• Title/Summary/Keyword: Users' behaviors

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Do good return policies work across cultures? Effect of lenient return policies on online shopper perceptions in Eastern culture

  • Yang, SuJin;Choi, Yun Jung
    • Asia Marketing Journal
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    • v.15 no.2
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    • pp.75-97
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    • 2013
  • While good return policies are suggested as one of the critical services for e-commerce, ambivalence between the burden of the cost and shoppers' satisfaction may prevent e-tailers from increasing their level of leniency. Based on the S-O-R model, this study has attempted to develop a grounded theory to explain how lenient return policies shape online shoppers' perceptions and responses, with a focus on cultural influences in the relationship. In order to check the cultural effects of the lenient return policy, thirty two female and eleven male undergraduate students in South Korean shoppers, who are accustomed to strict return policies, participated in the semi-structured interview. A series of open-ended questions were designed to explore consumers' reactions toward four different levels of the lenient return policy: from the strict type in South Korea to the lenient type in the U.S. Using qualitative research methods, this research has defined three types of dimensions of lenient return policy: return possible period, complexity of progress, and other restrictions. While previous researchers did not pay much attention, the last dimension, other restrictions, is shown to be the most significant in influencing online shoppers' perceptions, especially in South Korea. Also, the impacts on online shoppers' perceptions from the three types of sub-dimensions of return policy were somewhat different. Whereas a longer return possible period was considered more favorable, a medium level of complexity and restrictions were considered more desirable. In summary, this result showed that shoppers in Eastern cultures, i.e. South Korean online shoppers, seem favorable to a medium level of lenient return policies, while allowing for taking precautions against possible fraudulent behaviors and setting other restrictions. Therefore, most of retailers in South Korea recommended that e-tailers who adopt the most lenient return policies raise the bar to guard ethical shoppers from fraudulent users. Next, lenient return policies can enhance ease of use, usefulness, affect, and trust while relieving perceived risk, which is connected to intention to purchase, satisfaction, and loyalty. Interestingly, lenient return policies are more likely to change the behavioral responses of online shoppers, such as return and purchase, rather than change their attitudes or beliefs such as image, satisfaction, and loyalty. This tendency can be seen more clearly in the direct influences of return policy on responses. The reaction to lenient return policy is mostly the intention to return or to purchase. This suggests that return policy serves the e-tailers as a powerful tool in increasing online shoppers' purchase intention at the moment of purchase. Therefore, e-tailers who plan to expand their market to eastern countries, including South Korea, have to build a shield of restrictions around their lenient return policy, rather than immediately applying their original liberalized return policy. Also, e-tailers in South Korea need to review their strict and undifferentiated return policies to deal with the unsatisfied reactions of online shoppers toward their normal return policies. Although the present study was confined to the return policies currently being practiced by popular e-tailers, it would be worthwhile to develop effective return policies separately for each country, especially South Korea, keeping the culture of the relevant country in mind.

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Study of the Application of VQA Deep Learning Technology to the Operation and Management of Urban Parks - Analysis of SNS Images - (도시공원 운영 및 관리를 위한 VQA 딥러닝 기술 활용 연구 - SNS 이미지 분석을 중심으로 -)

  • Lee, Da-Yeon;Park, Seo-Eun;Lee, Jae Ho
    • Journal of the Korean Institute of Landscape Architecture
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    • v.51 no.5
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    • pp.44-56
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    • 2023
  • This research explores the enhancement of park operation and management by analyzing the changing demands of park users. While traditional methods depended on surveys, there has been a recent shift towards utilizing social media data to understand park usage trends. Notably, most research has focused on text data from social media, overlooking the valuable insights from image data. Addressing this gap, our study introduces a novel method of assessing park usage using social media image data and then applies it to actual city park evaluations. A unique image analysis tool, built on Visual Question Answering (VQA) deep learning technology, was developed. This tool revealed specific city park details such as user demographics, behaviors, and locations. Our findings highlight three main points: (1) The VQA-based image analysis tool's validity was proven by matching its results with traditional text analysis outcomes. (2) VQA deep learning technology offers insights like gender, age, and usage time, which aren't accessible from text analysis alone. (3) Using VQA, we derived operational and management strategies for city parks. In conclusion, our VQA-based method offers significant methodological advancements for future park usage studies.

