• Title/Summary/Keyword: User's Perception

검색결과 376건 처리시간 0.031초

경주국립공원 지구특성에 따른 이용자 관리 정책에 대한 인식 차이 분석 (Analysis of User Perception Gap regarding User Management by the Characteristic of Districts in Gyeongju National Park)

  • 이슬비;손수항;강은지;김용근
    • 한국조경학회지
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    • 제43권4호
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    • pp.75-86
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    • 2015
  • 본 연구는 경주국립공원의 지구유형별 특성에 따른 관리정책에 대한 이용자의 인식 차이를 비교해 보고자 경주국립공원을 방문한 이용자를 대상으로 2012년 7월에서 8월까지 설문조사를 실시하였다. 경주국립공원 이용자의 특성, 이용행태, 공원관리정책에 대한 인식을 조사항목으로 설정하였다. 먼저, 경주국립공원 8개 지구의 주요자원과 탐방객의 이용특성을 기준으로 지구유형을 분류하였다. 불국사와 석굴암을 주요 자원으로 주로 경관감상 및 휴양을 위한 관광을 목적으로 하는 이용객들이 많이 찾는 토함산 지구는 관광형, 역사문화 학습과 환경 교육을 위한 탐방객들이 많이 찾는 남산과 대본지구는 역사문화교육형으로 분류할 수 있었으며, 남은 화랑, 서악, 소금강, 구미산 지구는 건강증진을 위한 체력 단련, 등산, 산책이 주목적으로 주민들이 많이 이용하는 공간으로 근린공원형으로 분류할 수 있었다. 관광형의 경우, 문화유적탐방을 위한 이용자가 집중되는 곳으로 이용자제한 정책을 통해 탐방객들의 만족도를 높일 수 있는 방안에 대해 고려해야 할 것으로 판단되었고, 역사문화교육형은 이용행위규제 방법에서 관리자 단속권한이 강화될 필요성이 있다고 인식하고 있었다. 반면, 근린공원형 지구의 이용자들은 대부분의 정책에 대해 가장 낮은 필요도를 느끼고 있었는데, 이러한 결과들을 통해 경주국립공원은 각 지구별로 이용자들이 느끼는 정책의 필요도가 다르다는 것을 알 수 있었다. 이러한 결과는 향후 경주국립공원의 지구별 이용자의 인식 차이를 반영한 정책 도입에 기초자료로 활용할 수 있을 것으로 기대된다.

정보시스템의 실제 이용에 대한 연구: 모바일 서비스 시스템 품질을 중심으로 (A Study on Actual Usage of Information Systems: Focusing on System Quality of Mobile Service)

  • 조우철;김기민;양성병
    • Asia pacific journal of information systems
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    • 제24권4호
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    • pp.611-635
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    • 2014
  • Information systems (IS) have become ubiquitous and changed every aspect of how people live their lives. While some IS have been successfully adopted and widely used, others have failed to be adopted and crowded out in spite of remarkable progress in technologies. Both the technology acceptance model (TAM) and the IS Success Model (ISSM), among many others, have contributed to explain the reasons of success as well as failure in IS adoption and usage. While the TAM suggests that intention to use and perceived usefulness lead to actual IS usage, the ISSM indicates that information quality, system quality, and service quality affect IS usage and user satisfaction. Upon literature review, however, we found a significant void in theoretical development and its applications that employ either of the two models, and we raise research questions. First of all, in spite of the causal relationship between intention to use and actual usage, in most previous studies, only intention to use was employed as a dependent variable without overt explaining its relationship with actual usage. Moreover, even in a few studies that employed actual IS usage as a dependent variable, the degree of actual usage was measured based on users' perceptual responses to survey questionnaires. However, the measurement of actual usage based on survey responses might not be 'actual' usage in a strict sense that responders' perception may be distorted due to their selective perceptions or stereotypes. By the same token, the degree of system quality that IS users perceive might not be 'real' quality as well. This study seeks to fill this void by measuring the variables of actual usage and system quality using 'fact' data such as system logs and specifications of users' information and communications technology (ICT) devices. More specifically, we propose an integrated research model that bring together the TAM and the ISSM. The integrated model is composed of both the variables that are to be measured using fact as well as survey data. By employing the integrated model, we expect to reveal the difference between real and perceived degree of system quality, and to investigate the relationship between the perception-based measure of intention to use and the fact-based measure of actual usage. Furthermore, we also aim to add empirical findings on the general research question: what factors influence actual IS usage and how? In order to address the research question and to examine the research model, we selected a mobile campus application (MCA). We collected both fact data and survey data. For fact data, we retrieved them from the system logs such information as menu usage counts, user's device performance, display size, and operating system revision version number. At the same time, we conducted a survey among university students who use an MCA, and collected 180 valid responses. A partial least square (PLS) method was employed to validate our research model. Among nine hypotheses developed, we found five were supported while four were not. In detail, the relationships between (1) perceived system quality and perceived usefulness, (2) perceived system quality and perceived intention to use, (3) perceived usefulness and perceived intention to use, (4) quality of device platform and actual IS usage, and (5) perceived intention to use and actual IS usage were found to be significant. In comparison, the relationships between (1) quality of device platform and perceived system quality, (2) quality of device platform and perceived usefulness, (3) quality of device platform and perceived intention to use, and (4) perceived system quality and actual IS usage were not significant. The results of the study reveal notable differences from those of previous studies. First, although perceived intention to use shows a positive effect on actual IS usage, its explanatory power is very weak ($R^2$=0.064). Second, fact-based system quality (quality of user's device platform) shows a direct impact on actual IS usage without the mediating role of intention to use. Lastly, the relationships between perceived system quality (perception-based system quality) and other constructs show completely different results from those between quality of device platform (fact-based system quality) and other constructs. In the post-hoc analysis, IS users' past behavior was additionally included in the research model to further investigate the cause of such a low explanatory power of actual IS usage. The results show that past IS usage has a strong positive effect on current IS usage while intention to use does not have, implying that IS usage has already become a habitual behavior. This study provides the following several implications. First, we verify that fact-based data (i.e., system logs of real usage records) are more likely to reflect IS users' actual usage than perception-based data. In addition, by identifying the direct impact of quality of device platform on actual IS usage (without any mediating roles of attitude or intention), this study triggers further research on other potential factors that may directly influence actual IS usage. Furthermore, the results of the study provide practical strategic implications that organizations equipped with high-quality systems may directly expect high level of system usage.

