• Title/Summary/Keyword: User's Perception

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A Mobile Application Model for Local and Tour Information Services (향토관광정보서비스를 위한 모바일 앱 모형)

  • Yi, Yong Jeong;Yi, Dajeong;Lee, Changho;Yoon, Sohyun
    • Journal of the Korean Society for information Management
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    • v.36 no.1
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    • pp.247-267
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    • 2019
  • There has been low use of local information services that public libraries provide, and most of those services are limited only through in-house reading or checkout. Motivated by these issues, the study has developed a mobile application (app, hereafter) entitled as LibPass (a combination of Library and Pass) to propose new local information services that reflect the information needs of users. Regarding the design of LibPass, contents of LibPass are composed of the characteristics of local resources so that users can easily search for information about local culture and tour resources through mobile app. That is, it aims to provide efficient information services on local resources by providing information on accommodations, outdoor programs, and specialized libraries, as well as introducing tour resources. Above all, the services are provided with a single card issued by the National Library of Korea and is convenient to use anywhere in the country. It not only secures reliability and currency by utilizing various contents developed by public institutions, but also provides functions to facilitate specialized services for the local information of libraries. Based on the previous research, the present study derives the factors of quality evaluation of mobile tour information services; it constructs objects of LibPass application by analyzing existing applications and develops the prototype based on logical entity relationship model. This model can contribute to the increased use of local information services and, promotes the public's positive perception of the libraries through user-friendly applications.

A Study on the Wetland User's Eco-consciousness and Preference of Amenities - Focused on Upo Marsh Users - (습지 이용자 생태의식과 시설선호도 연구 - 우포늪을 대상으로 -)

  • Jeong, Jae-Man;Oh, Jeong-Hak;Kim, Jin-Seon
    • Journal of the Korean Society of Environmental Restoration Technology
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    • v.16 no.6
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    • pp.77-91
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    • 2013
  • The researcher noted the fact that wetland users are more and more diversified while people are more conscious of their ecological importance. Wetlands tend to be very sensitive in ecological terms, and therefore, they can hardly accommodate their users' needs indefinitely. With such basic perception in mind, the purpose of this study was to survey wetland users' eco-consciousness, determine their traits, analyze the corelation between their traits and preferences of wetland amenities, and thereby, provide the data useful to planning of an effective wetland management policy. To this end, the researcher sampled nation's largest wetland, Upo Marsh located in Changnyeong for a questionnaire survey. Wetland users' eco-consciousness was measured, using Dunlap's NEP (New Ecological Paradigm) approved by many researchers. Wetland users' preferences of the wetland amenities were measured, centered around 11 amenity types observed commonly at the domestic wetlands. As a result of the survey conducted in October, 2012, a total of 228 effective samples were acquired. Wetland users' eco-consciousness was higher than normal, scoring 3.45 on the 5-point scale consisting of 5 sub-scales. In particular, users were more conscious of 'the possibility of an eco-crisis,' while being less conscious of 'ejection of exemptionalism.' As a result of classifying the users into 3 sub-groups in reference to their eco-consciousness and analyzing their preferences of amenities comparatively, significant differences were found in all 3 sub-areas. In particular, the sub-group most eco-conscious tended to prefer the learning amenities, but the least eco-conscious sub-group tended to prefer the utilities. As a result of the post-hoc test, it was found that most and normal eco-conscious sub-groups were more or less homogeneous, while the least eco-conscious sub-group was significantly different from the former 2 sub-groups in terms of eco-consciousness. As the wetland users were found to be diversified in terms of their eco-consciousness, it is necessary to plan the wetland management policies in consideration of such differences. However, it is perceived that the wetland amenities need to be built to meet the more eco-conscious users.

