Big data refers to the data that cannot be processes with conventional contemporary data technologies. As smart devices and social network services produces vast amount of data, big data attracts much attention from researchers. There are strong demands form governments and industries for bib data as it can create new values by drawing business insights from data. Since various new technologies to process big data introduced, academic communities also show much interest to the big data domain. A notable advance related to the big data technology has been in various fields. Big data technology makes it possible to access, collect, and save individual's personal data. These technologies enable the analysis of huge amounts of data with lower cost and less time, which is impossible to achieve with traditional methods. It even detects personal information that people do not want to open. Therefore, people using information technology such as the Internet or online services have some level of privacy concerns, and such feelings can hinder continued use of information systems. For example, SNS offers various benefits, but users are sometimes highly exposed to privacy intrusions because they write too much personal information on it. Even though users post their personal information on the Internet by themselves, the data sometimes is not under control of the users. Once the private data is posed on the Internet, it can be transferred to anywhere by a few clicks, and can be abused to create fake identity. In this way, privacy intrusion happens. This study aims to investigate how perceived personal information overload in SNS affects user's risk perception and information privacy concerns. Also, it examines the relationship between the concerns and user resistance behavior. A survey approach and structural equation modeling method are employed for data collection and analysis. This study contributes meaningful insights for academic researchers and policy makers who are planning to develop guidelines for privacy protection. The study shows that information overload on the social network services can bring the significant increase of users' perceived level of privacy risks. In turn, the perceived privacy risks leads to the increased level of privacy concerns. IF privacy concerns increase, it can affect users to from a negative or resistant attitude toward system use. The resistance attitude may lead users to discontinue the use of social network services. Furthermore, information overload is mediated by perceived risks to affect privacy concerns rather than has direct influence on perceived risk. It implies that resistance to the system use can be diminished by reducing perceived risks of users. Given that users' resistant behavior become salient when they have high privacy concerns, the measures to alleviate users' privacy concerns should be conceived. This study makes academic contribution of integrating traditional information overload theory and user resistance theory to investigate perceived privacy concerns in current IS contexts. There is little big data research which examined the technology with empirical and behavioral approach, as the research topic has just emerged. It also makes practical contributions. Information overload connects to the increased level of perceived privacy risks, and discontinued use of the information system. To keep users from departing the system, organizations should develop a system in which private data is controlled and managed with ease. This study suggests that actions to lower the level of perceived risks and privacy concerns should be taken for information systems continuance.
This research explores a value chain structure of VR-AR media including user's perception, uses, and evaluation. The purpose of this research focused on factor analysis and the relationship among user's VR-AR adoption motivations and utilities. This research explores correlation between personal value and using motivation. This study was to identify the value structure of respondent on VR-AR usages based on means-end chain theory. The research used structured APT laddering questions and 251 data was analysed. Through such analysis, category difference by stage and relationship difference were identified and hierarchical value map was compared. There are four different value ladders: first is attributes, functional consequences, psychological consequences, and final value. This study is based on the analysis of the value chain structure factors that affect VR and AR use behavior (attributes, functional benefits, psychological benefits, use value), 'Hierarchical Value Map' between users' The purpose of the model is to construct a model. For this, 'means-end chain theory' was applied to measure the causal relationship between personal value and VR related use behavior. In order to solve this research problem, 135 people were analyzed through the structured questionnaire using the AR and VR content fitness measure and the second APT laddering, and the use of VR-AR : 1) Functional benefits; 2) Psychological benefits; 3) Means to reach value, 4) Objective value chain structure was identified. The results show that VR users tried to smooth the social life through the new virtual reality audiovisual element, the newness of experience, fun, and pleasure through the departure of reality, vividness of experience, and leading fashion. The AR fitness was a game and a new program, and the value of interacting with other people and the value of 'periwinkle' played an important role through the vividness and peripheral interaction of AR, It was an important choice. The important basic values of users' VR and AR selection were correlated with psychological attributes of interaction with others, achievement, happiness and favorable values.