A Study on the Scholarly Information and Data Requirements of Researchers for Data-Driven Research and Development (데이터 기반 R&D 지원을 위한 연구자의 학술정보 및 데이터 요구 분석 연구)

  • Seok-Hyoung Lee;Kangsandajung Lee;Jayhoon Kim;Hyejin Lee
    • Journal of the Korean Society for Library and Information Science
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    • v.58 no.1
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    • pp.255-283
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    • 2024
  • In this study, as a preliminary research to effectively support data-driven R&D of researchers, we analyzed the academic information and data requirements for researchers to discover new types of academic information and datasets, and to propose directions for academic information services. To achieve the research objectives, we conducted an exploratory case study involving five researchers and administered an online survey among ScienceON users to glean insights into data-driven R&D behaviors and information/data requirements. As a result, researchers relatively referred to academic papers, datasets and software information from academic papers or conference materials. Moreover, the methods and pathways for acquiring data, as well as the types of data, varied across different subject areas. Researchers often faced challenges in data-driven R&D due to difficulties in locating and accessing necessary datasets or software such as learning models. Therefore it has been analyzed that for future support of data-driven R&D, there is a need to systematically construct datasets by subject. Additionally, it is considered necessary to extract and summarize dataset and related software information in conjunction with academic papers.

The Coexistance of Online Communities: An Agent-Based Simulation from an Ecological Perspective (온라인 커뮤니티 간 공존: 생태학적 관점의 에이전트 기반 시뮬레이션)

  • Luyang Han;Jungpil Hahn
    • Information Systems Review
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    • v.19 no.2
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    • pp.115-136
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    • 2017
  • Online communities have become substantial aspects of people's daily lives. However, only a few communities succeed and attract the majority of users, whereas the vast majority struggle for survival. When various communities coexist, important factors should be identified and examined to maintain attraction and achieve success. The concept of coexistence as been extensively explored in organizational ecology literature. However, given the similarities and differences between online communities and traditional organizations, the direct application of organizational theories to online contexts should be cautiously explored. In this study, we follow the roadmap proposed by Davis et al. (2007) in conducting agent-based modeling and simulation study to develop a novel theory based on the previous literature. In the case of two coexisting communities, we find that community size and participation costs can significantly affect the development of a community. A large community can attract a high number of active members who frequently log in. By contrast, low participation costs can encourage the reading and posting behaviors of members. We also observe the important influence of the distribution of interests on the topic trends of communities. A community composed of a population that focuses on only one topic can quickly converge on the topic regardless of whether the initial topic is broad or focused. This simulation model provides theoretical implications to literature and practical guidance to operators of online communities.

Factors Affecting the Intention to Invade Privacy on Social Network Service (SNS에서 프라이버시 침해의도에 영향을 미치는 요인)

  • Ahn, Soomi;Jang, Jaeyoung;Kim, Jidong;Kim, Beomsoo
    • Information Systems Review
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    • v.16 no.2
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    • pp.1-23
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    • 2014
  • With side effects such as Phishing and Spam using personal information in Social Network Service, there is a growing need for studies related to harmful behaviors such as the reason for privacy violation. As such, this study assumed privacy violation to be ethical decision, making behavior and used the Theory of Planned Behavior and Motivation Theory, which are mostly used in social science to identify the factors affecting privacy violation. The results suggested that the Perceived Enjoyment and Punishment used in motivation studies affected privacy violation behaviors, and that the factors of the Theory of Planned Behavior such as Attitude toward Privacy Violation, Subjective Norms of Privacy Violation, and Perceived Behavioral Control with regard to Privacy Violation significantly influenced the Intention to Privacy Violation. On the other hand, Perceived Curiosity and Subjective Norms of Privacy Violation did not affect the Intention to Privacy Violation. Therefore, this study confirmed that the Theory of Planned Behavior was appropriate to explain the Intention to Privacy Violation, and that the variables of the Motivation Theory generally influenced the Attitude toward Privacy Violation. This study was significant since it extended the scope of theoretical privacy study from users and victims centered to inflictor and applied the Extended Theory of Planned Behavior using the variables of the Motivation Theory in the study of Intention to Privacy Violation. From the practical aspect, it provided the ground for privacy education based on the fact that the Attitude toward Privacy Violation can be curbed when education on the Privacy Concerns, Perceived Enjoyment, and Punishment with regard to privacy is strengthened. It also cited the need for the punishment of privacy violation and the practical ground to amend the terms and conditions of user license and Personal Information Protection Act to provide policy support.

