• Title/Summary/Keyword: User's Perception

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A Study on the Recognition of Diversity on Digital Media Services (디지털미디어서비스에 관한 시청자의 다양성 인식 실증)

  • Lee, Sang-Ho
    • Journal of the Korea Convergence Society
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    • v.9 no.11
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    • pp.237-244
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    • 2018
  • This paper deals with the viewer's recognition of diversity on digital media services. For this reason, the researcher focused on the IPTV user, how the perception of the diversity of the digital media service affected the user's satisfaction. The results are as follows. First, digital media service user recognized that supply side diversity of media channel and VOD affect recognition of accessibility (easy of use) and perceived playfulness. Second user recognized that variety of performers and actors affect recognition of accessibility and perceived playfulness. Moreover, it was found that recognition of accessibility, actor's diversity, perceived playfulness affect use's recognition for media player's contribution of diversity, and media satisfaction. As in this paper, the researcher expects that this kind of methodology for confirming of user's recognition of diversity will contribute to preparing a future media policy.

The Study on the User Perception for Church Library in Korea (국내 교회도서관에 대한 이용자의 인식 연구)

  • Shin, Dong Min
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.25 no.1
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    • pp.239-264
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    • 2014
  • The study aims to study the user perception and satisfaction on the current church library services in Korea. 100 registered attendees and 10 priests, from three different groups were randomly selected for the survey. Three groups - the one with its own library, another with a community type library, and the other without church library - were compared. A literature review and survey were executed, and the questionnaires of the survey for analysis in this research contained demographic information, usage of church library, mission and function of the church library, library space, librarians, collection, community services of the church library, and perception on the effect of the library's community service on a specific religious activity (evangelism). The analysis revealed that the satisfaction level on church library service was relatively high (3.5 point on average, 5-point Likert scale), even though the frequency of using the church library service was relatively low. The study also found that users perceived the library as a community library or archives of the church, and study rooms and reading rooms as its major functions. It reveals that religious materials were preferred as the church library collection and the service of the church library to its community was perceived as being a effective and positive factor on evangelism. Applying church library service should be considered in order to enhance the understanding on the religion and effective results of evangelism.

A Study on the User's Evaluation for the Visual Types of Virtual Model House (가상모델하우스의 유형에 따른 사용자 평가에 관한 연구)

  • Ha, Ji-Min;Park, Soo-Been
    • Korean Institute of Interior Design Journal
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    • v.20 no.5
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    • pp.160-169
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    • 2011
  • In Korea, the construction company has provided houses through apartment sales system. Residents have obtained a variety of information about their future house by visiting a sample house called "the model house" before they purchase home. Advanced technology such as web-based VOD or Virtual Model in recent years has gradually replaced those built environment. In 2009, the Ministry of Land, Transport and Maritime Affairs announced the restraint to the construction of sample houses. Instead, they highly recommended a Virtual Model House as an alternative solution. This study aimed to propose how to design the user-oriented virtual model house through the experiment and survey research. The 3D virtual model house of 85m$^2$ apartment was built and presented by two types (Type A: Bird's Eye View, Type B: Walk through View) on the web page. The subjects evaluated presence, spatial perception and cognition, and usability of each type after exploring them. The results are as follows. (1) The subjects' evaluation of presence showed Type B has more negative effects than Type A such as feeling dizzy or tired even if their values were not so high. (2) The subjects perceived and cognized both types of virtual model house more realistic for the expression of volume of space, the size of opening, and the arrangement of furniture than that of wall finishes and materials. (3) The usability of Type A was significantly higher than that of Type B.

The Effects of Chatbot's Error Types and Structures of Error Message on User Experience (챗봇의 오류 유형과 오류 메시지 구조화 여부가 사용자 경험에 미치는 영향)

  • Lee, Mi-Jin;Han, Kwang-Hee
    • The Journal of the Korea Contents Association
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    • v.21 no.6
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    • pp.19-34
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    • 2021
  • The aim of this study is verifying the effects of chatbot's error types and structures of error message on attitude, behavior intention towards the chatbot and perceived usability of the chatbot. The error types of chatbot are divided into 'experience' error and 'agency' error, which set different expectancy level, according to mind perception theory. The structures of error message were either unstructured condition composed of error specification only or structured condition composed of apology, explanation and willingness of improvement. It was found that score of perceived usability was higher in experience error condition than agency error condition. Also, all three scores of dependent variables were higher in structured error message condition than unstructured error message condition. Furthermore, expectation gap of experience didn't predict the dependent variables but expectation gap of agency predicted all three dependent variables. Finally, the tendency of interaction effect between the error type and the structure of the error message on expectation gap of agency was observed. This study confirmed the mitigating effect of structured error messages and the possibility that these effects may vary by the type of error. The result is expected to be applicable to design of error coping strategies that enhance user experience.

A Study on Influence of Spatial Types Based on Public Library Spatial Characteristics (공공도서관 공간 특성에 따른 공간 유형 및 그 영향에 관한 연구)

  • Yook, Jihye;Kim, Giyeong
    • Journal of the Korean Society for information Management
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    • v.33 no.1
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    • pp.111-137
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    • 2016
  • The roles of public libraries have been diverse not only provision of information but also provision of cultural programs. According to this trend, the spatial composition of public libraries have been also changed to reflect the diverse roles. This study is conducted to explore the spatial characteristics in public libraries with two objectives: 1) to suggest spatial types in public libraries based on their physical characteristics, and 2) to explore the relationships between the spatial types and users' perception. To accomplish these objectives, we adopted observation and questionnaire survey as research methods. Consequently, three spatial types of public libraries are identified based on an investigation of several public libraries: divided, partially integrated, and integrated. Then, several statistical analyses, including one-way analysis of variance (ANOVA), are conducted with the questionnaire survey data. The results from the statical analyses show that there are significant differences in users' perceptions and behaviors between the spatial types. That is, the spatial type influences user's perceptions. This study is meaningful in terms of its first attempt to explore the relationships between spatial factors in libraries and users' perceptions. Based on this, it is suggested that libraries should consider their spatial structures for developing user's positive perception on the libraries.