Patterns in the Use and Perception of Digital Breast Tomosynthesis: A Survey of Korean Breast Radiologists (디지털 유방 토모신테시스에 대한 국내 사용 현황과 인식에 관한 설문조사 연구)

  • Eun Young Chae;Joo Hee Cha;Hee Jung Shin;Woo Jung Choi;Jihye Kim;Sun Mi Kim;Hak Hee Kim
    • Journal of the Korean Society of Radiology
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    • v.83 no.6
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    • pp.1327-1341
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    • 2022
  • Purpose To evaluate the pattern of use and the perception of digital breast tomosynthesis (DBT) among Korean breast radiologists. Materials and Methods From March 22 to 29, 2021, an online survey comprising 27 questions was sent to members of the Korean Society of Breast Imaging. Questions related to practice characteristics, utilization and perception of DBT, and research interests. Results were analyzed based on factors using logistic regression. Results Overall, 120 of 257 members responded to the survey (response rate, 46.7%), 67 (55.8%) of whom reported using DBT. The overall satisfaction with DBT was 3.31 (1-5 scale). The most-cited DBT advantages were decreased recall rate (55.8%), increased lesion conspicuity (48.3%), and increased cancer detection (45.8%). The most-cited DBT disadvantages were extra cost for patients (46.7%), insufficient calcification characterization (43.3%), insufficient improvement in diagnostic performance (39.2%), and radiation dose (35.8%). Radiologists reported increased storage requirements and interpretation time for barriers to implementing DBT. Conclusion Further improvement of DBT techniques reflecting feedback from the user's perspective will help increase the acceptance of DBT in Korea.

A Study of the Effects of Job-seeking Efficacy on Use Intention and Outcome of the Work-net (구직효능감(job-seeking efficacy)으로 인 한 Work-net의 이용의도 및 성과에 관한 연구)

  • Oh, Seong-Uk;Yoon, Sung-Joon
    • Journal of Global Scholars of Marketing Science
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    • v.13
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    • pp.113-133
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    • 2004
  • The present study examines the the role of subjectively perceived factors of the attitude toward job-seeking activities in forming an intention to use a web. An integrative research model is presented and tested empirically. It includes the following two aspects of belief in Davis' TAM: perceived usefulness, perceived ease of use. Specially, internet job-seeking efficacy, or the belief in one's capabilities to organize and execute courses of Internet actions required to achieve given goals, is a potentially important factor in efforts to gain more favorable attitude toward Internet uses. Survey data were collected to develop a reliable operational measure of Internet job-seeking efficacy and to examine its construct validity. An four-item Internet job-seeking efficacy scale developed for the present study was found to be reliable and internally consistent. Also, many previous studies have established that perceived usefulness is an important factor influencing user acceptance and usage behavior of information technologies. However, very little research has been conducted to understand how that perception forms and changes over time. The current work presents and tests the determinants of perceived usefulness. The present study found that higher internet job-seeking efficacy is an important concept which is significantly related to job-seeking activities by positively influencing intention and performance as well as usefulness on the Internet.

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Configuration of Premium Mobility Customer's Experience Using a Critical Incident Technique (결정적 사건기법을 이용한 프리미엄 모빌리티 고객의 이용경험 구성요인 분석)

  • Jeong, Hyein;Hong, Seokpyo;Chung, Namho
    • Knowledge Management Research
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    • v.25 no.2
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    • pp.135-153
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    • 2024
  • With the recent emergence of smart tourist cities, premium mobility is being considered an important means of transportation in the tourism. However, there has been insufficient research conducted on the experience of premium mobility among its users. Accordingly, this study used CIT to analyze the components of the user experience of customers who used premium mobility. In order to specifically identify the factors that make up the premium mobility experience, 366 cases of satisfaction and 13 cases of dissatisfaction were collected through a total of 273 online surveys. As a result of the study, based on the customer's experience using premium mobility, CIT was applied to derive 6 categories and 9 sub-factors that constitute the perception of premium mobility. In particular, this study is different from existing studies in that convenience was added as a new category out of the 6 categories, and wide ride comfort and high price were derived as new sub-factors among the 9 sub-factors. Because of this, it has academic significance. Therefore, if scales suitable for quantitative research are developed based on the derived constructs, they could be widely applied to various topics related to premium mobility in the tourism field.

