• Title/Summary/Keyword: User Action

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An Effect of Gaming Behavior by Mobil Game User on Intention of Continuous Usage (모바일게임 이용자의 게임 태도가 지속사용 의도에 미치는 영향)

  • Shim, Sun-Ae;Im, Cheon-Hyuk;Jung, Hyung-Won
    • Journal of the Korea Convergence Society
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    • v.8 no.7
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    • pp.141-149
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    • 2017
  • This study is to determine the relationship between gaming behaviors by mobile game users and intention of continuous use of games. A behavior is a reaction against some subject or event, and in general, it brings consistent action and predictable reaction. For this study, the survey has been performed to adult mobile game users over 20 years old in Korea and China, and the collected data have been used in the hierarchical multiple regression analysis using SPSS 20.0, the statistical package program. As a result of study, if gaming behaviors are not concerned, more male not from Korea (from China) showed higher intention of continuous use. Furthermore, as a result of evaluating the effect of gaming behaviors of mobile game users on intention of continuous use, cognitive behaviors and behavioral attitudes also showed significant positive correlation.

An Empirical Study on the Influential Factors to User's Continuos Usage and Recommendation of SmartPhone-Games (구조방정식을 이용한 스마트폰 게임의 지속적 사용의도와 추천에 미치는 영향에 관한 실증적 연구)

  • Kwon, Hyeog-In;Kim, Ho-Il;Choi, Yong-Seok
    • Journal of Korea Game Society
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    • v.11 no.6
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    • pp.115-125
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    • 2011
  • Recently, a sharp increases of users of smartphone is not only cause an rapid growth smartphone-games market, but also secured it's position as a high value market. thus have to begets a multilateral study to the smartphone of newly-rising. however the earlier studies were researched previous smartphone, despite extended research is needed for smartphone-games. therefore the study's purpose is to draw a main factors it has a decisive effect for recommendation and sustainable-usage through recognizing the cause-and-effect relationship with purchase intention, purchase action, satisfaction, recommendation, and sustainable usage that based purchase-effect-factors of smartphone-games. for this study the questionnaire of 293 was taken. and structural equation model was adopted to analyze this study.

The effect of 'Optimal Solution' factor in utility of online sandbox game (옵티멀솔루션 요소가 온라인 샌드박스 게임효용성에 미치는 영향)

  • Tak, Yeon-Suk
    • Journal of Korea Game Society
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    • v.17 no.3
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    • pp.107-116
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    • 2017
  • Sandbox game users can double their satisfaction by re-creating a variety of play patterns. This creative process is due to the expansion of play through 'customizing' and 'action autonomy'. The purpose of this study is to investigate the structural limitations of freedom of online game. In a standalone game, the scalability due to the degree of freedom gives the user a strong motivation for world persistence. On the other hand, in online sandbox games such as MMORPG, it is confirmed that the goal-oriented tendency to gain advantage is the inherent limit of the freedom and expandability of the sandbox game. In this study, it is suggested that the cause and limit of growth of online-based sandbox game can be offset by the optimal solution factor.

A Study of an MEMS-based finger wearable computer input devices (MEMS 기반 손가락 착용형 컴퓨터 입력장치에 관한 연구)

  • Kim, Chang-su;Jung, Se-hyun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.05a
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    • pp.791-793
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    • 2016
  • In the development of various types of sensor technology, the general users smartphone, the environment is increased, which can be seen in contact with the movement recognition device, such as a console game machine (Nintendo Wii), an increase in the user needs of the action recognition-based input device there is a tendency to have. Mouse existing behavior recognition, attached to the outside, is mounted in the form of mouse button is deformed, the left mouse was the role of the right button and a wheel, an acceleration sensor (or a gyro sensor) inside to, plays the role of a mouse cursor, is to manufacture a compact, there is a difficulty in operating the button, to apply a motion recognition technology is used to operate recognition technology only pointing cursor is limited. Therefore, in this paper, using a MEMS-based motion-les Koguni tion sensor (Motion Recognition Sensor), to recognize the behavior of the two points of the human body (thumb and forefinger), to generate the motion data, and this to the foundation, compared to the pre-determined matching table (moving and mouse button events cursor), and generates a control signal by determining, were studied the generated control signal input device of the computer wirelessly transmitting.

