• Title/Summary/Keyword: Users' behaviors

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An Empirical Study on Factors Affecting Customer Intention to Use Mobile Payment System in Vietnam (베트남 모바일결재시스템 수용의도에 영향을 미치는 요인에 관한 실증연구)

  • Nguyen, Phuong Y;Lee, Sung Taek;Kang, Wi Man;Kim, Jeong Suk;Gim, Gwang Yong
    • Journal of Information Technology Services
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    • v.14 no.4
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    • pp.171-184
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    • 2015
  • Nowadays, mobile commerce is having an increasingly profound impact on our daily lives, and offer interesting and advantageous new services. Mobile payment is an emerging and important application of mobile commerce in smart work, enabling users to use their mobile devices (especially mobile phones) for paying goods and services wherever they go. The appearance of m-payment is expected to provide us a convenient and bright future to enjoy. That is the common trend on over the world, but in Vietnam, although the number of smart phone users has been increasing rapidly, the adoption of m-payment system still didn't succeed completely. The research reviewed literature regarding mobile payment services, analyzed the impact of customer characteristics and system characteristics on m-payment adoption in Vietnam. To analyze the adoption behaviors of m-payment users, m-payment research model which consists of three customer-characteristics (m-payment trust, personal innovativeness, m-payment knowledge) and four m-payment system characteristics (mobility, reachability, convenience, compatibility) were studied. The results indicate that perceived usefulness, trust, and compatibility are the important predictors to the intention to use m-payment. This study will assist m-payment services suppliers in implementing appropriate business models and service strategies to successfully attract customer to use m-payment in Vietnam, allowing managers to exert appropriate investment, time, and effort for m-payment system development in designing smart working.

Analysis of Related Factors According to Using Illicit Substances Among Adolescents (청소년의 금지 약물 사용에 따른 관련 요인 분석)

  • Cho, Jun Ho
    • Journal of Environmental Health Sciences
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    • v.44 no.6
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    • pp.608-617
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    • 2018
  • Objectives: The purpose of this study was to analyze related factors in relation to usage of illicit substances for Korean adolescents. Methods: This was a cross-sectional study, which used data from the Twelfth Korean Youth Risk Behavior Web-based Survey (KYRBWS). A total of 65,528 students in 2016 were included in this study. Chi-square test and logistic regression analysis were used for analyzing related factors using illicit substances. Results: Overall, 553 (0.8%) students responded as having ever used illicit substances during their lifetime and 133 (0.2%) students responded as current illicit substance users. It was found that electronic cigarette (EC) use, conventional cigarette smoking, second hand smoking, sad/despair mood, and economic status were significantly associated factors with usage of illicit substances. Comparing 'current EC users' with 'never EC users', the adjusted odds ratios (OR) was 7.76 (95% confidence interval (CI): 5.56-10.82) for life-time use of illicit substances, and 18.74 (95% CI: 8.01-43.87) for current use of illicit substances among adolescents. Additionally, comparing 'students who ever were exposed to second hand smoking during the past week', with 'students who never were exposed to second hand smoking', the adjusted OR was 2.60 (95% CI: 2.13-3.17) for life-time use of illicit substances, and 2.85 (95% CI: 1.68-4.83) for current use of illicit substances among adolescents. Conclusions: Based on the results, electronic cigarette use, second hand smoking, conventional cigarette smoking, sad/despair mood, and economic status were significantly associated with increased odds of substance experience and current substance use. Therefore, the results of this study can provide a useful evidence about adolescent behaviors in predicting substance use.

A Study on System Tracing User Activities in the Windows Operating System (윈도우 운영체제 상의 사용자 행위 추적에 관한 연구)

  • Jung, Chang-Sung;Kim, Young-Chan
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.21 no.4
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    • pp.101-114
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    • 2011
  • As it seems like critical information leakages have been increasing due to industrial espionage and malicious internal users, the importance of introducing audit and log security technology is growing every now and then. In this paper, we suggest the session logging system for the company's internal control to meet the SOX legislation level, by monitoring and analyzing users behaviors connecting to the business-critical Operating System. The system proposed in this paper aims to monitor the user's illegal activities in the Operating System, and to present the clear evidence of purpose of those activities by detailed logs. For this purpose, we modified Operating System by adding multiple services suggested in this paper. These services utilize interfaces provided by the existing Operating System and add functions to control access and get logs. The system saves and manages session logs of users or administrators connected to the server with centralized log storage. And the system supports session log searching and lookup features required by SOX legislation for the company's internal controls with the level of computer forensics and logging technology.

