• Title/Summary/Keyword: Users'behavior

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An Approach Toward Image Access Points based on Image Needs in Context of Everyday Life (일상생활 맥락 정보요구 기반의 이미지 접근점 확장에 관한 연구)

  • Chung, EunKyung;Chung, SunYoung
    • Journal of the Korean Society for information Management
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    • v.29 no.4
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    • pp.273-294
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    • 2012
  • Images have been substantially searched and used due to not only the advanced internet and digital technologies but the characteristics of a younger generation. The purpose of this study aims to discuss the ways on expanding the access points to images by analyzing the needs of users in context of everyday life. In order to achieve the purpose of this study, 105 questions of image seeking in NAVER, which is one of social Q&A services in Korea, were analyzed. For the analysis, a two-dimensional framework with image uses and image attributes were utilized. The findings of this study demonstrate that considerable use purposes on data oriented pole, such as information processing, information dissemination and learning are identified. On the other hand, image attributes from the needs of image show that non-visual aspects including contextual attributes are recognized substantially in addition to the traditional semantic attributes.

Prediction of Human Performance Time to Find Objects on Multi-display Monitors using ACT-R Cognitive Architecture

  • Oh, Hyungseok;Myung, Rohae;Kim, Sang-Hyeob;Jang, Eun-Hye;Park, Byoung-Jun
    • Journal of the Ergonomics Society of Korea
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    • v.32 no.2
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    • pp.159-165
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    • 2013
  • Objective: The aim of this study was to predict human performance time in finding objects on multi-display monitors using ACT-R cognitive architecture. Background: Display monitors are one of the representative interfaces for interaction between people and the system. Nowadays, the use of multi-display monitors is increasing so that it is necessary to research about the interaction between users and the system on multi-display monitors. Method: A cognitive model using ACT-R cognitive architecture was developed for the model-based evaluation on multi-display monitors. To develop the cognitive model, first, an experiment was performed to extract the latency about the where system of ACT-R. Then, a menu selection experiment was performed to develop a human performance model to find objects on multi-display monitors. The validation of the cognitive model was also carried out between the developed ACT-R model and empirical data. Results: As a result, no significant difference on performance time was found between the model and empirical data. Conclusion: The ACT-R cognitive architecture could be extended to model human behavior in the search of objects on multi-display monitors.. Application: This model can help predicting performance time for the model-based usability evaluation in the area of multi-display work environments.

The Effect of Mobile e-Learning Contents Platform Characteristics on Reuse Intention

  • Na, Jun-Gyu;Kim, Dongyeon
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.9
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    • pp.183-191
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    • 2020
  • Many learners are encountering e-Learning contents with smart devices and contents provides are carefully observing learners' reuse intention and behavior. Therefore, this study investigated the effect of e-Learning content platform characteristics on reuse intention for 200 users with smartphone-based e-Learning experience. The results show that the characteristics affecting reuse intention are content quality, interactivity, and ubiquity. Moreover, for men, only interactivity affects reuse intention, and for women, ubiquity and content quality affect reuse intention. When using smartphone-based e-Learning for less than an hour a day, only content quality affects reuse intention. On the contrary, ubiquity, convenience, and interactivity influence reuse intention when learning for more than one hour. Our results suggest meaningful implications that how e-Learning companies change their smartphone-based platform business strategy and how they utilize its key factors.

The Relationship of Interest and Flow of Study and Game in the Online Community (온라인 커뮤니티에서 공부와 게임의 재미와 플로우 관계)

