• 제목/요약/키워드: User's Perception

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An Empirical Study on End-user's Perception and Acceptance of Mobile Office (모바일 오피스에 대한 이용자 인식과 수용에 관한 실증 연구)

  • Lee, Ji Eun
    • Journal of Information Technology Applications and Management
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    • v.19 no.4
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    • pp.97-113
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    • 2012
  • In order to implement the real-time enterprise (RTE) and smart work effectively, many companies have introduced a mobile office. A mobile office improves employee productivity and increases ability to respond to business opportunities by helping employee manage their business anytime and anywhere. However, it also raises the user's stress level. We conducted in-depth interviews with users to assess user's perception of a mobile office according to Saaty's BOCR model. Based on the results of the interviews, we set variables affecting user's perception of the mobile office using factor analysis. This study revealed that support for real-time business, support for communication and collaboration, and information processing quality were positively related to continuous intention to use mobile office. Further study demonstrated that three variables have mediating effect between the psychological stress and continuous intention to use. This result implies that the system quality and function are the key elements of mobile office and may contribute to the continuous use.

The Influence of User Experience Elements of Digital Music Access Platform on User Loyalty: Mediation Effect of Usefulness Perception, Epidemic Perception

  • Zhang, Weiwei
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.7
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    • pp.45-52
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    • 2019
  • With the popularity of mobile Internet and smart phones, the domestic digital music access platform has entered a period of rapid development. Existing studies in the academic circle have shown that experience has a positive impact on user perception and loyalty. However, the research on the relationship between brand loyalty, user perception and user experience of Internet products has not received much attention. Starting from the brand loyalty theory and user experience theory, this paper explores the mechanism of user experience, user perception and brand loyalty of digital music access platform. Based on the development status of digital music access platform in China, the purpose is to explore how the user experience of the mainstream digital music access platform can affect Usefulness Perception, Epidemic Perception. And to explore how the Usefulness Perception, Epidemic Perception can affect users' brand loyalty. also further explore the role of users' perception in this process to understand the relationship between brand and user experience. In practical operations, 398 formal questionnaires were issued online to collect first-hand data, and reliability analysis, factor analysis, correlation analysis and hypothesis analysis were carried out successively on the data in the later stage. Through research, it is found that the user experience of digital music access platform has a partial significant impact on the perception and loyalty of applications. The visual presentation and emotional feelings of digital music access platform are positively correlated with the perceived usefulness of applications. The visual presentation and emotional feelings of digital music access platform are positively correlated with the perceived popularity of applications. The e perceived usefulness and perceived popularity of the digital music access platform are positively correlated with the loyalty of the application. Through this research, it has certain guiding significance to the promotion of digital music access platform's brand loyalty degree.

The Relationship of a Social Workers's Professionalism and User Advocacy - Focusing on the Mediating Effects of a Social Worker's Right Perception and Performance at Service Processes- (사회복지사의 전문성과 이용자 옹호의 관계 -서비스과정에서의 이용자 권리에 대한 사회복지사의 인식 및 실행의 이중매개효과-)

  • Kim, Miok;Jeong, Hana
    • Korean Journal of Social Welfare
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    • v.65 no.4
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    • pp.115-136
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    • 2013
  • This research purports to examine the mediating effects of right perception and performance at service processes in relationship to the social worker's professionalism and user advocacy. As the research method, 198 social workers were surveyed, and structural equation was used for analysis. The research findings showed that the professionalism of social workers had a direct influence on right perception, right performances at service processes and user-advocacy. However, right perception at service processes do not have a direct influence on user advocacy. In addition to this right perception and performances at service processes was proven to be an important mediator between a social worker's professionalism and user advocacy. As a result, this research has implied the necessity for social work practice to promote user-advocacy.

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A Comparative Study on the Old's and the Young's Depth Perception for Universal Design (유니버설 디자인을 위한 청년층과 노인층의 깊이인식에 대한 비교연구)

  • Jeong, Gwang-Tae;Song, Bok-Hui;Sin, Hyeon-Bong;Yun, Han-Gyeong
    • Journal of the Ergonomics Society of Korea
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    • v.23 no.3
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    • pp.111-119
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    • 2004
  • In this study, we analyzed the old`s characteristics for depth perception in comparison with the young`s as a basic study for universal design in field of products or facilities. Twenty three of the old and twenty two of the young had participated and the depth perception apparatus was used in this experiment. Gender, viewing distance, and age were considered as factors and the differences of depth perception were analyzed for each experimental condition. In the result, a significant difference was not detected on gender, but significant differences were detected on age and viewing distance. That is, we can see that the old is remarkably worse than the young on depth perception task. Therefore, it means that these characteristics have to be absolutely considered in user interface design to improve the old`s accessibility for products or facilities.

Perception in IT Investment Cost/Benefit Analysis (정보화 비용/이익 분석요인에 대한 인식도 연구)

  • Lee, Seog-Jun
    • Asia pacific journal of information systems
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    • v.13 no.2
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    • pp.67-85
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    • 2003
  • This study was conducted to analyze Korean companie's perception in IT investment cost-benefit analysis(CBA), and to see if various user group's perception is different. Literature was reviewed to classify and define variables in IT CBA, and questionnaire was distributed to CEOs, CIOs, IT managers, and general managers in Korean companies. Respondent's priority ranking in IT CBA was shown to be tangible benefit, direct cost/intangible benefit, and indirect cost/risk. Data analysis showed that Korean companie's actual practice in CBA was generally aligned with their perception. User group's(Executives vs. mangers, and IT managers vs. general managers) perception was not shown to be statistically different. Survey result also showed that IT CBA was not well practiced in the companies although respondents perceive the analysis very important. These findings suggest that more education and practical experience is needed for Korean companies to perform IT CBA.