User Behavior Analysis for Online Game Bot Detection (온라인 게임 봇 탐지를 위한 사용자 행위 분석)

  • Kang, Ah-Reum;Woo, Ji-young;Park, Ju-yong;Kim, Huy-Kang
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.22 no.2
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    • pp.225-238
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    • 2012
  • Among the various security threats in online games, the use of game bots is the most serious problem. In this paper, we propose a framework for user behavior analysis for bot detection in online games. Specifically, we focus on party play that reflects the social activities of gamers: In a Massively Multi-user Online Role Playing Game (MMORPG), party play log includes a distinguished information that can classify game users under normal-user and abnormal-user. That is because the bot users' main activities target on the acquisition of cyber assets. Through a statistical analysis of user behaviors in game activity logs, we establish the threshold levels of the activities that allow us to identify game bots. Also, we build a knowledge base of detection rules based on this statistical analysis. We apply these rule reasoner to the sixth most popular online game in the world. As a result, we can detect game bot users with a high accuracy rate of 95.92%.

An Exploratory Analysis of Contributors to Smart TV Usage (스마트TV 이용에 영향을 미치는 요인에 관한 연구)

  • Lee, Seonmi
    • The Journal of the Korea Contents Association
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    • v.21 no.6
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    • pp.524-532
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    • 2021
  • Smart TV is rapidly growing with the provision of OTT services, and has become an alternative to pay-TV services. Yet smart TV in Korea has been diffused slowly, and thus few research has paid attention to smart TV. With the global growth trend of smart TV, research on smartTV, focusing on users' characteristic and their behaviors, is critical to explain smart TV's usage. To employ the Mediapanel dataset, this study explores the impact of smart TV users' demographic factors and their pay-tv usage on smart TV usage. The results suggested that age, the type of household, household income, and market size are associated with smart TV usage. Pay-TV usage, specifically IPTV subscription and VOD expenses, have impacts on smart TV usage. Lastly the interaction effect between IPTV subscription and movie VOD expenses, has negatively associated with smart TV usage. This study may bring to re-attention to smart TV and to give insights into the industry field.

A Survey and Analysis on the Current Status of the Mobile Applications for Garden Design

  • Kim, Hyun-Ji;Lee, Kyoung-Youn;Song, Yu-Jin;Joo, Yi-Seul;Lee, Kyung-Mee
    • Journal of People, Plants, and Environment
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    • v.22 no.1
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    • pp.75-89
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    • 2019
  • This study aimed to examine the current status of mobile applications for garden design and extract valuable contents for the development of garden design programs for future reference. Mobile applications released in Korean or English on Google Play App Market as of July, 2018 were analyzed in this study (1 application in Korea and 14 applications overseas). The purposes of this study are to analyze the components of the programs for those who actually intend to create a garden and to use it as a resource for developing mobile applications for garden design. Thus, program components and contents were analyzed for garden design applications based on real space (1 application in Korea and 3 applications overseas) that could actually help users. The analysis of mobile applications for garden design shows that while overseas garden programs are rapidly developing in various fields, the number of garden design mobile applications developed in Korea and the amount of information platforms are significantly insufficient. This study suggested flowchart for garden design mobile applications based on the analysis results of existing garden design application. This flowchart includes a series of processes from planning/designing gardens to purchasing plants and facilities to constructing/maintaining gardens for users who intend to design and create a real garden. Furthermore, this study proposed a freemium business model based on 4R(Reflex, Reality, Real place, Real communication) marketing strategies for mobile applications. Realistic experiences can be increased through graphics and information about gardens and plants provided in this study, and location-based information services as well as the creation of systems connected with vendors and suppliers of products related to gardens can induce consumers' purchasing behaviors. Additionally PR activities through various garden-related cultural events are expected to attract more users.