Big Five Personality in Discriminating the Groups by the Level of Social Sims (심리학적 도구 '5요인 성격 특성'에 의한 소셜 게임 연구: <심즈 소셜> 게임의 분석사례를 중심으로)

  • Lee, Dong-Yeop
    • Cartoon and Animation Studies
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    • s.29
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    • pp.129-149
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    • 2012
  • The purpose of this study was to investigate the clustering and Big Five Personality domains in discriminating groups by level of school-related adjustment, as experienced by Social Sims game users. Social Games are based on web that has simple rules to play in fictional time and space background. This paper is to analyze the relationships between social networks and user behaviors through the social games . In general, characteristics of social games are simple, fun and easy to play, popular to the public, and based on personal connections in reality. These features of social games make themselves different from video games with one player or MMORPG with many unspecific players. Especially Social Game show a noticeable characteristic related to social learning. The object of this research is to provide a possibility that game that its social perspective can be strengthened in social game environment and analyze whether it actually influences on problem solving of real life problems, therefore suggesting its direction of alternative play means and positive simulation game. Data was collected by administering 4 questionnaires (the short version of BFI, Satisfaction with life, Career Decision-.Making Self-.Efficacy, Depression) to the participants who were 20 people in Seoul and Daejeon. For the purposes of the data analysis, both Stepwise Discriminant analysis and Cluster analysis was employed. Neuroticism, Openness, Conscientiousness within the Big Five Personality domains were seen to be significant variables when it came to discriminating the groups. These findings indicated that the short version of the BFI may be useful in understanding for game user behaviors When it comes to cultural research, digital game takes up a significant role. We can see that from the fact that game, which has only been considered as a leisure activity or commercial means, is being actively research for its methodological, social role and function. Among digital game's several meanings, one of the most noticeable ones is the research on its critical, social participating function. According to Jame Paul gee, the most important merit of game is 'projected identity'. This means that experiences from various perspectives is possible.[1] In his recent autobiography , he described gamer as an active problem solver. In addition, Gonzalo Francesca also suggested an alternative game developing method through 'game that conveys critical messages by strengthening critical reasons'. [2] They all provided evidences showing game can be a strong academic tool. Not only does a genre called social game exist in the field of media and Social Network Game, but there are also some efforts to positively evaluate its value Through these kinds of researches, we can study how game can give positive influence along with the change in its general perception, which would eventually lead to spreading healthy game culture and enabling fresh life experience. This would better bring out the educative side of the game and become a social communicative tool. The object of this game is to provide a possibility that the social aspect can be strengthened within the game environment and analyze whether it actually influences the problem solving of real life problems. Therefore suggesting it's direction of alternative play means positive game simulation.

Determinants of Mobile Application Use: A Study Focused on the Correlation between Application Categories (모바일 앱 사용에 영향을 미치는 요인에 관한 연구: 앱 카테고리 간 상관관계를 중심으로)

