• 제목/요약/키워드: User Experiences

검색결과 531건 처리시간 0.031초

관광블로그의 수용과 사용자만족에 관한 연구 (Study on acceptance and user satisfaction of tourism - Focused on TAM Model -)

  • 노영;변정우
    • 디지털산업정보학회논문지
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    • 제7권2호
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    • pp.185-203
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    • 2011
  • In recent years, blogs have become important resources for information sharing; and tourism blogs are providing a new way of sharing tour experiences. Blogs are becoming very popular amongst web users to share their life experiences with other web users around the world. Specifically the goals of this research are; (1) to suggest theory framework of acceptance and user satisfaction about toruism blogs based on TAM, (2) to examine relationships between exogenous variables and (3) to suggest effectiveness of tourism blogs in a marketing perspective. The research model and hypotheses were developed based on the theories of technology acceptance model. Questionnaire was used to collect data. The analysis of this study is designed as individual level to examine the causal relationship among variables. The the reliability and validity of data was tested by explanatory factor analysis, Cronbach's alpha coefficient, confirmatory factor analysis, and correlation analysis. Also, the structural equation model(SEM) analysis was performed to test the usefulness of the model. The analysis results revealed that interaction, entertainment, system quality and information quality are major influential variables on the perceived usefulness of tourism blog. Also, entertainment and system quality are influential variables on the perceived ease of use of tourism blog.

융합산업 원천에 기반한 산업융합 유형 및 시장 성공요인 분석 (A Typology of Industry Convergences Based on Sources for Convergence Industries and Analysis of Critical Success Factors)

  • 김관호;정재윤
    • 대한산업공학회지
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    • 제39권3호
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    • pp.204-211
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    • 2013
  • In this article, we propose a typology of industry convergences which encourages to invent new types of products and services through combining technologies across industries and identifying success factors of convergence industries which were resulted by industry convergences. In detail, the proposed typology of industry convergences is analyzed based on three viewpoints such as academic areas that provide the knowledge of convergence technologies, industry structures for the existing markets, and user experiences used for improving user friendliness. Such viewpoints can not only be considered as the sources for convergence industries but also be closely related with success factors of convergence industries. Based on the typology and the success factors of convergence industries, we suggest the implications about policies for the domestic industry convergence. It is expected that the results of this article can be widely applied to further activate industry convergences to overcome the recent global economic downturn.

ISDN 가입자 - 망 접속에서의 실험적 경험에 대한 고찰 (ISDN Experimental Experiences on User-Network Interfaces)

  • 정일영;정희창;조규섭;임주환
    • ETRI Journal
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    • 제10권1호
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    • pp.3-13
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    • 1988
  • With the contunuing trends towards an information based society, telecommunications services are becoming an integral part of social activities. So, emphasis on ISDN is growing rapidly and placed on supporting integrated services delivery of different levels to the end user. The end user’s perception of an integraged services delivery(in particular, ISDN services) should reflect three interrelated capabilities, ISDN access capabilities and ISDN network capabilities. For turning the ISDN concept of above capabilities into reality, we have implemented the experimental system on user-network interfaces, which are three kinds of implementations in user access arrangements, namely basic access, intermediate rate multiplexed access and primary rate multiplexed access. Through these implementations, NTE(Network Terminating Equipment) is used for single basic access [2B+D], IMUX (Intermediate rate Multiplexer) for 4 basic accesses [4X(2B+D)] and PMUX(Primary rate Multiplexer) for [10/12 X (2B+D)]. This paper describes the outlines of system features on user access equipments, system architectures of testbed and experiment result of each access arrangements.

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오픈소스와 상용 DBMS의 사용자 기대요인과 만족에 대한 연구 (User Expectation and Satisfaction of Open Source and Commercial DBMS)

  • 문정오;김종우
    • 한국경영과학회:학술대회논문집
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    • 한국경영과학회 2008년도 추계학술대회 및 정기총회
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    • pp.415-419
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    • 2008
  • In this study, an empirical research based on survey has been performed to study the influence of user expectation to user satisfaction of commercial and open source DBMSs. According to the survey results, word-of-mouth and past experiences influence significantly to user expectation, and price influences to user expectation only for commercial DBMS users. The results show that the expectancy disconfirmation influences significantly to user satisfaction. Expectation and satisfaction levels of commercial DBMS users are higher significantly than those of open source DBMS users. However, expectancy disconfirmation of open source DBMS users is higher than that of commercial DBMS users.