Analysis of Environmentally Responsible Behaviors based on a Typology of Activity Involvement and Place Attachment - Focuses on Visitors to Namhansanseong Provincial Park - (활동관여-장소애착 유형에 따른 환경책임행동분석 - 남한산성 도립공원 방문객을 대상으로 -)

  • Kim, Hyun;Song, Hwasung;Kim, Yeeun
    • Journal of the Korean Institute of Landscape Architecture
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    • v.43 no.3
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    • pp.114-124
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    • 2015
  • The concepts of activity involvement(AI) and place attachment(PA) are useful for explaining the sustainable use of natural resources by humans. Although several studies have investigated the effects of AI and PA on environmental behaviors and found its implications, it has not examined the simultaneous effects of both AI and PA. Thus, the purpose of this study was to develop a typology of both AI and PA. This typology was used to explain the environmentally responsible behaviors of visitors. The study sample surveyed 587 users of the main trail in Namhansanseong Provincial Park The results were analyzed by frequency, reliability, factor analysis, cross-tabulation, T-test, correlation and ANOVA analysis. As a result, the typology identified four subgroups of hikers based on involvement in hiking and attachment to setting. Results also indicate that environmentally responsible behaviors do vary significantly across typology. In detail, general environmental behavior and specific environmental behavior were significantly different between the four groups. These finding suggests that PA seems to play a more powerful role than AI in relation to environmental behavior. While more involved and more attached hikers were more active in environmental behaviors, less involved and less attached hikers had a more passive attitude. In this respect, this study placed emphasis on the fact that the future resource management of tourism and outdoor recreation may be established based on its activity experience in certain place.

Analysis on Information Use Behaviors of Pre-entrepreneurs and Startups (예비창업자 및 스타트업의 정보이용행태 분석)

  • Yoo, Suhyeon;Park, Boyana;Kim, Wanjong
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.10
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    • pp.91-101
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    • 2017
  • Nation-wide support is being strengthened to vitalize pre-entrepreneur and startup initiatives. However, it is found that they have been suffering from the lack of necessary information in preparation for the start-up operation. In order to support more proactive and robust start-up process in aspect of contents or service, it is necessary to carefully analyze their information needs and information seeking behaviors. Information seeking behavior analysis is a method for improving information services in accordance with the information needs of the information service users in libraries and information service institutes. This study analyzed information seeking behaviors of pre-entrepreneur and startup. Focus-group interview as the representative method of exploring information seeking behaviors was conducted. Content analysis was introduced to search the business-establishing process, information-seeking status, and utilization level of startup-related information resources and their perception. It is expected that contents and services for pre-entrepreneur and startup would be improved by reflecting their information seeking behaviors based on the results of this study.

Cafeteria Users' Preference for an Indoor Green-wall in a University Dining Hall (실내 벽면녹화 공간 이용자 행태연구 - 대학구내식당 녹화 칸막이 선호를 중심으로 -)

  • Kim, Hae-Ryung;Ahn, Tong-Mahn
    • Journal of the Korean Institute of Landscape Architecture
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    • v.43 no.6
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    • pp.62-72
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    • 2015
  • The objective of this research is to investigate the different aspects in which users positively identify with indoor green walls and the influences that it has on usage behaviors. Under the hypothesis that public space users prefer locations with green walls, the effect on their behavior was observed. After installing indoor green walls, behavioral observations and questionnaires were carried out to analyze green wall preferences. The observation experiment was carried out for a total of 8 days in order to see what influences the preferences for of indoor green walls had on usage behaviors and compare a control group with an experimental group that experienced a green wall. The usage time data were put into an SPSS statistics program and used to run an independent sample t-test. The questionnaire was carried out for two days from March 1st to 2nd 2014 after the observation was completed, and was done by 224 users of the two areas. The results from the experiment are as follows. First, comparisons between the total usage time of seats adjoined to partitions in both the green walled area and the partitioned area showed that there was no preference for indoor green walls. Second, the results appeared to show a higher percentage of women users in the green walled area, compared to the original partitioned area. Third, it showed that partitions and plants did not have any influence on seat choices. Fourth, the questionnaire showed preferences for indoor green walls. Out of the 94 people who sat in the partitioned area, 11.7% answered that they wanted to sit in the green walled area, they couldn't due to the lack of available seats. Furthermore, out of the 130 people who sat in the green walled area, 24.6% said they chose the seat because of their preference for the green wall. Although 64.3% of users of the two areas said that they would choose the green walled area if under the same circumstances, the behavior observation did not reflect this.

