• Title/Summary/Keyword: User's Perception

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The Mediation Effects of Choice on Relationship between Information Literacy and Quality of Elderly Care Service Users: Based on the "SERVPERF model" (노인돌봄종합서비스 이용자의 정보가용성과 품질 관계에 대한 선택의 매개효과: 'SERVPERF 모형'에 근거하여)

  • Cho, Han-Ra;Yeo, Yeong Hun
    • 한국노년학
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    • v.37 no.2
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    • pp.385-398
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    • 2017
  • This study aims to identify the service quality perceived by Elderly Care Service users on the basis of 'SERVPERF model' targeting the service users, and verify the mediation effects of the choice which affects the relationship between information literacy and quality. For this, 208 elderly care comprehensive service users in Jeollabuk-do were analyzed as the targets using a structural equation. The results of this study are as follows. First, service users perceived the quality level to be very high. Second, user's information literacy has a significant effect on quality perception. Third, the effect of user 's information literacy on quality was partially mediated by choice. These results suggest that there is a need to provide enough information and opportunities for users to make choices in order to maintain a high quality of service.

User Experience (UX) in the Early Days of Generative AI : The benefits and concerns of employees in their 30s and 40s through the Q-methodology (생성형 인공지능 초기 단계의 사용자경험(UX): Q-방법론을 통해 살펴본 30-40대 직장인의 편의와 우려)

  • Yi, Eunju;Yun, Ji-Chan;Lee, Junsik;Park, Do-Hyung
    • The Journal of Information Systems
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    • v.33 no.1
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    • pp.1-30
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    • 2024
  • Purpose The purpose of this study is to examine the customer experience of generative AI among office workers aged 30 to 40, investigating usability, usefulness, and affect, and understanding concerns and expectations. Design/Methodology/Approach This research used Q methodology to assess the customer experience of generative AI. Users are engaged in a problem-solving journey, and data is collected by having participants rank 36 statements based on usability, usefulness, and affect, referred to as the three goals of User Experience. Participants use a forced distribution table with a scale from -5 to +5 to indicate the subjective importance of each statement. The results identified four groups, reflecting different perspectives and attitudes toward generative AI. Findings Participants express overall comfort with generative AI, perceive AI as more knowledgeable in unfamiliar domains, but harbor doubts about AI's understanding. Disagreements emerge on AI replacing humans, the value of unique human roles, data confidentiality, fears of AI advancement, and emotional impacts. Identified four groups: Users who treat AI as a soulless assistant and are active in business use, Uncle users who want to use new technologies properly and are not afraid of technology, users who recognize the limits of AI despite its efficiency, and users who require strong verification in the future. It has the potential to guide future guidelines, ethical codes, and regulations for the appropriate use of AI. In addition, this approach lays the groundwork for future empirical analyses of generative AI.

A Comparative Study of the Perceptions on Public Libraries between Librarians and Users: A Survey of the Seoul Metropolitan Office of Education Public Libraries (공공도서관에 대한 사서와 이용자 인식 비교 연구- 서울시교육청 소속 공공도서관을 대상으로 -)

  • Pyo, Soon-Hee;Cha, Mikyeong
    • Journal of the Korean Society for Library and Information Science
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    • v.52 no.2
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    • pp.221-244
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    • 2018
  • The purpose of this study was to provide basic information necessary for establishing library development plan and service direction by comparing and analyzing the perception of librarian and user's public library. For this purpose, a questionnaire survey was conducted with 270 librarians and 820 public users of the Seoul Metropolitan Office of Education Public Libraries regarding the current environment of the library, the role and status of the future library, and the library policy. The results showed librarians viewed the long history and accumulated information resources as strengths, while users had the highest satisfaction with human resources. As for the role of the public library and its future status, both librarians and users perceived reading and education as more important, confirming that the two groups had common expectations for public libraries. Yet the two groups had different perceptions about the policy for enhancing future library roles. Librarians suggested the needs for the improvement of old facilities and continuing education for librarians, users indicated the collections and enlargement of reading room as more important, which suggested the library policy development considering the difference of the perceptions between the two groups.

