• 제목/요약/키워드: User's Perception

검색결과 376건 처리시간 0.038초

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

  • 이지은
    • Journal of Information Technology Applications and Management
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    • 제19권4호
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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
    • 한국컴퓨터정보학회논문지
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    • 제24권7호
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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.

사회복지사의 전문성과 이용자 옹호의 관계 -서비스과정에서의 이용자 권리에 대한 사회복지사의 인식 및 실행의 이중매개효과- (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-)

  • 김미옥;정하나
    • 한국사회복지학
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    • 제65권4호
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    • pp.115-136
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    • 2013
  • 이 연구는 사회복지사의 전문성과 이용자 옹호의 관계에 서비스과정에서의 이용자 권리에 대한 사회복지사의 인식 및 실행 정도가 어떠한 영향을 주는지를 알아보고자 한 것이다. 이를 위해 서울가톨릭 사회복지회에 등록된 기관을 대상으로 서베이를 실시하여 사회복지사 1급 자격증을 소지하고 있는 198명의 응답을 분석에 활용하였다. 연구결과, 첫째, 전문성은 서비스과정에서의 이용자 권리에 대한 사회복지사의 인식과 실행에 직접적 영향을 미치는 것으로 나타났다. 그러나 서비스과정에서 이용자 권리에 대한 사회복지사의 인식정도는 이용자 옹호에는 직접적으로 유의한 영향을 미치지 않았다. 둘째, 사회복지사의 전문성과 이용자 옹호의 관계에서, 서비스과정에서 이용자 권리에 관한 사회복지사의 인식과 실행 정도는 매개효과가 있는 것으로 나타났다. 다만, 서비스과정에서 이용자 권리에 대한 인식정도는 옹호에 직접적 영향을 미치지 않고 권리 실행을 통해 간접적으로 유의한 영향을 미치고 있었다. 이를 바탕으로 이 연구는 사회복지에의 함의를 제시하고 있다.

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

  • 정광태;송복희;신현봉;윤한경
    • 대한인간공학회지
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    • 제23권3호
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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.

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

  • 이석준
    • Asia pacific journal of information systems
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    • 제13권2호
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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.

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

  • 송명빈;유현규;조은애;이상호
    • 디지털융복합연구
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    • 제12권5호
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    • pp.69-78
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    • 2014
  • 본고의 연구는 SNG 서비스의 이용에 있어 사용자간의 약한 유대관계의 힘과 감성적 상호작용이 만족과 구전에 이르는 경로모형을 검증하고, SNS가 지닌 감성적 실명효과가 서비스 확산에 미치는 영향 및 정책적 함의를 확인하고자 하였다, 연구결과 모바일 SNG 사용자의 약한 유대관계의 힘이 사용자간의 감성적 상호작용성과 만족에 영향을 미치는 것으로 확인되었다. 또한 SNS의 감성적 실명효과로 인해 사용자들은 신뢰관계가 형성되어 약한 유대관계임에도 불구하고 감성적인 상호작용을 하는 것으로 판단된다. 그리고 구전에 영향을 미치는 변인은 선행한 유대관계나 상호작용이 아닌 만족인 것으로 나타났다. 선행변인들이 실명SNS 효과가 있지만 궁극적으로 서비스를 구전하게 하는 것은 만족이라는 요소에 의해 좌우된다는 것이다. 따라서 서비스 제공사업자들은 구전으로 전달되는 서비스의 만족을 이끌어 낼 수 있도록 고객 중심의 정책으로 SNG 서비스를 개선시키는 등의 실무적 제언이 가능 할 것으로 기대된다.

Interactive Adaptation of Fuzzy Neural Networks in Voice-Controlled Systems

  • Pulasinghe, Koliya;Watanabe, Keigo;Izumi, Kiyotaka;Kiguchi, Kazuo
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 2002년도 ICCAS
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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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병원정보시스템 품질에 대한 인식 및 평가 (Perception and Evaluation of Quality of Hospital Information System)

  • 임정도
    • 보건의료산업학회지
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    • 제8권1호
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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.

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

  • 김수진
    • 한국실내디자인학회논문집
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    • 제13권6호
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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.

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

  • 박윤영;변혜원
    • 한국HCI학회:학술대회논문집
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    • 한국HCI학회 2009년도 학술대회
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    • pp.531-537
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    • 2009
  • 대규모 군중이 등장하는 장면에서 군중을 구성하는 수많은 캐릭터들을 신속하고 편리하게 생성하기 위한 방법론으로서 캐릭터 모델과 모션의 복제가 제시되고 있다. McDonnell[1] 등은 보다 현실적이고 복잡한 군중을 생성하기 위하여 사람들이 복제를 인지하는데 영향을 미치는 요소들이 무엇이 있는지 실험하였다. 카메라가 고정된 상황에서 화면에 일정하게 배치된 군중들을 복제하는 기준으로서 외형과 모션의 2가지 요소를 제시하고, 사용자가 모션보다 외형의 변화에 민감하게 반응한다는 결과를 보였다. 본 논문에서는 McDonnell[1]의 연구를 확장하여 실시간 게임 환경에서의 캐릭터 복제와 사용자 인지 간의 상관관계를 연구한다. 시점의 변화가 자유롭고 여러 방향으로 이동하는 군중이 있는 역동적인 게임 환경에서 사용자가 다수의 캐릭터 복제쌍을 어떻게 인지하는지에 초점을 맞춘다. 특히, 게임 캐릭터의 필수 요소인 아이템에 다양한 형태와 색상 및 패턴 요소를 적용하여 아이템을 통한 캐릭터의 다양화가 가능함을 보이고, 캐릭터 복제쌍의 이동 방향과 상대적인 거리에 따라 변화하는 사용자의 인지를 실험하여 사용자가 허용 가능한 캐릭터의 복제 범위를 제시한다.

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