The increasing integration of intelligent information technologies within organizational systems has amplified the risk to personal information security. This escalation, in turn, has fueled growing apprehension about an organization's capabilities in safeguarding user data. While Internet users adopt a multifaceted approach in assessing a company's information security, existing research on the multiple dimensions of information security is decidedly sparse. Moreover, there is a conspicuous gap in investigations exploring whether users' evaluations of organizational information security differ across industry types. With an aim to bridge these gaps, our study strives to identify which information security attributes users perceive as most critical and to delve deeper into potential variations in these attributes across different industry sectors. To this end, we conducted a structured survey involving 498 users and utilized the analytic hierarchy process (AHP) to determine the relative significance of various information security attributes. Our results indicate that users place the greatest importance on the technological dimension of information security, followed closely by transparency. In the technological arena, banks and domestic portal providers earned high ratings, while for transparency, banks and governmental agencies stood out. Contrarily, social media providers received the lowest evaluations in both domains. By introducing a multidimensional model of information security attributes and highlighting the relative importance of each in the realm of information security research, this study provides a significant theoretical contribution. Moreover, the practical implications are noteworthy: our findings serve as a foundational resource for Internet service companies to discern the security attributes that demand their attention, thereby facilitating an enhancement of their information security measures.
This study represents something in common and differences of organic characteristics between early modern architecture and contemporary architecture analysing F. L. Wright's Robie House and Toyo Ito's Sendai Mediatheque. A natural organic body cannot be separated from the natural environment, and each part of an architecture has each own property and forms a whole at the same time. That is a basic concept of organic architecture, and a framework for analysis is set up based on it. The followings are similarities and differences of organic concept and interpretation between Wright's Robie House and Ito's Sendai Mediatheque First, Wright' Robie house unites with the natural surrounding, using a physically close connection to the ground. In contract, Ito's Mediatheque shows characteristics of noncentural and fluidic space that are metaphorically reflecting tangible and intangible of factors in modern city, where there is an ambiguous physical boundary between architecture and urban environment. Next, floors, walls and ceilings of Wright's housing as for basic building blocks are physically separated and at the same time form formative unity from the point of view of a physical and structural organic body. And continuous flow of faces of separated walls form an organism united with the nature from a physical aspect. On the contrary to this, there is an no-boudary and floating organic architecture of integrated structure from ambiguous setting of relation between architecture and urban space in Ito's architecture. Especially, Mediatheque shows semantic integration of floating urban environmental factors through horizontal and vertical integration of horizontal slabs, vertical pipes, and skins. Last, horizontal and vertical factors of Wright' Housing is appreciated as an basic experienced structure in terms of spacial perception and fluidic inner spaces in Wright's housing is completed with a series of spatial experiences in a visual sense. On the other hand, no-boundary and floating space of Ito's architecture accept user's physical and virtual body. Especially, there is an integration transcending beyond time and space, accepting an imaginary body and events with the course of time at Ito's Mediatheque.
Journal of the Korean Institute of Landscape Architecture
/
v.49
no.4
/
pp.15-29
/
2021
The study aims to grasp the perception and appraisal of urban park users through text analysis. This study used Google review data provided by Google Maps. Google Maps Review is an online review platform that provides information evaluating locations through social media and provides an understanding of locations from the perspective of general reviewers and regional guides who are registered as members of Google Maps. The study determined if the Google Maps Reviews were useful for extracting meaningful information about the user perceptions and appraisals for parks management plans. The study chose three urban parks in Seoul, South Korea; Seoul Forest, Boramae Park, and Olympic Park. Review data for each of these three parks were collected via web crawling using Python. Through text analysis, the keywords and network structure characteristics for each park were analyzed. The text was analyzed, as were park ratings, and the analysis compared the reviews of residents and foreign tourists. The common keywords found in the review comments for the three parks were "walking", "bicycle", "rest" and "picnic" for activities, "family", "child" and "dogs" for accompanying types, and "playground" and "walking trail" for park facilities. Looking at the characteristics of each park, Seoul Forest shows many outdoor activities based on nature, while the lack of parking spaces and congestion on weekends negatively impacted users. Boramae Park has the appearance of a city park, with various facilities providing numerous activities, but reviewers often cited the park's complexity and the negative aspects in terms of dog walking groups. At Olympic Park, large-scale complex facilities and cultural events were frequently mentioned, emphasizing its entertainment functions. Google Maps Review can function as useful data to identify parks' overall users' experiences and general feelings. Compared to data from other social media sites, Google Maps Review's data provides ratings and understanding factors, including user satisfaction and dissatisfaction.
