• Title/Summary/Keyword: User Adoption

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3G+ CDMA Wireless Network Technology Evolution: Application service QoS Performance Study (3G+ CDMA망에서의 기술 진화: 응용 서비스 QoS 성능 연구)

  • 김재현
    • Journal of the Institute of Electronics Engineers of Korea TC
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    • v.41 no.10
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    • pp.1-9
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    • 2004
  • User-Perceived application-level performance is a key to the adoption and success of CDMA 2000. To predict this performance in advance, a detailed end-to-end simulation model of a CDMA network was built to include application traffic characteristics, network architecture, network element details, and protocol features. We assess the user application performance when a Radio Access Network (RAN) and a Core Network (CN) adopt different transport architectures such as ATM and If. For voice Performance, we found that the vocoder bypass scenario shows 8% performance improvement over the others. For data packet performance, we found that HTTP v.1.1 shows better performance than that of HTTP v.1.0 due to the pipelining and TCP persistent connection. We also found that If transport technology is better solution for higher FER environment since the IP packet overhead is smaller than that of ATM for web browsing data traffic, while it shows opposite effect to small size voice packet in RAN architecture. Though simulation results we showed that the 3G-lX EV system gives much better packet delay performance than 3G-lX RTT, the main conclusion is that end-to-end application-level performance is affected by various elements and layers of the network and thus it must be considered in all phases of the technology evolution process.

Classification of Recreation Forests through Cluster Analysis (군집분석을 통한 전국 자연휴양림 유형분류)

  • Lee, Kee-Cheol;Kang, Kee-Rae
    • Journal of the Korean Institute of Landscape Architecture
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    • v.37 no.1
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    • pp.9-17
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    • 2009
  • Twenty years have passed since the adoption of natural recreation forests and each forest has its own characteristics. However, there is hardly any classification among the natural recreation forests. The purpose of this study is to classify the forests by considering the supplier's perspective as well as the user's perspective in order to provide fundamental materials for the operation of the natural recreation forests. A factor analysis was conducted to identify the common characteristics of the selected twelve variables by pre-selection and survey of experts. K-means cluster analysis was conducted among those factors to classify the natural recreation forests in Korea. Four factors were drawn after the factor analysis and the factors were named according to the variables and sizes as 'The use performance and visiting condition factor', 'Education and settlement factor', 'Internal activation factor' and 'Potential factor' In addition, the cluster analysis of an $85{\times}4$ matrix was conducted for the points of the drawn factors and the final classification consists of five groups. The results of this study may contribute to providing fundamental materials for the operation and management of natural recreation forests. Also, it may act as a reference when investigating the natural recreation forests of Korea. Proposing the classification natural recreation forests could be helpful in selecting the proper recreation forest in the future. Based on the established model, fundamental materials could be provided to improve the profitability of the natural recreation forests by effectively expanding the number of tourists, creating new natural recreation forests and proper maintenance and management.

A Research on Value Chain Structure on Experience of VR and AR Focused on Means-End Chain Theory on VR and AR (가상현실 미디어 체험이 가치사슬구조형성에 미치는 영향 연구 VR-AR 수단-목적 사슬이론 적용 중심으로)

  • Kweon, Sang Hee
    • Journal of Internet Computing and Services
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    • v.19 no.1
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    • pp.49-66
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    • 2018
  • 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.

A Study on the Factors of Individual Acceptance for Online Game (온라인게임의 개인적 수용 요인에 관한 연구)

  • Yoon, Gun-Woo;Kim, Won-Joon;Ryu, Seoung-Ho
    • Journal of Korea Game Society
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    • v.9 no.3
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    • pp.107-119
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    • 2009
  • Online games belong to a technology-oriented service industry that has emerged from the assimilation of game contents and communication networks in the respective realms of culture technology (CT) and information technology (IT). This study examines the individual acceptance of online games as entertainment-oriented technology based on the belief-attitude-intention paradigm and the underlying hedonic and utilitarian motivations. To measure the latent variables influencing the acceptance process, a structured questionnaire was developed based on the existing Technology Acceptance Model. Research model analysis and hypothesis testing were carried out using a structural equation model. Results indicated that latent variables reflecting hedonic and utilitarian characteristics had a significant influence on user behavior in the acceptance of online games. By uncovering the core factors in! fluencing the acceptance of online games and thereby theoretically verifying the latent variables influencing the acceptance of entertainment-oriented technology, this study provides strategic implications for business models by game companies aimed at attracting a large user base and dominating the market.

