implementing natural language processing technologies for analyzing subjective data such as opinions and attitudes of users expressed on the Web, blogs, and social networking services (SNSs). Conventionally, to classify the sentiments in texts, most studies determine positive/negative/neutral sentiments by assigning polarity values for sentiment vocabulary using sentiment lexicons. However, in this study, sentiments are classified based on Thayer's model, which is psychologically defined, unlike the polarity classification used in opinion mining. In this paper, as a method for classifying the sentiments, sentiment categories are proposed by extracting sentiment keywords for major sentiments by using hashtags, which are essential elements of Instagram. By applying sentiment categories to user posts, sentiments can be determined through the similarity measurement between the sentiment adjective candidates and the sentiment keywords. The test results of the proposed method show that the average accuracy rate for all the sentiment categories was 90.7%, which indicates good performance. If a sentiment classification system with a large capacity is prepared using the proposed method, then it is expected that sentiment analysis in various fields will be possible, such as for determining social phenomena through SNS.

Research on Airport Public Art Design Elements and Preferences Based on Big Data Sentiment Analysis (빅데이터 감성분석에 따른 공항 공공예술 디자인 요소 및 선호도 연구)

  • Zhang, Yun;Zou, ChangYun;Kim, CheeYong
    • Journal of Korea Multimedia Society
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    • v.25 no.10
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    • pp.1499-1511
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    • 2022
  • In the context of globalization, circulation between cities has become more frequent. The airport is no longer just a place for boarding, disembarking, and transportation, but a public place that serves as the communication function of the "aviation city". The intervention of public art in the airport space not only gives users a sense of space experience, but also becomes a unique carrier for city and country image shaping. The purpose of this paper is to study the emotional value brought by airport public art to users, and to investigate the correlation analysis of public art design elements and user preferences based on this premise. The research methods are machine learning method and SPSS 21.0. The user's emotional value is introduced in the big data evaluation, and the preference and inclination of airport users to various elements of public art are analyzed by questionnaire. Through the research conclusion, the preference and main contradiction of users in the airport for the four dimensions of public art design elements are obtained. Opinions and optimization methods to provide reference data and theoretical support for public art design.

Analysis of User Experience for the Development of Smart Golf-wear (스마트 골프웨어 개발을 위한 사용자경험 분석)

  • Sin, Sunmi;Do, Wolhee
    • Fashion & Textile Research Journal
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    • v.23 no.1
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    • pp.98-105
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    • 2021
  • This study investigates and analyzes user preferences for golf wear with a sense of wear and smart function for the development of smart golf wear based on user convenience. A survey was conducted on 124 males in the age range of 40-60s that consisted of professional golfers, amateur golfers and the public with golf experience (such as major golf consumers) from August 1 to August 30, 2019 (IRB NO. 1040198-190617-HR-057-03); consequently, a 117 copies were accepted for analysis. The findings are as follows. The elbow (4.3%) of golf wear is unsatisfactory. The important part of the golf swing motion is the shoulder (39.3)>, elbow (30.8%)>, and wrist (6.8%). In addition, the unsatisfactory wearing of golf wear due to golf swing movements indicated that the shoulder or elbow area was pulled or the bottom of the top was raised during the back swing movements. The survey results on the expected discomfort when wearing smart wear are 'discomfort of obstruction when wearing' (53.8%), 'discomfort of washing' (17.1%), and 'weight of attached machine' (13.7%). Opinions such as 'Will not feel good when the sensor is attached' were investigated. The examination of the preference for golf wear equipped with smart functions indicated that a posture correction function to correct the golf swing posture is the most desired quality that is also considered important when correcting posture.

The Effect of the Precedential Factors on the SNS User's Revisit and Switching Intention (SNS 이용자의 재방문의도와 전환의도에 영향을 미치는 선행요인에 관한 연구)

  • Yang, Chang-Gyu;Lee, Choong-Kwon;Huang, Yunchu
    • The Journal of Society for e-Business Studies
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    • v.19 no.2
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    • pp.125-142
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    • 2014
  • Previous research about SNS users' intention was mainly focused on revisit intention, while this study reaches a research conclusion by considering both revisit and switching intention. According to the research result, (1) social interaction and SNS addiction influence other precedential factors; (2) enjoyment and usefulness increase SNS users' revisit intention; (3) SNS users would not consider switching to another SNS even they have negative opinions about their current SNS. This research result implies that, for SNS enterprises to dominate market, it is required to provide services so that SNS users can actively participate on social interaction activities, and a strategy is necessary to attract and turn SNS users with negative opinions into active participants.

A study on Evaluating Publicity of Social Service Organization using Analytic Hierarchy Process(AHP) (계층분석법(AHP)을 이용한 사회서비스 조직의 공공성 평가에 대한 연구)

  • Jang, Chun-Ok
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.4
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    • pp.477-482
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    • 2020
  • Currently, suggesting directions for strengthening publicity of social services is thinking in the direction of each person's advantage from the stakeholder's perspective. The position of the service provider and the position of the user shows different opinions on the definition and evaluation of publicity of the city or province as the management entity. Therefore, this study combines opinions on publicity focusing on community service, derives consensus on the definition and evaluation of publicity, and evaluates different indicators or factors that cannot be quantified at the same time. The goal is to solve the problem of publicity by applying the Analytic Hierarchy Process(AHP) as a possible technique. In addition, in order to achieve the research objectives according to the designed frame, an empirical study was conducted by conducting a pairwise comparison questionnaire for experts and users. Through the AHP evaluation model" developed in this study, as a result of measuring the relative satisfaction of major factors, service utilization rate (0.470), facility management (0.210), and other project implementations (0.073) appeared in order. Here, the service utilization rate was evaluated as the most important.