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제품 사용 기간을 반영한 기계학습 기반 사용자 평가 변화 예측 모델 (Machine Learning-based model for predicting changes in user evaluation reflecting the period of the product)

  • 부현경;김남규
    • 디지털산업정보학회논문지
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    • 제19권1호
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    • pp.91-107
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    • 2023
  • With the recent expansion of the commerce ecosystem, a large number of user evaluations have been produced. Accordingly, attempts to create business insights using user evaluation data have been actively made. However, since user evaluation can change after the user experiences the product, it is difficult to say that the analysis based only on reviews immediately after purchase fully reflects the user's evaluation of the product. Moreover, studies conducted so far on user evaluation have overlooked the fact that the length of time a user has used a product can affect the user's product evaluation. Therefore, in this study, we build a model that predicts the direction of change in the user's rating after use from the user's rating and reviews immediately after purchase. In particular, the proposed model reflects the product's period of use in predicting the change direction of the star rating. However, since the posterior information on the duration of product use cannot be used as input in the inference process, we propose a structure that utilizes information about the product's period of use using an auxiliary classifier. As a result of an experiment using 599,889 user evaluation data collected from the shopping platform 'N' company, we confirmed that the proposed model performed better than the existing model in terms of accuracy.

공공 만화축제 참여자의 사용자경험에 대한 연구 - 부천국제만화축제의 코스프레 부문을 중심으로 (The Research of User Experiences of Participants of Public Comics Festival - In the center of Cosplay Sector of Bucheon International Comics Festival)

  • 장준도;윤은호
    • 만화애니메이션 연구
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    • 통권42호
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    • pp.263-291
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    • 2016
  • 최근 한국에서 만화/애니메이션 시장 성장과 향유계층의 증대로 더 많은 사람들이 문화콘텐츠의 수동적 수용에서 나아가 적극적으로 재생산하는 단계에 이르고 있다. 유저들의 손에 의해 만들어지는 파생 콘텐츠, 2차창작은 오리지널 콘텐츠의 외연을 더욱 확대시키고 이러한 요소가 원작에 재흡수되어 콘텐츠 시장을 더욱 풍성하게 만드는 선순환 구조를 이룬다. 이러한 관점에서 특성화된 지역축제로서의 만화축제는 만화/애니메이션을 적극적으로 수용하고 있는 사람들을 통해 더욱 활성화될 수 있는 가능성이 존재하고 있으나, 다른 지역문화축제에서와 마찬가지로 만화축제에서도 적극적 참여자로 분류되는 이들의 사용자경험이 축제의 의사결정 과정에서 적극적으로 반영되고 있지 못하다는 한계가 존재하고 있다. 코스프레는 만화/애니메이션을 재생산하여 즐기는 방식의 하나이다. 만화, 애니메이션, 혹은 영화 속의 캐릭터를 옷과, 메이크업, 머리모양, 소품 등을 이용해 표현하고 이러한 모습을 타인에게 보여줌으로서 자신은 물론 관객에게도 즐거움을 주는 놀이 문화이다. 이러한 코스프레 참가자는 이제 각종 만화 축제와 게임쇼를 돋보이게 하는 뺄 수 없는 요소가 되어가고 있다. 부천 국제 만화축제 역시 코스프레를 축제 구성 콘텐츠로서 채용하고 있으며 이를 통한 행사의 홍보 역시 전개해 나가고 있다. 하지만 부천 국제 만화축제에서의 코스프레는 다른 만화 축제와 구분되는 여러가지 특징을 지니고 있으며 이는 코스플레이어들에게 부천국제만화축제를 다른 축제와는 이질적인 존재로 받아들이는 요인이 되고 있다. 본 연구에서는 2013년과 2014년 부천국제만화축제에 참가한 코스어들의 경험을 문화기술지적 방법으로 인터뷰와 참여관찰을 통해 조사했다. 조사 결과, 코스어들은 만화축제 내부에서의 참여 범위가 제한되었으며, 축제 활동을 통해 비교적 부정적인 경험을 구축하고 있었다. 이러한 문제에 대한 대안으로 본 연구는 객체화되고 있는 적극적 참여자들이 가진 사용자경험을 축제에 보다 지속적으로 반영할 방법론 구축의 필요성을 제기하고자 한다.