퍼지적분을 이용한 내용기반 검색 사용자 의견 반영시스템 (Relevance Feedback for Content Based Retrieval Using Fuzzy Integral)

  • Young Sik Choi
    • 인터넷정보학회논문지
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    • 제1권2호
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    • pp.89-96
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    • 2000
  • 영상의 유사성에 대한 사용자의 주관적인지를 학습하는 방법으로 relevance feedback 기술이 사용되며, 최근 들어 이에 대한 관심이 높아지고 있다. 대부분의 relevance feedback기술은 영상 유사성을 측정하는데 사용되는 특징이 서로 독립적이라는 가정하고 있으나, 이러한 가정은 유사성 판단을 모델링 하는데 있어서 상당한 제약을 두는 것이다. 이 논문에서는. 퍼지 측정과 Choquet 적분을 이용하여, 유사성 판단에 대한 보다 나은 모델링 방법을 제안하고, 이를 이용한 relevance feedback 알고리즘을 제안한다. 실험결과를 통하여, 기존의 가중치 평균 방식에 의한 relevance feedback보다 제안된 방식이 우수함을 보인다.

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공공포털의 정보서비스 평가 프레임웍 개발에 대한 연구 (A Study on the Development of Evaluation Framework for Public Portal Information Services)

  • 김혜선;신기정;최희윤
    • 한국콘텐츠학회:학술대회논문집
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    • 한국콘텐츠학회 2007년도 추계 종합학술대회 논문집
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    • pp.440-444
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    • 2007
  • 본고의 목적은 이용자 인식도 조사를 통해 공공포털과 민간포털의 정보서비스를 평가할 수 있는 프레임웍을 개발하는 것이다. 평가 프레임웍을 구체적으로 개발하기 위하여 공공포털로는 yesKISTI와 민간포털로는 Google을 선정하였다. 선행연구들을 토대로 공공포털과 민간포털의 정보서비스를 평가할 수 있는 지표를 개발하고, 공공포털의 신규 서비스를 제공하기 위한 프레임웍을 개발하였다.

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HMD기반 몰입형 VR 학습에서 방해요인, 프레즌스, 몰입, 학습효과 사이의 관계에 관한 연구 (A Study on the Relationship of Distraction Factors, Presence, Flow, and Learning Effects in HMD-based Immersed VR Learning)

  • 권종산
    • 한국멀티미디어학회논문지
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    • 제21권8호
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    • pp.1002-1020
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    • 2018
  • Virtual reality (VR) technologies, which have been improved of late, offer experiences closer to reality than before. While VR technologies are expected to be an effective medium if used in learning content that cannot be offered in real life, distraction factors in VR technologies may prevent the users' presence and flow, making these technologies ineffective. Therefore, this study, through experiment and observation, analyzed the effect of distraction factors on the user's experience perception and learning effect when using HMD-based immersive VR. Experimental results revealed that the distraction factors were shown to have a negative, albeit not generally significant (except for tactile interactivity), effect on vividness, tactile interactivity, locomotive interactivity, presence, and flow. Ultimately, they were shown to have a negative effect on learning.