Big Five Personality in Discriminating the Groups by the Level of Social Sims (심리학적 도구 '5요인 성격 특성'에 의한 소셜 게임 연구: <심즈 소셜> 게임의 분석사례를 중심으로)

  • Lee, Dong-Yeop
    • Cartoon and Animation Studies
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    • s.29
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    • pp.129-149
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    • 2012
  • The purpose of this study was to investigate the clustering and Big Five Personality domains in discriminating groups by level of school-related adjustment, as experienced by Social Sims game users. Social Games are based on web that has simple rules to play in fictional time and space background. This paper is to analyze the relationships between social networks and user behaviors through the social games . In general, characteristics of social games are simple, fun and easy to play, popular to the public, and based on personal connections in reality. These features of social games make themselves different from video games with one player or MMORPG with many unspecific players. Especially Social Game show a noticeable characteristic related to social learning. The object of this research is to provide a possibility that game that its social perspective can be strengthened in social game environment and analyze whether it actually influences on problem solving of real life problems, therefore suggesting its direction of alternative play means and positive simulation game. Data was collected by administering 4 questionnaires (the short version of BFI, Satisfaction with life, Career Decision-.Making Self-.Efficacy, Depression) to the participants who were 20 people in Seoul and Daejeon. For the purposes of the data analysis, both Stepwise Discriminant analysis and Cluster analysis was employed. Neuroticism, Openness, Conscientiousness within the Big Five Personality domains were seen to be significant variables when it came to discriminating the groups. These findings indicated that the short version of the BFI may be useful in understanding for game user behaviors When it comes to cultural research, digital game takes up a significant role. We can see that from the fact that game, which has only been considered as a leisure activity or commercial means, is being actively research for its methodological, social role and function. Among digital game's several meanings, one of the most noticeable ones is the research on its critical, social participating function. According to Jame Paul gee, the most important merit of game is 'projected identity'. This means that experiences from various perspectives is possible.[1] In his recent autobiography , he described gamer as an active problem solver. In addition, Gonzalo Francesca also suggested an alternative game developing method through 'game that conveys critical messages by strengthening critical reasons'. [2] They all provided evidences showing game can be a strong academic tool. Not only does a genre called social game exist in the field of media and Social Network Game, but there are also some efforts to positively evaluate its value Through these kinds of researches, we can study how game can give positive influence along with the change in its general perception, which would eventually lead to spreading healthy game culture and enabling fresh life experience. This would better bring out the educative side of the game and become a social communicative tool. The object of this game is to provide a possibility that the social aspect can be strengthened within the game environment and analyze whether it actually influences the problem solving of real life problems. Therefore suggesting it's direction of alternative play means positive game simulation.

Improvement of Hi-Pass Users' Satisfaction Using Modified Importance Performance Analysis (M-IPA 기법을 이용한 하이패스 만족도 제고 방안)

  • Choi, Yoon-Hyuk;Ko, Han-Geom;Yun, Ilsoo;Kim, Dong-In
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.15 no.1
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    • pp.52-65
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    • 2016
  • The electronic toll collection system(ETCS), is globally used in about 40 countries. In Korea, the Korea Expressway Corporation led the nationwide introduction of the ETC system in 2007 under the brand name of the Hi-pass. Since then, Hi-pass, with its rate of average daily use reaching about 70%, has become an essential facility in Korean expressways. To identify users' perception on Hi-pass (satisfaction, preference, etc.), this study conducted a Modified Importance-Performance Analysis (M-IPA). With this, this study attempted to identify the kind of efforts necessary to enhance current Hi-pass users' convenience and satisfaction. According to the result of M-IPA, the items including "non-stop payment" and "toll discount" are identified as key items that require further improvement. For improvement in the "non-stop payment" item, operations of Hi-pass toll booths appropriate for the demand for Hi-pass use and the selection of Hi-pass booths' locations in consideration of entry and exit lanes need to be improved. In addition, with regard to the "toll discount" item, although toll discount is currently provided to Hi-pass users, thus, PR thereof will have to be strengthened. It is expected that this study will be used as basic data to devise methods of enhancing Hi-pass usage through improvement of Hi-pass users' satisfaction.