  • Kwon, Soon-Jae
    • The Journal of Information Systems
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    • v.21 no.2
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    • pp.161-180
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    • 2012
  • One of them is online community which is popular among this modern society. However, it is not appropriate to suggest that online community is solely for personal usage or solely for work-related usage. The usage of online community goes beyond only one purpose. On the other hand, our daily activities whether personal or work-related activities are usually accompanied with preconception ideas whether it is a fun activity or not. However, even with this preconception, individuals are still enjoying themselves while doing activities that are considered as boring or mundane. Furthermore, individuals are really into the activities that they forgot about their surrounding and found themselves being in flow while conducting these activities. Unfortunately, there is little research done in South Korea addressing this emotion related factors. Because of that, more research concerning emotion related factors need to be conducted to better understand users behavior especially in online environment. With regards to that concern, this research studied two distinct everyday activities which are studying and playing games in online community. It is expected that when an individual feels more enjoyable and feels more comfortable, it will be more likely for them to be more satisfied. This satisfaction will lead them to being in a flow state. Hence, this study proposed three hypotheses. In order to investigate these three hypotheses, studies were conducted in two stages. The first stage was conducted in order to derive the implicit knowledge about fun from the participants. The second stage was done by an empirical study. It was conducted with two sample groups. The first group is the study group and the second group is the play games group. There were asked a set of questionnaires related to their enjoyment, comfort, satisfaction and flow while conducting the relevant activity. The results showed that both groups reached the state of flow regardless whether they belong to the study group or play games group. Therefore, the preconception idea about an activity does not promote or prevent individuals from feeling enjoyment, feeling comfortable and achieve satisfaction while conducting those activities.

The Selection of the Medical Institutions by Motivation of Medical Service Utilization (의료이용 동기에 따른 의료기관 선택요인)

  • Kim, Jeong-Yeon
    • Journal of Digital Convergence
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    • v.13 no.11
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    • pp.217-230
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    • 2015
  • This study investigated the differences in how medical institutions are chosen according to the motivation of medical service utilization(minor disease, major disease, chronic disease management, cosmetic). Importance order of selection for the minor disease were medical skill, kindness, rapidness, proximity, importance order of selection for major disease and cosmetic were medical skill, facilities, reputation, medical fee, importance order of selection for chronic disease management were medical skill, facilities, kindness, medical fee. From this medical study skill was a more important factor in medical institutions irrespective of motivation, subjects with the major disease tend to consider the selection of the medical institutions more important, except proximity. Medical users select medical institutions according to the motivation of visiting, and there were differences in same motivation according to socioeconomic status and information searching behavior.

An Empirical Study on Utilization of Electronic Government Services (전자정부 서비스 활용에 관한 실증연구)

  • Kim, Kyung-Hee;Park, Tae-Jun;Jang, Woo-Jung
    • Journal of Digital Convergence
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    • v.10 no.5
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    • pp.7-17
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    • 2012
  • This paper identifies the determinants of adoption and diffusion of e-government services, and examines the causal relationship among the variables of adoption behavior. The main findings, based upon survey responses from service users, are as follows: first, both the value of service and the socially influencing factor have the positive effect to the intention of utilizing services. Second, the socially influencing factor has the indirect effect to the intention of utilizing services, because it positively affects the value of service. The interaction factors, however, do not directly affect the intention of utilizing services. These interaction factors indirectly affect the intention of utilizing services through the path which increases the value of service, and its effect is larger than the socially influencing factor.

Middle-aged male consumers' outdoor sportswear purchase behavior of according to shopping orientation (중년남성의 쇼핑성향에 따른 아웃도어 스포츠웨어 구매행동)

  • Park, Hea-Ryung;Park, Mi-Ryung
    • Journal of the Korea Fashion and Costume Design Association
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    • v.20 no.1
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    • pp.183-197
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    • 2018
  • This study examined outdoor sports wear purchase behaviors among middle-aged male consumers based on outdoor sports wear shopping orientation. Data research was conducted on 300 internet users in their 40s and 50s located all parts of the country. The SPSS 24.0 software program was used to conduct data analyses such as descriptive statistics, frequency analysis, factor analysis, cluster analysis, $x^2-test$, t-test, ANOVA, and Duncan test as a post-hoc analysis. The results of this study were as follows: Firstly, outdoor sports wear shopping orientation was identified with fivefactors : the tendencies of wanting to show off a brand name, conservative purchasing, economical purchasing setting a high value on a salesperson, and impulse purchasing. Secondly, the middle-aged male consumers were classified in to three groups by the cluster analysis: a rational group, an indifferent shopping group, and pursuit brand shopping group. Thirdly, the evaluation criteria of products were significantly different depending on outdoor sports wear shopping orientation subdivision in all factors. Fourthly, in the case of fashion information sources regarding outdoor sportswear, significant differences were found according to shopping orientation subdivision in mass media/store source, personal source/ prior shopping experience. Fifthly, all types of stores were significantly different depending on shopping orientation subdivision except for large discount stores.