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The Analysis on Technology Acceptance Model for the 3D Printing Industry with the Social Economic Environment Converged Unified Theory Of Acceptance and Use of Technology Model (3D 프린팅 산업에 대한 사회경제환경 융합형 통합기술수용모델을 통한 기업의 3D기술수용의도 분석)

  • Kim, Young-soo;Hong, Ah-reum
    • Journal of Korea Technology Innovation Society
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    • v.22 no.1
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    • pp.119-157
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    • 2019
  • It is important for the people in the 3D printing industry to determine which factors influence the decision-making that determine the adoption of 3D printers and the role of the factors. Through this, we intend to find ways to contribute to the development of 3D printing industry in Korea by increasing utilization of 3D printer used in domestic companies and increasing investment in related industries. 3D printers are making rapid progress according to the development of technology, the public interest, and the activation of investment. Foreign countries have made remarkable progress in equipment, materials, software, and industrial applications, but they are lower than expected in Korea. It is necessary to introduce a smooth 3D printer in order to revitalize the 3D printer industry and enlarge the base, but it is insufficient for actual introduction and field application. The independent variables that represent economic, technological, and environmental characteristics were selected through a literature survey, and a model for accepting integrated technology for convergence of societies in the 3D printing industry was proposed. This study confirms that economic factors such as output unit price, government support, and environmental factors such as 3D contents should be developed organically for the introduction of 3D printing technology and equipment. This require systematic and effective support from the government, and it is necessary to improve the economic support, related laws, and systems that can be directly experienced by the user as a user. As the domestic 3D printing industry develops with economic, technological and time investment, 3D printing industry should be the key engine of the 4th industrial revolution.

Analysis of Early Childhood Teachers' Stages of Concern and Level of Use about STEAM : Focusing on Concern-Based Adoption Model (융합인재교육(STEAM)에 대한 유아교사의 관심단계와 활용수준 분석: 관심중심수용모형을 중심으로)

  • Lee, Suki
    • The Journal of the Korea Contents Association
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    • v.21 no.4
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    • pp.347-358
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    • 2021
  • The purpose of this study was to investigate the stage of concern and use level of early childhood teachers' STEAM, and to find out whether there is a difference in the stage of concern according to individual teachers' variables. The subjects were 242 teachers in charge of 3-5 years old kindergarten and daycare center in G city. The research tool was the stages of concern questionnaire (SoCQ). The collected data were converted to relative intensity by applying percentile conversion chart in the guidelines, and this was expressed as a concern profile graph, and t-test and ANOVA were performed to find out the difference in concern according to teacher's background variables. The research results are as follows. First, the stage of concern in early childhood teachers' STEAM was identified as a critical non-user profile. Second, the stage of concern in the teacher's STEAM was judged as a person who did not use, or was implemented for less than 2 years, and was a non-user or a novice. In addition, it was found that most of the teachers did not receive formal education for STEAM. third. There were differences in the educational background, career, current execution status of teachers, whether or not to take related courses in pre-service teacher education, and whether to plan for future implementation. And there were no differences in the majors and institution types of teachers. Based on these results, a support plan for changing the stage of concern of teachers about STEAM and improving the level of use was suggested.

A Study on the Development of a Program for Predicting Successful Welding of Electric Vehicle Batteries Using Laser Welding (레이저 용접을 이용한 전기차 배터리 이종접합 성공 확률 예측 프로그램 개발에 관한 연구)

  • Cheol-Hwan Kim;Chan-Su Moon;Kwan-Su Lee;Jin-Su Kim;Ae-Ryeong Jo;Bo-Sung Shin
    • Journal of the Microelectronics and Packaging Society
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    • v.30 no.4
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    • pp.44-49
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    • 2023
  • In the global pursuit of carbon neutrality, the rapid increase in the adoption of electric vehicles (EVs) has led to a corresponding surge in the demand for batteries. To achieve high efficiency in electric vehicles, considerations of weight reduction and battery safety have become crucial factors. Copper and aluminum, both recognized as lightweight materials, can be effectively joined through laser welding. However, due to the distinct physical characteristics of these two materials, the process of joining them poses technical challenges. This study focuses on conducting simulations to identify the optimal laser parameters for welding copper and aluminum, with the aim of streamlining the welding process. Additionally, a Graphic User Interface (GUI) program has been developed using the Python language to visually present the results. Using machine learning image data, this program is anticipated to predict joint success and serve as a guide for safe and efficient laser welding. It is expected to contribute to the safety and efficiency of the electric vehicle battery assembly process.