우리나라 해운기업의 인터넷 마케팅 전략에 관한 연구 (A Study on the Internet Marketing Strategy in the Korea Shipping Company)

  • 김진영;신영란;신한원
    • 수산해양교육연구
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    • 제25권2호
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    • pp.287-300
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    • 2013
  • With the advent of the Internet era, most industries are actively taking part in the web-based electronic commerce markets. To come up with the trend, Korean shipping companies have built their own websites and tried to take advantage of the state-of-the-art technology. This paper aims to analyze recent developments in e-commerce of shipping industry and, Also the study suggests several solutions to invigorate the virtual transactions. To analyze recent developments, this paper carries out a cases study on the websites of 5 major shipping companies in Korea. Each sites are evaluated with respect to 4C's(Contents, Commerce, Community, Connection) analysis.

Empirical Validation of Personal Information Violation Risk for Cryptocurrency with Use Intention

  • Kim, Jeong-Wook;Choi, Chul-Yong
    • 한국컴퓨터정보학회논문지
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    • 제23권9호
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    • pp.141-156
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    • 2018
  • The purpose of this study is how personal information violation risks affect the intention to use domestic cryptocurrency services. VAM(Value based Adoption Model) model is validated as a theoretical background, selecting perceived ease of use, perceived usefulness and perceived security as a benefit factors, and considers perceived cost, technical complexity, and risk of personal information violation risks as sacrifice factors. The method of this study used questionnaire survey to collect 150 data on user's perception on cryptocurrency services, and also performed a structural equation modeling method using by AMOS 23. The result of this paper shows that all hypotheses are accepted statistically significant except 2 hypothesis. This research is concluded that perceived value is affected on statistically positive impact on perceived ease of use, perceived usefulness and perceived security, and negative impact on risk of personal information violation risk, not statistically perceived fee and technical complexity.

SURF based Hair Matching and VR Hair Cutting

  • Sung, Changjo;Park, Kyoungsoo;Chin, Seongah
    • International journal of advanced smart convergence
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    • 제11권3호
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    • pp.49-55
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    • 2022
  • Hair styling has a significant influence on human social perception. An increasing number of people are learning hair styling and obtaining hair designer licenses. However, it takes a considerable amount of money and time to learn professional hairstyle and beauty techniques for hair styling. Since COVID-19, there has been a growing need for offline and video lectures due to the decline in onsite training opportunities. This study provides a field practice environment in which real hair beauty is performed in a virtual space. Further, the hairstyle that is most similar to the user's hair taken with a webcam or mobile phone is determined through an image matching system using the speeded up robust features (SURF) method. The matching hairstyle was created into a three-dimensional (3D) hair model. The created 3D hair model uses a head-mounted display (HMD) and a controller that enables finger tracking through mapping to reproduce the haircutting scissors' motion while providing a feeling of real hair beauty.

Scenario Usefulness and Avatar Realism in an Augmented Reality-based Classroom Simulation for Preservice Teacher Training

  • Kukhyeon KIM;Sanghoon PARK;Jeeheon RYU;Taehyeong LIM
    • Educational Technology International
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    • 제24권1호
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    • pp.1-27
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    • 2023
  • This study aimed to examine an augmented reality-based teaching simulation in a mobile application. We examined how AR-enabled interactions affect users' perceived scenario usefulness and avatar realism. The participants were forty-six undergraduate students. We randomly grouped them into two conditions: AR and Non-interactive video groups with equal sample sizes. This study employed an experimental design approach with a one-way multivariate analysis of variance with repeated measures. The independent variable is the presence/absence of AR interaction with a mobile application. The dependent variables were avatar realism and scenario usefulness. The measures explored how the student avatar's emotional intensity in a scenario influences user perception. The results showed that participants in the AR-interaction group perceived avatar realism significantly higher than those in the non-interactive video group. Also, participants perceived the high emotional intensity scenario (aggression toward peers) to be significantly higher usefulness than the low emotional intensity scenario (classroom disruption).

해외 성인 게임의 유통과 심사에 관한 사용자 인식 연구 (A Study on the User's Perception of Distribution and Screening of Overseas Adult Games)

  • 류지강;이종원
    • 한국컴퓨터정보학회:학술대회논문집
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    • 한국컴퓨터정보학회 2021년도 제64차 하계학술대회논문집 29권2호
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    • pp.171-173
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    • 2021
  • 국내 게임 시장에서도 점차 멀티 플랫폼인 "스팀"을 통해 선정성이 높은 해외 성인 게임이 출시를 하고 있는 중이며 국내 게임 사용자들도 플레이를 해볼 수 있게 되었다. 하지만 국내에서는 심사기관의 제재로 인해 성인 게임을 플레이하고자 하는 사용자들의 의견과 충돌하고 있다. 따라서 본 연구에서는 해외 게임 심사과정과 현황을 조사하고 사용자 설문조사 결과를 통해 국내 게임 시장이 어떻게 받아들어야 하는지 제시하고자 한다.

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