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Affordance design for the Management of Patients' Experience in Small Scale Hospitals

  • Shin, Hyun-kyung;Kim, Yong-tae;Youm, Dong-cheol
    • Journal of the Korea Society of Computer and Information
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    • v.23 no.4
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    • pp.131-138
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    • 2018
  • In the recent years, with a purpose to provide visual and psychological stability to patients and hospital users, Affordance design theory based on perceptual psychological thought has been applied as hospital design. In the past, hospital service design was focused on but Affordance design theory focuses on the patients' experience and methodological research on . The characteristics of the application of Affordance design in the case of patients' experience and service point is as follows:- Firstly, Affordance design is applied when the objective of the patient's experience and the functionality of the object are combined. In other words, affordance design is a condition that arises when encounter between service contact point and patients' experience takes place. Secondly, In the field of Hospital service design, Affordance concepts in and its application can be divided on the functions of experience, cognition and sense following the application of Affordance concepts in Hospital service design. Thirdly, Affordance design method sets meaning of the action received through information provided by morphological features. The condition and surrounding has to be designed in a way that it can induce active behavior of the patient. This study has significance as it has been studied from the perspectives of Affordance theory of design psychology in addition to the physical environment of the hospital, the point of interaction between the hospital and patient, along with the elements of experience design. This study proposes the necessity of analytical study in the field of service design implementation considering various stakeholders in the service contact points of small and medium hospitals in Korea. Furthermore, study of the application of Affordance design can be complemented by reflecting the size of hospitals, the characteristics of specialties, and the specific service environment of each hospital can also be conducted.

A Study on the Dependence of Mobile Instant Messenger (모바일 인스턴트 메신저 의존도에 관한 연구)

  • Kim, Jae-Jon;Lee, Yunhee;Nho, Hee-Ock;Park, Kyung-Ja
    • The Journal of Information Systems
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    • v.23 no.1
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    • pp.225-246
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    • 2014
  • With the recent establishment of a ubiquitous environment and the paradigm shift to a smart society, the use of mobile devices, such as smart phones and tablet PCs, has become widespread. Thus, the trend is gradually shifting from using Web-based Instant Messenger to using Mobile-based Instant Messenger. Mobile Instant Messenger refers to a service that allows instant messaging as well as data sending and receiving between individuals with exclusive application programs(mobile Apps), which can be used in portable devices-such as smart phones-with wireless Internet access. Korea's portal sites, telecommunication companies, and even big companies have all rushed into the MIM market to join the competition. The reason so many companies are showing interest in the MIM business is because it is rising as a core platform to substitute portal sites in the mobile society, and MIM is perceived as the best means to attract and secure users. The intention to reuse or use continually was considered an important factor in maintaining a dominant position amidst such fierce competition, and consequently, most research thus far has reflected such thought. However, the frequent or long-term use of a system alone cannot indicate the definite success of the system, nor guarantee its dominant position in the market. On the contrary, MIM dependence, which goes beyond simple repetitive use and indicates a state where users actually or emotionally depend on a specific system, can better explain the user action. However, not much research has been conducted on dependence. The research results showed that lively message, concise message, message responsiveness, and social belonging significantly affected perceived usefulness. Message responsiveness, Link, and social belonging significantly affected flow. Flow significantly affected MIM dependence, and perceived usefulness did not affect MIM dependence. This study has proven that lively message, concise message, message responsiveness, Link, social belonging and perceived usefulness are important antecedents and mediating factors of MIM dependence. Moreover, this study is significant in that it explains the overall process of MIM dependence, and expands on the variety and scope of research that can be applied to MIM-related studies.

The Study of Online Piracy Protection -Focusing on Punishment and Moral Obligation- (인터넷 저작권 침해 보호에 관한 연구 -저작권 침해에 대한 처벌 및 윤리의식을 중심으로-)

  • Park, Joo Yeon
    • Journal of Digital Convergence
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    • v.11 no.1
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    • pp.145-151
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    • 2013
  • As the Internet is widely used worldwide, digital asset on the internet becomes to be critical to protect from illegal copying and piracy which is an unlawful action that download or upload copyrighted materials from the Internet without having a right to use them from the copyright owners. Such an illegal and unethical behavior are pervading and becoming a big concern in many industries and business sectors over the world. This study examines the effect of the user's perception for piracy regulation and moral obligation on online piracy intention. Therefore, the purpose of this study is to see the different effect of regulation and moral obligation on piracy attitude and intention so as to suggest an effective method of piracy protection and to bring an attention on moral and ethical education for online piracy. The result of this study showed both punishment and moral obligation toward online piracy are significantly associated with users' attitude on piracy, indicating that higher level of punishment severity as well as moral obligation lead to decrease piracy attitude. This research also revealed that the level of users' moral obligation has a stronger relationship with piracy attitude than punishment.