3D Stereoscopic Navigation of Buildings Considering Visual Perception (시각적 인지를 고려한 건축물의 3D 스테레오 내비게이션)

  • Shin, Il-Kyu;Yoon, Yeo-Jin;Choi, Jin-Won;Choi, Soo-Mi
    • Journal of the Korea Computer Graphics Society
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    • v.18 no.2
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    • pp.63-72
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    • 2012
  • As BIM(Building Information Modeling) is widely used in the construction process the need for exploring building models realistically is also growing. In this paper, we present a 3D stereoscopic navigation method for virtual buildings considering virtual perception. We first find out factors that may cause virtual discomfort while navigating stereoscopic building models, and then develop a method for automatically adjusting the range of virtual camera separation. In addition, we measure each user's JND(Just Noticeable Difference) in depth to adjust virtual camera separation and movement. The presented method can be used for various architectural applications by creating user-customized 3D stereoscopic contents.

A Study on User Perception of Public Library Information Service Using Smart Phones (스마트폰을 통한 공공도서관 정보서비스의 이용자 인식에 관한 연구)

  • Lee, Eun-Hee;Lee, Jee-Yeon
    • Journal of the Korean Society for information Management
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    • v.28 no.3
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    • pp.377-392
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    • 2011
  • This paper aims to examine how users view information services that use today's rapidly expanding smart phones and what their demands are. The research focus is specifically on public libraries where related studies or the provision of services is still lacking. For this study, users of public libraries were targeted for surveys and interviews. The results that Public library users showed positive views on using library information services and e-contents service on smart phones. But the users viewed smart phones as another point of access in accessing information services, not as something revolutionary to the existing library information services.

User's Perception Characteristics on Color and Contrast for Designing the Interface of a Combined PC and TV Monitor (PC&TV 겸용모니터의 인터페이스 디자인을 위한 사용자의 색채 및 대비 지각 특성)

  • Jeong, Gwang-Tae;Park, Jae-Hui
    • Journal of the Ergonomics Society of Korea
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    • v.17 no.2
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    • pp.25-32
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    • 1998
  • A combined PC and TV monitor has been developed in several companies. The characteristics of physical user interface in this monitor are likely to vary from existing monitors. Therefore, two experiments to investigate the physical interface characteristics of this monitor were conducted. The first experiment was to investigate the characteristics of color perception with monitor coating (coating vs. non-coating) and screen brightness (30fL vs. 35fL) in the PC mode. The second experiment was to investigate the characteristics of luminance contrast with monitor coating and image movement (static vs. dynamic) in the TV mode. Twenty-three subjects (male 12, female 11) were participated in this experiment. In the first experiment, average color temperatures were obtained in all experimental conditions. There was a significant difference between coating and non-coating screen at 0.1 level. In the second experiment, average luminance contrasts were obtained in all experimental conditions. There was a significant difference between coating and non-coating screen at 0.05 level. In addition, there was a significant difference between static picture and dynamic picture at 0.1 level.

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A Study on the Key Factors in User Acceptance of the Smart Clothing (스마트웨어의 수용 요인에 대한 연구)

  • Hong, Ji-Young;Chae, Haeng-Suk;Han, Kwang-Hee
    • Science of Emotion and Sensibility
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    • v.9 no.spc3
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    • pp.235-241
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    • 2006
  • This paper predict user acceptance of smart clothing. The present research develops and validates new products for smart clothing. Studies suggest that further analysis of the process be undertaken to better establish properties for smart clothing, underlying structures and stability over innovative technologies. The findings reported in this paper should be useful methods which identify user needs. such findings in now provide a way to explain technology acceptance. Both of qualitative and quantitative methods, were applied to this study in order to find out user needs for smart clothing. We are writing scenarios and conducting both focused group interviews and a survey to assess the user's interest. The purpose of the survey is to evaluate the importance of the functions and to evaluate the degree of the participant's feeling and attitude. Furthermore, we explore the nature and specific influences of factors that may affect the user perception and usage.

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Design of the Protocol for Wireless Charging of Mobile Emotional Sensing Device (모바일 감성 센싱 단말기의 무선 충전을 위한 프로토콜 설계 및 구현)

  • Kim, Sun-Hee;Lim, Yong-Seok;Lim, Seung-Ok
    • IEMEK Journal of Embedded Systems and Applications
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    • v.7 no.2
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    • pp.95-101
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    • 2012
  • In order to supply emotion service depending on user's emotional change in a mobile environment, various researches have been carried. This paper discusses a protocol for wireless charging and an embedded platform of the mobile emotional sensing device which supports that. Wireless charging process relieves user's vexatious task to charge the emotional sensing device. To support wireless charging, there are one basestation and several mobile devices. Basestation coordinates and controls the devices over wireless communication, as well as supplies energy. For 1:N communication we defines the network whose superframe is classified into four categories: a network join superframe, a charging request superframe, a charging superframe and an inactive superframe. Physical layer provides how to supply energy to the devices and communicate physically. Mobile device is equipped with energy charged circuits, which correspond with the defined energy supplying method, as well as bidirectional communication circuits. Mobile device monitors and analyzes its own battery status, and is able to send a request packet to basestation. Therefore, it can be charged before its battery is exhausted without user's perception.