• 제목/요약/키워드: Users' behaviors

검색결과 653건 처리시간 0.024초

An Artificial Neural Network Model Approach to Predict Managers and Business Students Motivational Levels Using Expert Systems

  • 이용진;윤종훈
    • 한국정보시스템학회지:정보시스템연구
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    • 제5권
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    • pp.205-248
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    • 1996
  • Historically, the en-users' acceptance of the expert systems(ES) have generally been used as a proxy for the ES' implementation success by both practitioners and academicians. However, with regard to bank loan decisions, most loan officers approach the acquisition of an ES with apprehension. In order to overcome this skepticism, more research should focus on the behavioral aspects relate to systems acquisition and usage. This research applied Vroom's(1964) expectancy theory in an effort to predict end-users' motivation to use an ES in a bank loan decision context. Because human behaviors and judgements are nonlinear rather than linear functions, accurately predicting human behavior is very difficult. To increase the prediction power for end-users' motivation to use an ES in a bank loan decision context, this research used an artificial neural network (ANN) model. In this research, an attempt was made to evaluate adequacy of the surrogates by analyzing differences between real bank loan officers and student surrogates in applying expectancy theory to estimate bank loan officers' motivation to use ES in a bank loan decision context.

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정보행위 분석을 통한 정보서비스 개선에 관한 연구 (A Study on the Improvement of Information Services Based upon the Analysis of Information Behaviors)

  • 박현주
    • 한국비블리아학회지
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    • 제21권1호
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    • pp.89-103
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    • 2010
  • 정보접근, 획득, 이용자와 정보시스템과의 상호작용과 관련된 내용 중심으로 연구된 이용자 연구는 변화된 정보환경에서 정보획득과 공유행위를 포함한 정보행위 관점에서 연구할 필요가 있다. Wilson의 정보행위 개념을 적용하여 도서관과 인터넷 환경에서 이용자 정보획득과 공유행위의 요구 및 동기, 과정의 내용을 분석하기 위해 질적 연구와 양적 연구의 통합적 접근을 시도하였다. 통합적 분석을 토대로 정보서비스 개선방안을 제시하였다.

An Empirical Study on the Cognitive Difference between the Creators and Users of Object-Oriented Methodology

  • Kim, Jin-Woo;Hahn, Jung-Pil
    • Management Science and Financial Engineering
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    • 제2권1호
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    • pp.147-176
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    • 1996
  • The main objective of this study is to uncover the differences in the programming behavior between methodology creators and methodology users. We conducted an experiment with methodology creators who have invented one of the major object-oriented methodologies and with professional programmers who have used the same methodology for their software-development projects. In order to explain the difference between the two groups, we propose a theoretical framework that views programming as search in four problem spaces: representation, rule, instance and paradigm spaces. The main problem spaces in programming are the representation and rule spaces, while the paradigm and instance spaces are the supporting spaces. The results of the experiment showed that the methodology creators mostly adopted the paradigm space as their supporting space, while the methodology users chose the instance space as their supporting space. This difference in terms of the supporting space leads to different search behaviors in the main problem spaces, which in turn resulted in different final programs and performance.

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도서관 이용자 불량행동에 관한 고찰 (Study on the Bad Behavior of Library Users)

  • 박현주
    • 한국비블리아학회지
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    • 제21권2호
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    • pp.57-68
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    • 2010
  • 이 연구에서는 불량행동이론을 바탕으로 도서관 이용자의 불량행동의 개념과 유형, 선행요인, 대처방안 등에 대한 고찰을 통해 이용자 불량행동 연구를 위한 틀을 제시하였고, 향후 국내 현장에 적용 가능한 연구방향을 제시하였다.

Information Behavior on Social Live Streaming Services

  • Scheibe, Katrin;Fietkiewicz, Kaja J.;Stock, Wolfgang G.
    • Journal of Information Science Theory and Practice
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    • 제4권2호
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    • pp.6-20
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    • 2016
  • In the last few years, a new type of synchronous social networking services (SNSs) has emerged—social live streaming services (SLSSs). Studying SLSSs is a new and exciting research field in information science. What information behaviors do users of live streaming platforms exhibit? In our empirical study we analyzed information production behavior (i.e., broadcasting) as well as information reception behavior (watching streams and commenting on them). We conducted two quantitative investigations, namely an online survey with YouNow users (N = 123) and observations of live streams on YouNow (N = 434). YouNow is a service with video streams mostly made by adolescents for adolescents. YouNow users like to watch streams, to chat while watching, and to reward performers by using emoticons. While broadcasting, there is no anonymity (as in nearly all other WWW services). Synchronous SNSs remind us of the film The Truman Show, as anyone has the chance to consciously broadcast his or her own life real-time.