An Analysis of the Roles of Experience in Information System Continuance (정보시스템의 지속적 사용에서 경험의 역할에 대한 분석)

  • Lee, Woong-Kyu
    • Asia pacific journal of information systems
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    • v.21 no.4
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    • pp.45-62
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    • 2011
  • The notion of information systems (IS) continuance has recently emerged as one of the most important research issues in the field of IS. A great deal of research has been conducted thus far on the basis of theories adapted from various disciplines including consumer behaviors and social psychology, in addition to theories regarding information technology (IT) acceptance. This previous body of knowledge provides a robust research framework that can already account for the determination of IS continuance; however, this research points to other, thus-far-unelucidated determinant factors such as habit, which were not included in traditional IT acceptance frameworks, and also re-emphasizes the importance of emotion-related constructs such as satisfaction in addition to conscious intention with rational beliefs such as usefulness. Experiences should also be considered one of the most important factors determining the characteristics of information system (IS) continuance and the features distinct from those determining IS acceptance, because more experienced users may have more opportunities for IS use, which would allow them more frequent use than would be available to less experienced or non-experienced users. Interestingly, experience has dual features that may contradictorily influence IS use. On one hand, attitudes predicated on direct experience have been shown to predict behavior better than attitudes from indirect experience or without experience; as more information is available, direct experience may render IS use a more salient behavior, and may also make IS use more accessible via memory. Therefore, experience may serve to intensify the relationship between IS use and conscious intention with evaluations, On the other hand, experience may culminate in the formation of habits: greater experience may also imply more frequent performance of the behavior, which may lead to the formation of habits, Hence, like experience, users' activation of an IS may be more dependent on habit-that is, unconscious automatic use without deliberation regarding the IS-and less dependent on conscious intentions, Furthermore, experiences can provide basic information necessary for satisfaction with the use of a specific IS, thus spurring the formation of both conscious intentions and unconscious habits, Whereas IT adoption Is a one-time decision, IS continuance may be a series of users' decisions and evaluations based on satisfaction with IS use. Moreover. habits also cannot be formed without satisfaction, even when a behavior is carried out repeatedly. Thus, experiences also play a critical role in satisfaction, as satisfaction is the consequence of direct experiences of actual behaviors. In particular, emotional experiences such as enjoyment can become as influential on IS use as are utilitarian experiences such as usefulness; this is especially true in light of the modern increase in membership-based hedonic systems - including online games, web-based social network services (SNS), blogs, and portals-all of which attempt to provide users with self-fulfilling value. Therefore, in order to understand more clearly the role of experiences in IS continuance, analysis must be conducted under a research framework that includes intentions, habits, and satisfaction, as experience may not only have duration-based moderating effects on the relationship between both intention and habit and the activation of IS use, but may also have content-based positive effects on satisfaction. This is consistent with the basic assumptions regarding the determining factors in IS continuance as suggested by Oritz de Guinea and Markus: consciousness, emotion, and habit. The principal objective of this study was to explore and assess the effects of experiences in IS continuance, with special consideration given to conscious intentions and unconscious habits, as well as satisfaction. IN service of this goal, along with a review of the relevant literature regarding the effects of experiences and habit on continuous IS use, this study suggested a research model that represents the roles of experience: its moderating role in the relationships of IS continuance with both conscious intention and unconscious habit, and its antecedent role in the development of satisfaction. For the validation of this research model. Korean university student users of 'Cyworld', one of the most influential social network services in South Korea, were surveyed, and the data were analyzed via partial least square (PLS) analysis to assess the implications of this study. In result most hypotheses in our research model were statistically supported with the exception of one. Although one hypothesis was not supported, the study's findings provide us with some important implications. First the role of experience in IS continuance differs from its role in IS acceptance. Second, the use of IS was explained by the dynamic balance between habit and intention. Third, the importance of satisfaction was confirmed from the perspective of IS continuance with experience.