Framework for Measuring Dynamic Influence Index & Influence Factors using Social Data on Facebook (페이스북 소셜 데이터를 이용한 동적 영향 요인 및 영향력 측정 방법에 관한 프레임워크)

  • Koh, Seoung-hyun;You, Yen-yoo
    • Journal of Digital Convergence
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    • v.14 no.10
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    • pp.137-145
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    • 2016
  • The explosive growth of social networking services based on smart devices popularize these relationships and activities online in accordance with the far larger impact of this on the real life offline, the interest and importance for the online activity is increasing. In this study, factors affecting the SNS activity are defined by object, user, influence direction, influence distance and proposed a method to measure organic terms in effect between the SNS users. Influence Direction and Influence Strength (or Distance) are elaborated by using the existing influence measurement element such as structured data - the number of friends, the difference between the number of contacts - and the new influence measurement element such as unstructured data - gap between the former time and the latter time, preference and type of response behavior - that occur in social network service. In addition, the system for collecting and analysing data for measuring influence from social network service and the process model on the method for measuring influence is tested by using sample data on Facebook and explained the implementation probability.

A Tobacco Cessation Intervention with Rural, Medically Underserved, Blue-collar Employees: A Quasiexperimental Study

  • Stewart, Telisa;Formica, Margaret K.;Adachi-Mejia, Anna M.;Wang, Dongliang;Gerrard, Meg
    • Safety and Health at Work
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    • v.7 no.4
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    • pp.293-298
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    • 2016
  • Background: The aim of this study was to increase knowledge regarding the dangers associated with tobacco use, and decrease secondhand smoke exposure and tobacco use behaviors with an antitobacco messaging campaign among rural, medically underserved, blue-collar workers. Methods: A quasiexperimental study was conducted with employees at two worksites. One worksite received the intervention, which consisted of nine different antitobacco messages. Baseline and follow-up surveys were conducted at each worksite to assess change in knowledge and behavior; the data were compared across the two worksites. Results: Two hundred twenty-two and 243 participants completed baseline and follow-up surveys at the intervention and comparison sites, respectively. A statistically significant difference was seen over time between the worksites on knowledge of the dangers of tobacco (p < 0.0001); the mean knowledge score increased at the intervention site, but remained unchanged at the comparison site. In general, non-smokers at both worksites appeared to try to decrease exposure to secondhand smoke over the follow-up period. Repeated measures analysis indicated that there were no differences in motivation to quit (p = 0.81), interest in quitting (p = 0.40), thinking about quitting (p = 0.53), or several tobacco-use behaviors over time among smokers at the intervention and comparison worksites. There were slight increases over time in the proportion of smokers who do not allow smoking in their homes/vehicles at the intervention worksite, although not statistically significant. Conclusion: Participants at the intervention worksite increased their knowledge regarding the dangers of tobacco use and secondhand smoke exposure. Among current tobacco users, the intervention appeared to increase family rules regarding secondhand smoke exposure in their homes and vehicles.

The Role of Personal and Social Dimensions in the Determination of the Intention to use Smartphone-based Mobile Banking Services: An Empirical Investigation (스마트폰 기반 모바일 뱅킹 서비스 수용의도의 선행요인으로서 개인적 영향요인과 사회적 영향요인의 역할에 관한 실증적 연구)

  • Choi, Jayong;Hong, Ilyoo B.
    • Informatization Policy
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    • v.21 no.3
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    • pp.102-127
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    • 2014
  • Although mobile banking provides cost-saving opportunities as well as convenient banking experience for customers, today's banks still face challenges when deploying the technology because a good number of customers are reluctant to use mobile banking for personal reasons. This paper is an empirical investigation of the determinants of the intention to use smartphone-based mobile banking services. The determinants are grouped into two categories including personal factors and social influence factors. We conducted an empirical analysis using 751 survey responses collected from present users of mobile banking services. The results of the analysis reveal that all the personal factors have positive relationships with the intention to use mobile banking services. On the other hand, it was found that of the social influence factors, perceived herding behavior has significantly positive relationship with the intention to use smartphone-based services, whereas subjective norm is not significantly related to the intention. We provide practical as well as academic implications of the research findings.