The Effects of Joystick-controlling and Walking-around on Navigating a Virtual Space

  • RYU, Jeeheon;PARK, Sanghoon;YANG, Eunbyul;JEONG, Museok
    • Educational Technology International
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    • 제21권2호
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    • pp.125-153
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    • 2020
  • The advancement of virtual reality technology offers various locomotion options that support users' navigation behaviors in a virtual reality environment. This study was aimed at examining the effects of two navigation methods-joystick-controlling and walking-around-on users' perceived usability, behavioral engagement, and virtual presence. Fifty South Korean college students were recruited in the study, and they were assigned randomly to one of the two navigation conditions. Participants from each group were asked to observe a 3D object and complete the surveys. They were then asked to repeat the procedure with a 2D image. Using repeated-measures ANOVAs and MANOVA, we found that users using joystick-controlling reported higher usability and showed superior performance to the walking-around group on two tasks. Participants reported a higher behavioral engagement when observing the 2D image. Besides, they perceived a significantly higher virtual presence when observing the 2D image. Finally, we discussed the implications of the findings for the navigation method design.

The Impact of Crisis Responsibility and Risk Perception on Communication Behavior Intention in SNS: Dual Processing Theory

  • Lee, Eun Mi
    • Asia Marketing Journal
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    • 제19권4호
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    • pp.1-14
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    • 2018
  • Social networking service(SNS) helps users manage, share and delivery a vast information as a communication tool. When users read crisis news in SNS, they communicate the information with others by considering not only their belief (i.e., cognitive risk perception) but also emotion (i.e., affective risk perception). However, few researches have been interested in the construct of communication behaviors of crisis in SNS. This study aimed to explore the role of risk perception (cognitive and affective risk perception) between crisis responsibility and communication behavior through dual processing theory. As a result of the empirical analysis, crisis responsibility had a positive effect on cognitive risk perception and affective risk perception. In addition, cognitive risk perception had no significant effect on communication behavior whereas affective risk perception had influence on communication behavior positively. Thus, our findings may predict that the affective risk perception through crisis responsibility is more potentially important to communication behavior such as sharing information rather than cognitive risk perception. The results give insightful ideas why marketer should reduce perceived emotion caused by risk to strengthen prospective SNS users understanding of communication behavior intention.

Online Users' Cynical Attitudes towards Privacy Protection: Examining Privacy Cynicism

  • Hanbyul Choi;Yoonhyuk Jung
    • Asia pacific journal of information systems
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    • 제30권3호
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    • pp.547-567
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    • 2020
  • As the complexity of managing online personal information is increasing and data breach incidents frequently occur, online users feel a loss of control over their privacy. Such a situation leads to their cynical attitudes towards privacy protection, called privacy cynicism. This study aims to examine the role of privacy cynicism in online users' privacy behaviors. Data were gathered from a survey that 281 people participated in and were analyzed with covariance-based structural equation modeling. The findings of this study reveal that privacy cynicism has not only a direct influence on disclosure intention but also moderates an effect of privacy concerns on the intention. The analytical results also indicate that there is a nonlinear effect of privacy cynicism on the outcome variable. This study developed the concept of privacy cynicism—a phenomenon that significantly affects online privacy behavior but has been rarely examined. The study is an initial research into the nature and implications of privacy cynicism and furthermore clarified its role by the nonlinear relationship between privacy cynicism and the willingness to disclose personal information.

Applying CPM-GOMS to Two-handed Korean Text Entry Task on Mobile Phone

  • Back, Ji-Seung;Myung, Ro-Hae
    • 대한인간공학회지
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    • 제30권2호
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    • pp.303-310
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    • 2011
  • In this study, we employ CPM-GOMS analysis for explaining physical and cognitive processes and for quantitatively predicting when users are typing Korean text messages on mobile phones using both hands. First, we observe the behaviors of 10 subjects, when the subjects enter keypads with both hands. Then, basing upon MHP, we categorize the behaviors into perceptual, cognitive, motor operators, and then we analyze those operators. After that, we use the critical paths to model two task sentences. Also, we used Fitts' law method which was applied many times to predict text entering time on mobile phone to compare with the results of our CPM-GOMS model. We followed Lee's (2008) method that is well suited for text entry task using both hands and calculate total task time for each task sentences. For the sake of comparison between the actual data and the results predicted from our CPM-GOMS model, we empirically tested 10 subjects and concluded that there were no significant differences between the predicted values and the actual data. With the CPM-GOMS model, we can observe the human information processes composed on the physical and cognitive processes. Also we verified that the CPM-GOMS model can be well applied to predict the users' performance when they input text messages on mobile phones using both hands by comparing the predicted total task time with the real execution time.

Game Bot Detection Approach Based on Behavior Analysis and Consideration of Various Play Styles

  • Chung, Yeounoh;Park, Chang-Yong;Kim, Noo-Ri;Cho, Hana;Yoon, Taebok;Lee, Hunjoo;Lee, Jee-Hyong
    • ETRI Journal
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    • 제35권6호
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    • pp.1058-1067
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    • 2013
  • An approach for game bot detection in massively multiplayer online role-playing games (MMORPGs) based on the analysis of game playing behavior is proposed. Since MMORPGs are large-scale games, users can play in various ways. This variety in playing behavior makes it hard to detect game bots based on play behaviors. To cope with this problem, the proposed approach observes game playing behaviors of users and groups them by their behavioral similarities. Then, it develops a local bot detection model for each player group. Since the locally optimized models can more accurately detect game bots within each player group, the combination of those models brings about overall improvement. Behavioral features are selected and developed to accurately detect game bots with the low resolution data, considering common aspects of MMORPG playing. Through the experiment with the real data from a game currently in service, it is shown that the proposed local model approach yields more accurate results.