Effect of the Strength of Weak Ties & Emotional Perception on the Social Network Game's Diffusion (Strength of Weak Ties와 감성적 인식이 소셜네트워크게임(SNG)의 확산에 미치는 영향 연구)

  • Song, Myung-Bean;Yoo, Hyun-Gyu;Jo, Eun-Ae;Lee, Sang-Ho
    • Journal of Digital Convergence
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    • v.12 no.5
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    • pp.69-78
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    • 2014
  • This study deals with the digital policy proposal through the path modeling study on the effect of the strength of weak ties & emotional perception leading to the user's satisfaction, WOM between game users, and the verification on the effect of the emotional real name SNS on the social network game's diffusion. Researcher confirmed that the effect of the strength of weak ties & emotional perception led to the user's satisfaction, WOM of SNG. Even though weak tie, researchers estimate that the users emotionally interact with the real name relation effect of SNS. And effective factors for WOM are not a tie relationship or emotional interactivity of weak tie antecedently but user's satisfaction. As a result, though antecedent factors (weak tie & interactivity) had a positive effect as real name SNS, eventually powerful factor of making buzz was the SNG user's satisfaction. Thus researchers expect the practical policy proposition for government & corporation, which means SNG service providers more carefully manage the service satisfaction for WOM with SNG user's experience.

Interactive Adaptation of Fuzzy Neural Networks in Voice-Controlled Systems

  • Pulasinghe, Koliya;Watanabe, Keigo;Izumi, Kiyotaka;Kiguchi, Kazuo
    • 제어로봇시스템학회:학술대회논문집
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    • 2002.10a
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    • pp.42.3-42
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    • 2002
  • Fuzzy Neural Network (FNN) is a compulsory element in a voice-controlled machine due to its inherent capability of interpreting imprecise natural language commands. To control such a machine, user's perception of imprecise words is very important because the words' meaning is highly subjective. This paper presents a voice based controller centered on an adaptable FNN to capture the user's perception of imprecise words. Conversational interface of the machine facilitates the learning through interaction. The system consists of a dialog manager (DM), the conversational interface, a Knowledge base, which absorbs user's perception and acts as a replica of human understanding of imprecise words,...

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Perception and Evaluation of Quality of Hospital Information System (병원정보시스템 품질에 대한 인식 및 평가)

  • Lim, Jung-Do
    • The Korean Journal of Health Service Management
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    • v.8 no.1
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    • pp.1-13
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    • 2014
  • The purpose of this study is to investigate the perception of quality property of hospital information system, the quality level, and its effects. The participants were 730 employees who are using hospital information system in hospitals. In order to analyze the relationship, the quality property regulates the consideration of user's taste and the state of user's favor for the design of hospital information system, and the quality level regulates user's convenience and properness. The main results from this study can be summarized as follows, First, the perception of quality property for hospital information system showed few significance level between occupation, but revealed significance level between position. The evaluation of quality level showed significance level depending on the occupation and position. Second, quality property which generally affects to the quality level of the hospital information system were different between types of occupation and quality factor.

Application of the Affordance as User Experience Behavior Setting for Architectural Design (건축공간의 경험구조로서 지원성 적용 연구)

  • Kim Soo-Jin
    • Korean Institute of Interior Design Journal
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    • v.13 no.6
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    • pp.48-56
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    • 2004
  • The Affordance, discussed in the theory of ecological perception of environmental psychology, is the concept of perception that deals with inter-relationship between environment and human. It is a theory seeking for gradual evolution, with the change of user experience behavior and the space, by getting feed-backs from the analysis of perception of characteristics of 3-dimensional space and the user as moving entity. Although there has been many attempts to define the Affordance and apply its concept to the architecture, now there's a need to identify the Affordance in the real architectural space, represent Affordance of space and the user inter-relationship in the architecture and apply its design specifically, Thus, the purpose of this study is to present the methodology of applying Affordance in architectural space design by identifying the Affordance of space concept of human experience behavior in the architectural space and analyze its recognition process.

Relation between Character Cloning and User Perception for Real-time Game Environment (실시간 게임 환경에서의 캐릭터 복제와 사용자 인지의 상관관계 연구)

  • Park, Yoon-Young;Byun, Hae-Won
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.531-537
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    • 2009
  • When creating large crowds, it is unavoidable that the models and motions of many characters will be cloned. McDonnell implemented experiments focus on appearance and motion of characters to test user perception of crowds. As a result, appearance clones were easier to perceive than motion clones. In this paper, I researched about relation between character cloning and user perception for real-time game environment expanding McDonnell's research. This paper focuses on the way to recognition of multiple clones in dramatic environment free to change view point and has crowds move to every directions by trajectories. In particular, this paper shows the possibility of character diversification applied various shapes, colors and patterns to game item have important elements for game characters. Also, I suggests range of distances between clones by a series of experiments of user perception for clones's moving direction and distance.

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