A Study on the Usage Factors of Mobile Banking Apps by Korean Banks in Vietnam: Focused on the Viewpoints of App User and App Provider

  • Suk-Gyoo Kim;Sang-Ha Lee;Chun-Su Lee
    • Journal of Korea Trade
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    • v.27 no.1
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    • pp.192-210
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    • 2023
  • Purpose - Vietnam has the fastest growing digital economy in Southeast Asia and is emerging as a critical overseas market for Korean banks in the post-COVID-19 era. Accordingly, many Korean banks entered the Vietnamese market to overcome the limitations of the saturated domestic financial market and create new revenue sources. This study examined the current status of digital finance in Vietnam and the cases of Korean banks that have succeeded in the Vietnamese market. Then, importance-performance analysis (IPA) was conducted on local customers, managers and staff members of Korean banks in Vietnam. Design/methodology - In this study, we analyzed the importance and satisfaction factors of mobile banking app usage in Vietnam through IPA. In particular, we identified the differences between the two groups by considering the viewpoint of customers who use mobile banking apps and that of managers and staff members who provide mobile banking services. Findings - The IPA results from the customer group and managers and staff members group were generally similar, but differences were observed in Ease of Use (Technology), Innovativeness (Organization), and Increase in Revenue (Economic). In the case of the customer group, Ease of Use (Technology) is located in the second quadrant, which shows low satisfaction compared to high importance. However, in the managers and staff members group, Ease of Use (Technology) is located in the first quadrant, which indicates high importance and high satisfaction. This difference in perception can cause complaints from local customers; thus, it is necessary to change the perception of the technological aspect for ease of use of mobile banking apps in consideration of the customer's position. In addition, it is necessary to allocate the resources invested in the Innovativeness (Organization) and Increase in Revenue (Economic) to Ease of Use (Technology). Originality/value - In this study, based on the HOTE framework, factors for using mobile banking apps were derived, and IPA was conducted targeting local customers (app user) and managers and staff members (app provider) of Korean banks in Vietnam. Through this, we presented the results of empirical analysis that can help Korean banks efficiently utilize limited resources and budgets.

Post Occupancy Evaluation of Hanok in Rural Area and Comparative Study on the Perception of Hanok -Hanok Residents and Architectural Designers Comparison Based on- (농촌한옥의 정주성 평가 및 한옥에 대한 인식도 비교 연구 -한옥거주자와 건축설계자간의 비교를 중심으로-)

  • Lee, Chang-Jae;Choi, Il
    • Journal of the Korean Institute of Rural Architecture
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    • v.12 no.2
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    • pp.77-84
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    • 2010
  • Hanok has been widely distributed as a support policy by local governments for the purpose of improving residential environment. In this study, Hanok in a rural area was founded was to evaluate the user's satisfaction. Hanok between residents and the perception of architects and tries to figure out the difference. Current Hanok residents showed higher satisfaction, but they showed negative response for high construct cost, plane form of building, insulation performance and noise. According to the comparison of recognition between residents and architectural designers, they showed differences in "Low soundproofing", "lack of storage space", "Equipment", "Tile", "The modularity of the flat panel design", and "The modularity of construction materials" and it was examined that architectural designers group had higher preference for traditional materials and forms. For succeeding to the traditional architectural factors of Hanok and distributing it as modern house, the research on use of modern materials and modulation of plane and members should be performed for reducing construction cost and improving insulation performance.

A Study on the Recreation Carrying Capacity of Lawn Areas in Parks(III) -Estimation of Psychological Carrying Capacity- (공원잔디공간의 "레크레이션"수용능력에 관한 연구(III) -혼잡도 지각과 만족도에 근거한 심리적 수용능력의 추정-)