  • Park, Sangkyu;Lee, Dongwon
    • Journal of Intelligence and Information Systems
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    • v.22 no.4
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    • pp.157-176
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    • 2016
  • For a long time, mobile phone had a sole function of communication. Recently however, abrupt innovations in technology allowed extension of the sphere in mobile phone activities. Development of technology enabled realization of almost computer-like environment even on a very small device. Such advancement yielded several forms of new high-tech devices such as smartphone and tablet PC, which quickly proliferated. Simultaneously with the diffusion of the mobile devices, mobile applications for those devices also prospered and soon became deeply penetrated in consumers' daily lives. Numerous mobile applications have been released in app stores yielding trillions of cumulative downloads. However, a big majority of the applications are disregarded from consumers. Even after the applications are purchased, they do not survive long in consumers' mobile devices and are soon abandoned. Nevertheless, it is imperative for both app developers and app-store operators to understand consumer behaviors and to develop marketing strategies aiming to make sustainable business by first increasing sales of mobile applications and by also designing surviving strategy for applications. Therefore, this research analyzes consumers' mobile application usage behavior in a frame of substitution/supplementary of application categories and several explanatory variables. Considering that consumers of mobile devices use multiple apps simultaneously, this research adopts multivariate probit models to explain mobile application usage behavior and to derive correlation between categories of applications for observing substitution/supplementary of application use. The research adopts several explanatory variables including sociodemographic data, user experiences of purchased applications that reflect future purchasing behavior of paid applications as well as consumer attitudes toward marketing efforts, variables representing consumer attitudes toward rating of the app and those representing consumer attitudes toward app-store promotion efforts (i.e., top developer badge and editor's choice badge). Results of this study can be explained in hedonic and utilitarian framework. Consumers who use hedonic applications, such as those of game and entertainment-related, are of young age with low education level. However, consumers who are old and have received higher education level prefer utilitarian application category such as life, information etc. There are disputable arguments over whether the users of SNS are hedonic or utilitarian. In our results, consumers who are younger and those with higher education level prefer using SNS category applications, which is in a middle of utilitarian and hedonic results. Also, applications that are directly related to tangible assets, such as banking, stock and mobile shopping, are only negatively related to experience of purchasing of paid app, meaning that consumers who put weights on tangible assets do not prefer buying paid application. Regarding categories, most correlations among categories are significantly positive. This is because someone who spend more time on mobile devices tends to use more applications. Game and entertainment category shows significant and positive correlation; however, there exists significantly negative correlation between game and information, as well as game and e-commerce categories of applications. Meanwhile, categories of game and SNS as well as game and finance have shown no significant correlations. This result clearly shows that mobile application usage behavior is quite clearly distinguishable - that the purpose of using mobile devices are polarized into utilitarian and hedonic purpose. This research proves several arguments that can only be explained by second-hand real data, not by survey data, and offers behavioral explanations of mobile application usage in consumers' perspectives. This research also shows substitution/supplementary patterns of consumer application usage, which then explain consumers' mobile application usage behaviors. However, this research has limitations in some points. Classification of categories itself is disputable, for classification is diverged among several studies. Therefore, there is a possibility of change in results depending on the classification. Lastly, although the data are collected in an individual application level, we reduce its observation into an individual level. Further research will be done to resolve these limitations.

Behavioural Analysis of Password Authentication and Countermeasure to Phishing Attacks - from User Experience and HCI Perspectives (사용자의 패스워드 인증 행위 분석 및 피싱 공격시 대응방안 - 사용자 경험 및 HCI의 관점에서)

  • Ryu, Hong Ryeol;Hong, Moses;Kwon, Taekyoung
    • Journal of Internet Computing and Services
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    • v.15 no.3
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    • pp.79-90
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    • 2014
  • User authentication based on ID and PW has been widely used. As the Internet has become a growing part of people' lives, input times of ID/PW have been increased for a variety of services. People have already learned enough to perform the authentication procedure and have entered ID/PW while ones are unconscious. This is referred to as the adaptive unconscious, a set of mental processes incoming information and producing judgements and behaviors without our conscious awareness and within a second. Most people have joined up for various websites with a small number of IDs/PWs, because they relied on their memory for managing IDs/PWs. Human memory decays with the passing of time and knowledges in human memory tend to interfere with each other. For that reason, there is the potential for people to enter an invalid ID/PW. Therefore, these characteristics above mentioned regarding of user authentication with ID/PW can lead to human vulnerabilities: people use a few PWs for various websites, manage IDs/PWs depending on their memory, and enter ID/PW unconsciously. Based on the vulnerability of human factors, a variety of information leakage attacks such as phishing and pharming attacks have been increasing exponentially. In the past, information leakage attacks exploited vulnerabilities of hardware, operating system, software and so on. However, most of current attacks tend to exploit the vulnerabilities of the human factors. These attacks based on the vulnerability of the human factor are called social-engineering attacks. Recently, malicious social-engineering technique such as phishing and pharming attacks is one of the biggest security problems. Phishing is an attack of attempting to obtain valuable information such as ID/PW and pharming is an attack intended to steal personal data by redirecting a website's traffic to a fraudulent copy of a legitimate website. Screens of fraudulent copies used for both phishing and pharming attacks are almost identical to those of legitimate websites, and even the pharming can include the deceptive URL address. Therefore, without the supports of prevention and detection techniques such as vaccines and reputation system, it is difficult for users to determine intuitively whether the site is the phishing and pharming sites or legitimate site. The previous researches in terms of phishing and pharming attacks have mainly studied on technical solutions. In this paper, we focus on human behaviour when users are confronted by phishing and pharming attacks without knowing them. We conducted an attack experiment in order to find out how many IDs/PWs are leaked from pharming and phishing attack. We firstly configured the experimental settings in the same condition of phishing and pharming attacks and build a phishing site for the experiment. We then recruited 64 voluntary participants and asked them to log in our experimental site. For each participant, we conducted a questionnaire survey with regard to the experiment. Through the attack experiment and survey, we observed whether their password are leaked out when logging in the experimental phishing site, and how many different passwords are leaked among the total number of passwords of each participant. Consequently, we found out that most participants unconsciously logged in the site and the ID/PW management dependent on human memory caused the leakage of multiple passwords. The user should actively utilize repudiation systems and the service provider with online site should support prevention techniques that the user can intuitively determined whether the site is phishing.