A Study On Web Shopping Attitude and Purchasing Intention of Internet Self-Efficacy -Focus on Intrinsic and Extrinsic Motivation- (인터넷 자기효능감으로 인한 웹쇼핑에 대한 태도와 구매행동의도에 관한 연구 -내재적 동기와 외재적 동기를 중심으로-)

  • Lee, Jong-Ho;Sin, Jong-Kuk;Kim, Mi-Hye;Kong, Hye-Kyung
    • Journal of Global Scholars of Marketing Science
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    • v.10
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    • pp.1-26
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    • 2002
  • The present study examines the role of subjectively perceived factors of the attitude toward web shopping in forming an intention to use a web shopping intention. An integrative research model is presented and tested empirically. It includes the following three aspects of belief in Davis' TAM: perceived usefulness, perceived ease of use, perceived enjoyment. Specially, internet self-efficacy, or the belief in one's capabilities to organize and execute courses of Internet actions required to produce given attainments, is a potentially important factor in efforts to gain more favorable attitude toward web shopping close the digital divide that separates experienced Internet users from novices. Prior research on Internet self-efficacy has been limited to examining specific task performance and narrow behavioral domains rather than overall attainments in relation to general Internet use, and has not yielded evidence of reliability and construct validity. Survey data were collected to develop a reliable operational measure of Internet self-efficacy and to examine its construct validity. Also, much previous research has established that perceived ease of use is an important factor influencing user acceptance and usage behavior of information technologies. However, very little research has been conducted to understand how that perception forms and changes over time. The present study examines that higher internet self-efficacy is more getting favorable web shopping attitude, and web shopping intention as more as usefulness, enjoyment through the internet.

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A Study on User Perception for the Efficient Utilization of Camp Page - Focus on Chuncheon Citizen and Tourist - (캠프페이지의 효율적인 활용을 위한 이용자인식 연구 - 춘천시민과 관광객을 중심으로 -)

  • Jun, Mi-Ri;Kang, Eun-Ji;Kim, Yong-Geun
    • Journal of the Korean Institute of Landscape Architecture
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    • v.45 no.3
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    • pp.9-20
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    • 2017
  • Camp Page, which has been located in front of Chuncheon Station for about 50 years since 1958, recently opened to the public. Chuncheon City is currently struggling to construct a park on this site due to an uncertainty of general plans and financial difficulties. Accordingly, this research conducted a cognitive survey about site usage with Camp Page users in order to clarify directions for efficient establishment of parks within the former military base. The course of research includes analytical methods such as a survey targeting Chuncheon citizens and tourists both in the field and online, a frequency analysis of 1,360 index samples, a cross analysis and t-test. As a result, firstly, Chuncheon citizens recognized the image of Chuncheon as a city with a fresh, clean lakeshore whereas tourists think of it as a city for sightseeing and leisure. Hence, it was justifiable to conclude that the city should organize various programs for people to enjoy leisure activities while at the same time protecting the environment. Second, the awareness of tourists about Camp Page was relatively low and both citizens and tourists recognize that it was not sufficient enough for enjoyment of free time. The majority answered "space for culture and art and for experiencing the natural environment" when asked about the direction of space creation at Camp Page, which indicates that the site will need to be available both for cultural art and nature experiences. Lastly, it was thought that the direction of developing leisure facilities in Chuncheon city should include the improvement of worn out installations and developing chain products among programs. This research will be able to use fundamental data for the efficient utilization of the returned U.S. military camps that are constantly merging.

The Effect of Online Community, Members, and Personal Characteristics on Lurking Behavior: Why do people only consume rather than create contents? (온라인 커뮤니티 특성, 커뮤니티 멤버 특성, 개인 특성이 잠복관찰 활동에 미치는 영향:왜 사람들은 쓰지 않고 읽기만 하는가?)

  • Park, Do-Hyung
    • Journal of Internet Computing and Services
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    • v.15 no.1
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    • pp.73-88
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    • 2014
  • Online communities are getting more popular with the development of information technology. It is essential that community members participate actively and share their contents or opinions continuously for the success and growth of online communities. However, it is revealed that most of members just take the role of passive observer. They are lurking community information and contents without any contribution. In this sense, this study focuses on explore lurking behavior of online community members. This study investigates the effect of the characteristics of online community, community members, and personal traits on user's lurking intention. Member familiarity and community identity have a strong positive effect on de-lurking intention, while the perception of usefulness and ease of use for communities and member expertise have a negative effect on de-lurking intention. Interestingly, users with a low level of self-esteem have higher level of motivation of participation than those with a high level of self-esteem. Finally, this study proposes several strategies to enhance information and contents sharing in online communities.