  • 엄붕훈
    • Journal of the Korean Institute of Landscape Architecture
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    • v.20 no.3
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    • pp.93-102
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    • 1992
  • This study was carried out to estimate the recreation carrying capacity of lawn areas in parks. Recreation carrying capacity in this study is composed of two parts, ecological carrying capacity. This part deals with the psychological carrying capacity, based on the perception of crowding level and recreation satisfaction of users. The survey was conducted at the lawn areas of Doturag World and Seorabul Plaza in Bomun Resort Complex in Kyungju. The major results are as follows: 1. As the result of regression of regression analysis between use density of lawn area and level of perceived crowding, the capacity was estimated as 60.0㎡ man. 2. As the result of regression analysis between use density of lawn areas and total recreation satisfaction, the capacity was estimated as 48.5㎡/man. 3. As the result of regression analysis between use density of lawn areas and satisfaction to use density, the capacity was estimated as 63.2㎡/man. 4. As a conclusion, the psychological carrying capacity was estimated as 60.0㎡/man. And this value is based on user's perception of crowding and recreation satisfaction level for each use densities.

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Wearable Computers

  • Cho, Gil-Soo;Barfield, Woodrow;Baird, Kevin
    • Fiber Technology and Industry
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    • v.2 no.4
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    • pp.490-508
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    • 1998
  • One of the latest fields of research in the area of output devices is tactual display devices [13,31]. These tactual or haptic devices allow the user to receive haptic feedback output from a variety of sources. This allows the user to actually feel virtual objects and manipulate them by touch. This is an emerging technology and will be instrumental in enhancing the realism of wearable augmented environments for certain applications. Tactual displays have previously been used for scientific visualization in virtual environments by chemists and engineers to improve perception and understanding of force fields and of world models populated with the impenetrable. In addition to tactual displays, the use of wearable audio displays that allow sound to be spatialized are being developed. With wearable computers, designers will soon be able to pair spatialized sound to virtual representations of objects when appropriate to make the wearable computer experience even more realistic to the user. Furthermore, as the number and complexity of wearable computing applications continues to grow, there will be increasing needs for systems that are faster, lighter, and have higher resolution displays. Better networking technology will also need to be developed to allow all users of wearable computers to have high bandwidth connections for real time information gathering and collaboration. In addition to the technology advances that make users need to wear computers in everyday life, there is also the desire to have users want to wear their computers. In order to do this, wearable computing needs to be unobtrusive and socially acceptable. By making wearables smaller and lighter, or actually embedding them in clothing, users can conceal them easily and wear them comfortably. The military is currently working on the development of the Personal Information Carrier (PIC) or digital dog tag. The PIC is a small electronic storage device containing medical information about the wearer. While old military dog tags contained only 5 lines of information, the digital tags may contain volumes of multi-media information including medical history, X-rays, and cardiograms. Using hand held devices in the field, medics would be able to call this information up in real time for better treatment. A fully functional transmittable device is still years off, but this technology once developed in the military, could be adapted tp civilian users and provide ant information, medical or otherwise, in a portable, not obstructive, and fashionable way. Another future device that could increase safety and well being of its users is the nose on-a-chip developed by the Oak Ridge National Lab in Tennessee. This tiny digital silicon chip about the size of a dime, is capable of 'smelling' natural gas leaks in stoves, heaters, and other appliances. It can also detect dangerous levels of carbon monoxide. This device can also be configured to notify the fire department when a leak is detected. This nose chip should be commercially available within 2 years, and is inexpensive, requires low power, and is very sensitive. Along with gas detection capabilities, this device may someday also be configured to detect smoke and other harmful gases. By embedding this chip into workers uniforms, name tags, etc., this could be a lifesaving computational accessory. In addition to the future safety technology soon to be available as accessories are devices that are for entertainment and security. The LCI computer group is developing a Smartpen, that electronically verifies a user's signature. With the increase in credit card use and the rise in forgeries, is the need for commercial industries to constantly verify signatures. This Smartpen writes like a normal pen but uses sensors to detect the motion of the pen as the user signs their name to authenticate the signature. This computational accessory should be available in 1999, and would bring increased peace of mind to consumers and vendors alike. In the entertainment domain, Panasonic is creating the first portable hand-held DVD player. This device weight less than 3 pounds and has a screen about 6' across. The color LCD has the same 16:9 aspect ratio of a cinema screen and supports a high resolution of 280,000 pixels and stereo sound. The player can play standard DVD movies and has a hour battery life for mobile use. To summarize, in this paper we presented concepts related to the design and use of wearable computers with extensions to smart spaces. For some time, researchers in telerobotics have used computer graphics to enhance remote scenes. Recent advances in augmented reality displays make it possible to enhance the user's local environment with 'information'. As shown in this paper, there are many application areas for this technology such as medicine, manufacturing, training, and recreation. Wearable computers allow a much closer association of information with the user. By embedding sensors in the wearable to allow it to see what the user sees, hear what the user hears, sense the user's physical state, and analyze what the user is typing, an intelligent agent may be able to analyze what the user is doing and try to predict the resources he will need next or in the near future. Using this information, the agent may download files, reserve communications bandwidth, post reminders, or automatically send updates to colleagues to help facilitate the user's daily interactions. This intelligent wearable computer would be able to act as a personal assistant, who is always around, knows the user's personal preferences and tastes, and tries to streamline interactions with the rest of the world.