유아교육시설에서 나타나는 '공간 체험'의 특성에 관한 연구 - 이동 공간을 중심으로 - (A Study on the Spatial Characteristics of 'space experience' in Early Childhood Education Facilities - Focusing on the Movement of the space -)

  • 문숙영;김진모
    • 교육시설 논문지
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    • 제19권5호
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    • pp.3-10
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    • 2012
  • In recent times, education facilities for children have focused on the importance of the "living environment" of children. This is because children have a more sensitive response than adults in their lives. All of the field activities, body movement, and play they go through in their living environment exhibit a great educational effect while promoting their emotional, physical, and mental development; therefore, these are the main priority factors in planning an education facility for children. A space may be deemed to be created by the relationship between objects and the people who perceive them. Also, space cognition may be defined to be made of the perception of a space, integration with experience, and restructuring. Physical factors and visual factors, which are the basic factors composing a space, either play their roles as independent variables in a space or form a relationship through a combination between the factors; thereby, diverse types of space experiences may be created. Space experience may be realized through the "movements" of a user, and a user selectively experiences a space through his/her voluntary movements, while experiencing the space against their will through flexible movements. In particular, space experience through movements has an effect on children in terms of making them feel like having daily exploration, and it also has a positive effect on education. A movement space in which "movements" appear most strongly in an education facility for children connects various nearby spaces, and it also portrays a transfer role. Furthermore, in this space, a variety of space changes can be found; thereby, children are able to have diverse selective space experiences.

역량기반 기업 HRD 시스템 사용자 만족도의 영향요인에 관한 연구 (An Empirical Study on Influence Factors of Competency Based HRD System User Satisfaction)

  • 조남재;정진관;김종규
    • 디지털융복합연구
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    • 제4권2호
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    • pp.9-26
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    • 2006
  • Human resource development(HRD) is one of the important success factors in competitive business circumstance. So many companies are developing HRD system for role based competent person rearing to catch up with fast changing situations. And they are building professional and specific HRD systems, With these trends, this study analyze which are affecting user satisfaction in role based corporate HRD systems. Recognized profit, HRD support situation, and user experiences affect to user satisfaction significantly. And HRD support situation is the biggest affecting factor to user satisfaction.

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자연어 처리를 이용한 감정 스트레스 인지 및 관리 챗봇 개발 (A Development of Chatbot for Emotional Stress Recognition and Management using NLP)

  • 박종진
    • 전기학회논문지
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    • 제67권7호
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    • pp.954-961
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    • 2018
  • In this paper, a chatbot for emotional stress recognition and management using rule-based method and NLP is designed and developed to tackle various emotional stresses of people through questionnaire. For this, Dialogflow as open chatbot development platform and Facebook messenger as chatting platform are used. We can build natural and resourceful conversational experiences through predefined questions by using powerful tools of Dialogflow, and can use developed chatbot on the Facebook page messenger. Developed chatbot perceives emotional stresses of user by user-input which is either text or choice of predefined answer. It also gives user questions according to the user's feeling, and assess the strength of the emotional stresses, and provide a solution to the user. Further research can improve the developed chatbot by using open Korean NLP library and database of emotions and stresses.

초고속인터넷 서비스품질에 대한 이용자 불만도 조사연구 (User Dissatisfaction on the High-Speed Internet Service Quality)

  • 조성빈;유한주
    • 경영과학
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    • 제19권2호
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    • pp.169-178
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    • 2002
  • The growth of Internet usage even accelerated by the spread of high-speed Internet access network such as ADSI is affecting our socioeconomic activities and culture in a great way. Korea is recently reported to be the number one high-speed Internet network subscription per 100 people in the world. In a way to reflect this situation, we collect a moderate size of sample proportional to the population of each region across country and investigate what factors might explain the level of user's dissatisfaction with respect to Internet service they have been receiving. The results indicate that the set of gender, age, Internet usage, service kinds, incoming e-mails, and e-shopping is significantly influencing user's dissatisfaction, in that dissatisfaction is measured in 11 perspectives. In particular, user's age, gender, and e-shopping experiences are considered to be mostly explainable.