An Investigation on Non-Relevance Criteria for Image in Failed Image Search (이미지 검색 실패에 나타난 비적합성 평가요소 규명에 관한 연구)

  • Chung, EunKyung
    • Journal of the Korean Society for Library and Information Science
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    • v.50 no.1
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    • pp.417-435
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    • 2016
  • Relevance judgment is important in terms of improving the effectiveness of information retrieval systems, and it has been dominant for users to search and use images utilizing internet and digital technologies. However, in the field of image retrieval, there have been only a few studies in terms of identifying relevance criteria. The purpose of this study aims to identify and characterize the non-relevance criteria from the failed image searches. In order to achieve the purpose of this study, a total of 135 participants were recruited and a total of 1,452 criteria items were collected for this study. Analyses and identification on the data set found thirteen criteria such as 'topicality', 'visual content', 'accuracy', 'visual feature', 'completeness', 'appeal to user', 'focal point', 'bibliographic information', 'impression', 'posture', 'face feature', 'novelty', and 'time frame'. Among these criteria, 'visual content' and 'focal point' were introduced in this current study, while 'action' criterion identified in previous studies was not shown in this current study. When image needs and image uses are analyzed with these criteria, there are distinctive differences depending on different image needs and uses.

Action Research: the Use of Enterprise Resource Planning System in Construction Engineering and Project Management

  • Chan, Eric W.L.
    • Journal of Construction Engineering and Project Management
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    • v.1 no.3
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    • pp.18-27
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    • 2011
  • Although information communication technology (ICT) is long regard as very useful tool in today's construction engineering and project management environment, organizations must not only operate based upon its original setting, but also requires on-going observation, additional features and fine-tuning actions before the desirable outcome can be achieved. However, it is a very common phenomenon that organizations purchase the licensed "off-the-shelf-software" package and customize it to suit their own business need. Due to the incapability of such software and inefficient customization, the possible result is making that ICT tool not user-friendly and sometimes the whole system becomes obsolete. The purpose of this paper is to review and report those actions taken (between February 2006 and December 2010) by a construction organization to enhance the performance of its Enterprise Resource Planning (ERP) system launched in December 2002. Such actions include: improving data inputting method; removing the transition bottleneck; introducing crystallization function; revising the organization's "Delegation and Limits of Authority"; publishing the "League Table" amongst users; integrating the 3D Mode into the system and upgrading hardware. Whilst the ultimate goals of such system are well beyond the time limit of this research study, an obvious interim result, achieved by this case studied organization, was winning a landmark project worth US$500 million after the ERP system was functioned properly and effectively. Their experience and success becomes an exemplar which can be borrowed by those companies, from managerial perspectives and as a roadmap, planning to adopt information technology (IT) strategy and use ICT tool in the construction engineering and project management framework. Singapore, where public housing provisions have been a major concern of their citizens as the building stock gets older.

Development of a 3-D Immersion Type Training Simulator

  • Jung, Young-Beom;Park, Chang-Hyun;Jang, Gil-Soo
    • KIEE International Transactions on Power Engineering
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    • v.4A no.4
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    • pp.171-177
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    • 2004
  • In the current age of the information oriented society in which we live, many people use PCs and are dependant on the databases provided by the network server. However, online data can be missed during the occurrence of a blackout and furthermore, power failure can greatly effect Power Quality. This has resulted in the trend of using interruption-free live-line work when trouble occurs in a power system. However, 83% of the population receives an electric shock experience when a laborer is performing interruption-free live-line work. In the interruption-free method, education and training problems have been pinpointed. However, there are few instructors to implement the necessary training. Furthermore, the trainees undergo only a short training period of just 4 weeks. In this paper, to develop a method with no restrictions on time and place and to ensure a reduction in the misuse of materials, immersion type virtual reality (or environment) technology is used. The users of a 3D immersion type VR training system can interact with the system by performing the equivalent action in a safe environment. Thus, it can be valuable to apply this training system to such dangerous work as 'Interruption-free live-line work exchanging COS (Cut-Out-Switch)'. In this program, the user carries out work according to instructions displayed through the window and speaker and cannot perform other tasks until each part of the task is completed in the proper sequence. The workers using this system can utilize their hands and viewpoint movement since they are in a real environment but the trainee cannot use all parts and senses of a real body with the current VR technology. Despite these weak points, when we consider the trends of improvement in electrical devices and communication technology, we can say that 3D graphic VR application has high potentiality.