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User's Gaze Analysis for Improving Map Label Readability in Way-finding Situation

  • Moon, Seonggook;Hwang, Chul Sue
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.37 no.5
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    • pp.343-350
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    • 2019
  • Map labels are the most recognizable map elements using the human visual system because they are essentially a natural language. In this study, an experiment was conducted using an eye-tracker to objectively record and analyze the response of subjects regarding visual attention to map labels. A primary building object was identified by analyzing visit counts, average visit duration, fixation counts, and the average fixation duration of a subject's gaze for an area of interest acquired using the eye-tracker. The unmarked rate of map labels in Google map, Naver map, and Daum map was calculated. As a result, this rate exceeded fifty-one percent, with the lowest rate recorded for Google map. It is expected that the results of this study will contribute to an increase in the diversity of research in terms of the spatial cognition approach for map labels, which is more helpful to users than the existing body of work on methods of expression for labels.

A Study on the User's Perception of Free Server and the Game Company's Response Plan (프리 서버에 대한 사용자의 인식과 게임사의 대처방안에 관한 연구)

  • Kim, Geong-Jun;Lee, Jong-Won
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.07a
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    • pp.167-170
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    • 2021
  • 리 서버란 게임 개발사나 퍼블리셔가 공식으로 제공하는 정상적인 서비스가 아니며 개인이 게임을 변조하여 배포하고 불법 운영하는 서버를 뜻한다. 게임 시장이 성장하고 발전하면서 그만큼 정상적인 게임 운영을 방해하거나 불법으로 기존 게임의 서버를 개설하여 저작권을 침해하는 사례도 적지 않다. 본 논문은 그러한 사례 중 K사의 서비스 종료 게임인 '그랜드체이스'의 프리서버 현황과 게임사의 대처 상황을 조사하고 플레이 경험이 있는 유저들을 주 대상으로 설문을 진행하여 프리서버에 대한 사용자 인식을 파악한 후 이를 바탕으로 적절한 대응 방안을 제시하려고 한다.

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A Study on User's Perception Survey for the Validity of Establishment of a Public Libraries: Focused on Sasanggu in Busan (공공도서관 건립의 타당성을 위한 이용자 인식조사 연구 - 부산시 사상구를 중심으로 -)

  • Kang, Eun Yeong
    • Journal of the Korean Society for Library and Information Science
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    • v.54 no.2
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    • pp.79-104
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    • 2020
  • This is a study to establish the feasibility in terms of the use of the J library, which will be built in Jurye-dong, Sasang-gu, Busan. Accordingly, this study conducted a community analysis and user survey to confirm the necessity of building a library and suggested directions for services that the library should provide in the future. To this end, a community analysis was conducted primarily on Sasang-gu, such as population distribution status, cultural institution status, and Sasang-gu vision. Afterwards, visitors to Sasang Library, Small Library, and Community Center were surveyed on the status of use of existing public libraries and the awareness of J Library to be built in the future. As a result of the survey, the necessity and intention to use J Library were found to be high, and the expectation for prompt provision of sufficient printed materials such as books and magazines was the highest. In the case of the desired space, the demand for 'open space' and 'small meeting space(family room)' was high, In the case of specialized services, there was a high demand for humanities, arts & music, movies, etc., but it was shown that they showed a general interest in various fields.