COMPUTER GAME PLAYING PATTERNS, PARENTAL REARING PATTERNS AND INDIVIDUAL PSYCHOPATHOLOGY IN ADOLESCENTS (청소년의 컴퓨터게임 이용실태, 부모양육방식, 개인의 정신병리)

  • Ryu, Jeoung-Whan;Kim, Young-Mi;Jeong, Hong-Kyung;Jo, A-Ra;Lee, Jung-Ho;Choi, Young-Min;Lee, Gi-Chul;Jeon, Seong-Ill
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • v.11 no.1
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    • pp.27-41
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    • 2000
  • Objects:This study was designed for studying of current Korean adolescents computer game playing habits and exploring associations with parental rearing patterns and individual psychopathology. Methods:One hundred twenty four adolescents(age 13-15) who reside in urban area completed self-report questionnaires containing Questionnaires designed by authors, Symptom Checklist-90-Revision of Korean Version(SCL-90-R) and Parental Bonding Instrument(PBI). Results:1) Computer game playing appears to be one of the social and leisure phenomena in these days. Although Adolescents spend a lot of times on computer game, Many of them perceive not problematic. 2) Compared with females, Male play computer games more regularly, more longer, spent more times in gamebang. 3) There was positive relationship between anxiety subscale in SCL-90-R and detrimental effects of computer game. 4) There was positive relationship between game frequency and maternal overprotection. 5) The main reasons for playing are 'for an avoidance of stressful life events', academic burden was the most troublesome issues in korean adolescents. 6) Many adolescents use gamebang as a social place, but they thought that gamebang is not good places to have a good time. Conclusion:This papers shows that computer game playing is a popular social leisure activity in Korean adolescents. And, Most of korean adolescents reported that they are suffered from pressure of academic achievements. They use computer game mainly by means of relieving academic pressures. In a heavy game users who have many conflicts with parents, teacher and who has frequent truancy and social withdrawal show significant anxiety. Maternal overprotection was observed in heavy game users. Authors recommended that clinicians should be careful in examining heavy computer game behaviors. Both underlying affective states and environmental influences, including family situations should be vicariously examined.

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Dietary Behavioral Correlates of Nutrition Label Use in Korean Women (한국 성인 여성에서 영양표시 사용과 식행동 요인과의 관계)

  • Lee, Hye-Young;Kim, Mi-Kyung
    • Journal of Nutrition and Health
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    • v.41 no.8
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    • pp.839-850
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    • 2008
  • This study describes the demographic and diet-related psychosocial correlates of nutrition label use, and examines the relationship between label use and diet. Self-reported dada from a population-based cross-sectional survey of 2073 Korean women aged 20 to 60 years were collected to identify demographic and health-related characteristics, belief on diet-disease relationship, awareness on importance of healthy eating practice and diet quality associated with label use. Label users, who are in the stage of action and maintenance (31.6%), were more likely to have belief on nutrient-disease relationship (in sodium, cholesterol, sugar and trans fat) and were more likely to have higher awareness of the importance of healthy eating practice compared with label nonusers, who are in the stage of precontemplation, contemplation and preparation. Label users were more likely to have higher dietary quality compared with label nonusers [odds ratio (OR) = 2.01; 95% confidence interval (CI): 1.66, 2.44](P < 0.001). Also, label use appeared to be associated with the consumption of diets that were higher vegetables and fruits, and lower in cholesterol. The findings of this study suggests that reading nutrition labels on food packages may improve food choices and enable healthful dietary practices.