YouTube Video Content Analysis: Focusing on Korean Dance Videos (유튜브(YouTube) 영상 콘텐츠 분석: 국내 무용 영상을 중심으로)

  • Suejung Chae;Jihae Suh
    • Journal of Intelligence and Information Systems
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    • v.29 no.4
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    • pp.1-13
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    • 2023
  • The widespread adoption of smartphones and advancements in internet technology have notably shifted content consumption habits toward video. This research aims to dissect the nature of videos posted on YouTube, the global video-sharing platform, to understand the characteristics of both produced and preferred content. For this study, dance was chosen as a specific subject from a variety of video categories. Data on YouTube videos associated with the term "dance" was compiled over three years, from 2019 to 2021. The investigation revealed a clear distinction between the types of dance videos frequently uploaded to YouTube and those that receive a high number of views. The empirical analysis of this study indicates a viewer preference for vlogs that provide insights into the daily lives of dance students, as well as for purpose-driven videos, such as those highlighting dance exam preparations or school dance events. Notably, the vlogs that attract the most attention are typically created by dance students at the college or secondary school level, rather than by professionals. Although the study was focused on dance, its methodologies can be applied to different subjects. These insights are expected to contribute to the development of a recommendation system that aids content creators in effectively targeting their productions.

A Nationwide Web-Based Survey of Neuroradiologists' Perceptions of Artificial Intelligence Software for Neuro-Applications in Korea

  • Hyunsu Choi;Leonard Sunwoo;Se Jin Cho;Sung Hyun Baik;Yun Jung Bae;Byung Se Choi;Cheolkyu Jung;Jae Hyoung Kim
    • Korean Journal of Radiology
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    • v.24 no.5
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    • pp.454-464
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    • 2023
  • Objective: We aimed to investigate current expectations and clinical adoption of artificial intelligence (AI) software among neuroradiologists in Korea. Materials and Methods: In April 2022, a 30-item online survey was conducted by neuroradiologists from the Korean Society of Neuroradiology (KSNR) to assess current user experiences, perceptions, attitudes, and future expectations regarding AI for neuro-applications. Respondents with experience in AI software were further investigated in terms of the number and type of software used, period of use, clinical usefulness, and future scope. Results were compared between respondents with and without experience with AI software through multivariable logistic regression and mediation analyses. Results: The survey was completed by 73 respondents, accounting for 21.9% (73/334) of the KSNR members; 72.6% (53/73) were familiar with AI and 58.9% (43/73) had used AI software, with approximately 86% (37/43) using 1-3 AI software programs and 51.2% (22/43) having up to one year of experience with AI software. Among AI software types, brain volumetry software was the most common (62.8% [27/43]). Although 52.1% (38/73) assumed that AI is currently useful in practice, 86.3% (63/73) expected it to be useful for clinical practice within 10 years. The main expected benefits were reducing the time spent on repetitive tasks (91.8% [67/73]) and improving reading accuracy and reducing errors (72.6% [53/73]). Those who experienced AI software were more familiar with AI (adjusted odds ratio, 7.1 [95% confidence interval, 1.81-27.81]; P = 0.005). More than half of the respondents with AI software experience (55.8% [24/43]) agreed that AI should be included in training curriculums, while almost all (95.3% [41/43]) believed that radiologists should coordinate to improve its performance. Conclusion: A majority of respondents experienced AI software and showed a proactive attitude toward adopting AI in clinical practice, suggesting that AI should be incorporated into training and active participation in AI development should be encouraged.

The Effect of Users' Personality on Emotional and Cognitive Evaluation in UCC Web Site Usage (UCC(user-created-contents) 웹 사이트에서 사용자의 인성이 감정적, 인지적 평가와 UCC 활용에 미치는 영향)