The purpose of this study was to identify the meaning of performance experienced in the process of practicing at the elderly suicide prevention center. Therefore, the actual results perceived from the subjective viewpoints of the chiefs, staff and service users from the public institutions, which offer the elderly suicide prevention services were examined. The results classified the service provider's view, service users view and multi-dimensional view. The research method is a case study of qualitative research method. The results of the study found that the analysis commonly perceived from the perspectives of both the chiefs and staff from the public institutions offering elderly suicide prevention service were 'the perception of structural obstacles during the process of practicing the services and focused on the achievement of experiencing changes in the service users and the community'. On the other hand, the analysis from the perspective of the service users turned out to be 'focusing on changes in the users'internal perception according to service experiences'. The meaning and essence of the analytical results perceived from each perspective are summarized as follows. First, the analytical results perceived of the chiefs of public institutions offering elderly suicide prevention service were 'the process in which the identification of the institution is rediscovered through the service'. Second, the analytical results perceived by the staff from the institution were 'being acknowledged in the community and organization while experiencing changes in the service users in the process of struggling to survive in such community and organization'. Third, the analytical results perceived by the service users were 'holding on to the lifeline at the edge of a precipice'. Based on the results, political and practical implications of elderly suicide prevention service were discussed.
The touchscreen device is now commonly found in the form of mobile phones, tablet PCs, and other devices. Varied physical and visual experiences can be experienced through touchscreens. This study intended to explore how the physical and visual experiences provided by the touchscreen would affect people through their existing associations of behavior-attitude. Previous studies have found that certain behaviors affect attitudes. In particular, the approach-avoidance behavior has been noted to influence both social and personal attitudes. It was thus deemed necessary to ascertain the approach-avoidance effect exerted by touchscreens on the attitudes of users as the technology is widely used today. Experiment 1 provided an approach-avoidance experience via a touchscreen and demonstrated that touchscreen-based approach-avoidance dragging behavior on the touchscreen can affect a user's preference and purchase intent. It was found that a product that had been approached showed both higher preference and higher purchase intent than a product that had been avoided. Experiment 2 investigated whether a similar effect would occur when only the visual experience of approach-avoidance was provided. The outcome proved that products that had been visually approached had higher scores than products that had been avoided, both in terms of preference and purchase intent. The movement of the arm on the touchscreen (Experiment 1) and the visual perception of the approach-avoidance experience (Experiment 2) were both shown to influence participants' attitudes toward products. The results of this study suggest that the behavior and perception of users may be an important factor in designing touchscreen interfaces for online shopping.
Recently, with the development of artificial intelligence technology, many technologies for user convenience are being developed. Among them, interest in autonomous vehicles is increasing day by day. Currently, many automobile companies are aiming to commercialize autonomous vehicles. In order to lay the foundation for the government's new and reasonable policy establishment to support commercialization, we tried to analyze changes and perceptions of public opinion through news article data. Therefore, in this paper, 35,891 news article data mentioning terms similar to 'autonomous vehicles' over the past three years were collected and network analyzed. As a result of the analysis, major keywords such as 'autonomous driving', 'AI', 'future', 'Hyundai Motor', 'autonomous driving vehicle', 'automobile', 'industrial', and 'electric vehicle' were derived. In addition, the autonomous vehicle industry is developing into a faster and more diverse platform and service industry by converging with various industries such as semiconductor companies and big tech companies as well as automobile companies and is paying attention to the convergence of industries. To continuously confirm changes and perceptions in public opinion, it is necessary to analyze perceptions through continuous analysis of SNS data or technology trends.
Augmented reality makes the relationship between real world and virtual world. The basic goal of an AR system is to enhance the user's perception of and interaction with the real world through supplementing the real world with 3D virtual objects that appear to coexist in the same space as the real world. ARToolkit is widely used toolkit to develop any AR application. However, to do so, a lot of researcher faced many challenges and limitations. In this paper we comprehensively review some selected challenging issues using ARToolkit to develop AR system. And then, we implement a real application for augmented text book with sounds and 3D virtual objects which we called here AR Traffic Book concerning these challenging issues by ARToolkit. In this paper our foremost approaches on the most common challenging issues such as virtual object rendering, camera calibration and tracking.
At public spaces, signs have purposes of communicating their information clearly. Especially directional signs point out the proper route showing our surroundings. The present directional signs which are indicating 3-dimensional direction in a 2-dimensional mode seem to be difficult to understand as we are moving. This study has the purpose of investigating the role of present signs and suggesting visually effective directional signs, in particular arrows. Firstly, this study surveyed the user's attitude on directional signs in case of subway station. The research shows that the present directional signs hardly perform their roles to communicate the directional information, which means the need of newly expressed arrows. In this study we consider a new effective expression on the viewpoint of human cognition mechanism. So it is thought that those trials are helpful to efficient sign system.
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