  • Moon, Yun-Ji;Kang, So-Ra;Kim, Woo-Gon
    • Asia pacific journal of information systems
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    • v.20 no.3
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    • pp.167-190
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    • 2010
  • The research conducted here focuses on the effect of factors that affect the behavior of UCC (User Created Content) website users, other than user's rational recognition of how useful a UCC website can be. Most discussions in the existing literature on information systems have focused on users' evaluation how a UCC website can help to attain the users' own goals. However, there are other factors and this research pays attention to an individual's 'personality,' which is stable and biological in nature. Specifically, I have noted here that 'extroversion' and 'neuroticism,' the two common personality factors presented in Eysenck's most representative 'EPQ Model' and 'Big Five Model,' are the two personality factors that affect a site's 'usefulness,' by this I mean how useful does the user consider the website and its content. How useful a site is considered by the user is the other factor that has been regarded as the antecedent factor that influences the adoption of information systems in the existing MIS (Management Information System) research. Secondly, as using or creating a UCC website does not guarantee the user's or the creator's extrinsic motivation, unlike when using the information system within an organization, there is a greater likelihood that the increase in user's activities in relation to a UCC website is motivated by emotional factors rather than rational factors. Thus, I have decided to include the relationship between an individual's personality and what they find pleasurable in the research model. Thirdly, when based on the S-O-R Paradigm of Mehrabian and Russell, the two cognitive factors and emotional factors are finally affected by stimulus, and thus these factors ultimately have an effect on an individual's respondent behavior. Therefore, this research has presented an assumption that the recognition of how useful the site and content is and what emotional pleasure it provides will finally affect the behavior of the UCC website users. Finally, the relationship between the recognition of how useful a site is and how pleasurable it is to useand UCC usage may differ depending on certain situational conditions. In other words, the relationship between the three factors may vary according to how much users are involved in the creation of the website content. Creation thus emerges as the keyword of UCC. I analyzed the above relationships through the moderating variable of the user's involvement in the creation of the site. The research result shows the following: When it comes to the relationship between an individual's personality and what they find pleasurable it is extroverted users who have a greater likelihood to feel pleasure when using a UCC website, as was expected in this research. This in turn leads to a more active usage of the UCC web site because a person who is an extrovert likes to spend time on activities with other people, is sensitive to new experiences and stimuli and thus actively responds to these. An extroverted person accepts new UCC activities as part of his/her social life, rather than getting away from this new UCC environment. This is represented by the term 'Foxonomy' where the users meet a variety of users from all over the world and contact new types of content created by these users. However, neuroticism creates the opposite situation to that created by extroversion. The representative symptoms of neuroticism are instability, stress, and tension. These dispositions are more closely related to stress caused by a new environment rather than this creatingcuriosity or pleasure. Thus, neurotic persons have an uneasy feeling and will eventually avoid the situation where their own or others' daily lives are frequently exposed to the open web environment, this eventually makes them have a negative attitude towards the web environment. When it comes to an individual's personality and how useful site is, the two personality factors of extroversion and neuroticism both have a positive relationship with the recognition of how useful the site and its content is. The positive, curious, and social dispositions of extroverted persons tend to make them consider the future usefulness and possibilities of a new type of information system, or website, based on their positive attitude, which has a significant influence on the recognition of how useful these UCC sites are. Neuroticism also favorably affects how useful a UCC website can be through a different mechanism from that of extroversion. As the neurotic persons tend to feel uneasy and have much doubt about a new type of information system, they actively explore its usefulness in order to relieve their uncomfortable feelings. In other words, neurotic persons seek out how useful a site can be in order to secure their own stable feelings. Meanwhile, extroverted persons explore how useful a site can be because of their positive attitude and curiosity. As a lot of MIS research has revealed that the recognition of how useful a site can be and how pleasurable it can be to use have been proven to have a significant effect on UCC activity. However, the relationship between these factors reveals different aspects based on the user's involvement in creation. This factor of creationgauges the interest of users in the creation of UCC contents. Involvement is a variable that shows the level of an individual's mental effort in creating UCC contents. When a user is highly involved in the creation process and makes an enormous effort to create UCC content (classed a part of a high-involvement group), their own pleasure and recognition of how useful the site is have a significantly higher effect on the future usage of the UCC contents, more significantly than the users who sit back and just retrieve the UCC content created by others. The cognitive and emotional response of those in the low-involvement group is unlikely to last long,even if they recognize the contents of a UCC website is pleasurable and useful to them. However, the high-involvement group tends to participate in the creation and the usage of UCC more favorably, connecting the experience with their own goals. In this respect, this research presents an answer to the question; why so many people are participating in the usage of UCC, the representative form of the Web 2.0 that has drastically involved more and more people in the creation of UCC, even if they cannot gain any monetary or social compensation. Neither information system nor a website can succeed unless it secures a certain level of user base. Moreover, it cannot be further developed when the reasons, or problems, for people's participation are not suitably explored, even if it has a certain user base. Thus, what is significant in this research is that it has studied users' respondent behavior based on an individual's innate personality, emotion, and cognitive interaction, unlike the existing research that has focused on 'compensation' to explain users' participation with the UCC website. There are also limitations in this research. Firstly, I divided an individual's personality into extroversion and neuroticism; however, there are many other personal factors such as neuro-psychiatricism, which also needs to be analyzed for its influence on UCC activities. Secondly, as a UCC website comes in many types such as multimedia, Wikis, and podcasting, these types need to be included as a sub-category of the UCC websites and their relationship with personality, emotion, cognition, and behavior also needs to be analyzed.