• 제목/요약/키워드: Users'behavior

Search Result 1,644, Processing Time 0.033 seconds

A Study Investigating the Relationships between Selfie Practices on Social Media, Muscularity and Body Fat Dissatisfaction among Young Korean Men (남성의 소셜 미디어 셀피 활동과 근육 및 신체 지방 불만족에 관한 연구)

  • Lee, Minsun
    • Journal of the Korean Society of Clothing and Textiles
    • /
    • v.45 no.3
    • /
    • pp.510-524
    • /
    • 2021
  • Selfie practices on social media can result in negative body image for men. The current study investigated the dual body image pathway model for the relationship between selfie practices on social media and body satisfaction, with internalization as a mediator. Structural equation modeling analyses supported our research model when studying 446 young Korean male Instagram users. The results indicated that selfie editing behavior, but not selfie browsing behavior, significantly predicted an increased internalization of a body ideal. The positive associations between internalization, muscularity dissatisfaction, and body fat dissatisfaction were confirmed. Additionally, the indirect effects of selfie editing behavior on muscularity and body fat dissatisfaction due to internalization were significant. The study confirmed the detrimental effects of selfie behavior on body satisfaction for male social media users. The results provided valuable information that selfie editing may be a risky behavior since it can result in developing muscularity and body fat dissatisfaction. Theoretical contributions and practical implications were discussed. Future research should address the age and cultural differences that may elucidate the impacts of selfie practices on men's body image concerns.

A Comparison of User Search Behavior on PC and Mobile Phone: A Log Analysis of 1300K Site (이용자들의 PC 검색 행태와 모바일 검색 행태 비교: 1300K 로그 분석을 중심으로)

  • Park, Soyeon;Cho, Kihun;Choi, Kirin
    • Journal of the Korean Society for information Management
    • /
    • v.34 no.3
    • /
    • pp.89-107
    • /
    • 2017
  • This study aims to compare information seeking behavior of 1300K users on PC and mobile phone. Transaction logs of 1300K, a major Korean shopping search engine, were analyzed. These transaction logs were collected over 1 month period, from April 1 to April 31, 2016. The results of this study show that there are a little more mobile sessions than PC sessions. Users conducted slightly more browsing on PCs than mobile phones, whereas users submitted queries more than two times on mobile phones than on PCs. Users clicked more search results on PCs than mobile phones, whereas users made important decision makings such as product purchases more on mobile phones than PCs. Top queries and categories were similar between PCs and mobile phones. Queries and categories on mobile phones were more focused than queries on PCs. Overall, mobile search behavior is more simple, passive, and focused than PC search behavior. The results of this study can be implemented to the effective improvement and development of search services for different devices.

A proposal of a Non-contact Interaction Behavior Design Model for the Immersion of Culture Contents based on Non-linear Storytelling (비선형 스토리텔링 전시형 문화콘텐츠 몰입을 위한 비접촉 인터랙션 행위 디자인 모델 제안)

  • So Jin Kim;Yeon Su Seol
    • Smart Media Journal
    • /
    • v.12 no.1
    • /
    • pp.77-91
    • /
    • 2023
  • Interaction methods and technologies for mutual exploration based on user behavior are evolving variously. Especially, in recent years, with the development of a wide range of sensors, they have developed from contact to non-contact methods. However, developers' senseless definitions of the interaction methods have made the exploration process quite complicated, which rather creates the hassle of users needing to learn the interaction guide defined by the developers before experiencing the exhibition contents. In this context, in order to make visitors smoothly communicate with exhibition contents, a preliminary study on easy interaction for users of various ages is needed, and in particular, research on improving the usability of user interaction is also essential when developing non-contact exhibition contents. So, in this study, a method to reduce the confusion between developers and users was sought by researching non-contact interaction that could be universally interacted with in the field of exhibition contents and proposing behavior designs. First, based on the narrative structure of cultural resources, existing studies were reviewed and the points of interactions as cultural contents were derived. Then the most efficient search process was selected among non-contact behaviors based on hand gestures that allow users to naturally guess and learn interaction methods. Furthermore, on the basis of the meaning of non-linear narrative-based interaction and the analysis results of spatial behavior elements, affordance behavior with high learning effect and efficiency was derived. Through this research process, an action that helps users to understand non-contact interaction naturally in the process of exploring exhibition-type cultural contents and to utilize non-contact interaction in the process of immersion in exhibition contents is proposed as a final model.

Analysis of Users Characteristics and Behaviors in Recreation Forest (II) - With a Special Reference to Users' Satisfaction - (자연휴양림(自然休養林) 이용자(利用者)의 특성(特性) 및 이용행태(利用行態) 분석(分析) (II) - 이용자(利用者)의 만족도(滿足度)를 중심(中心)으로 -)

  • Lee, Chang-Heon
    • Journal of Korean Society of Forest Science
    • /
    • v.86 no.3
    • /
    • pp.352-364
    • /
    • 1997
  • This study examined and analyzed users' behavior to recreation forest facilities and their satisfaction to recreation forest in order to offer some basal data which would be helpful to create new recreation forest, to supply users' needs in exsiting recreation forest, and to make excellent maintenance of recreation forest. The results are as follows ; Restroom, campground and forest aromatic bath ground were the most popular facilities with the users of recreation forest. And restroom, snack stand and water cooler were the most required facilities by the users. Before using recreation forest, users' expectation to enjoy aesthetics of nature, to be released from their fatigue and to rest, was the highest one. And users were satisfied most as they expected most from recreation forest. The major variables played for users' satisfaction about facility allocation and its harmony to the forest, were how clean the facilities are, how well they are repaired and maintained, how much noise users make around them, how easy to use them, and how beautiful the surroundings are. Users' satisfaction variables about vegetation condition of recreation forest, were diversity of vegetation, the shade of trees, the reservation of the forest, and the accordance of vegetation with the surroundings. Users' satisfaction variables about facility condition in recreation forest, were how easy to access to the recreation facilities and restroom, how clean they are, how well the trash cans are allocated, how easy to access to the field kitchen. And how good the forest is protected and nurtured, how well the forest managers conduct users' behavior, how effectively recreation forest is guided and informed to the public, were their major satisfaction variables about the management of Recreation Forest.

  • PDF

A New Reputation System for Reducing the Liars in P2P (P2P에서 Liar 감소를 위한 새로운 평판 시스템)

  • Shin, Jung-Hwa;Rhee, Kyung-Hyune
    • The KIPS Transactions:PartA
    • /
    • v.13A no.7 s.104
    • /
    • pp.599-606
    • /
    • 2006
  • As the P2P service does not have any administration authorities that are able to manage the behavior of participants and control the malicious users, malicious user can give harm to legitimate users for the benefit of themselves. To perform the secure transaction with new members who did not have past experiences on transaction, service users can differentiate malicious users and legitimate users by referring to the reputation information that provided by users having past experience. However, users can intentionally give false evaluation to other users on Performed transaction. We call these users as 'liar'. In this Paper, we propose a new reputation system for liar reduction to guarantee an accuracy on reputation information.

The Differences in Clothing Shopping Orientation and Shopping Behaviors by the Multi-store Selection of Internet and Offline Stores (인터넷 매장과 오프라인 매장의 혼합 선택에 따른 소비자 의복 쇼핑 성향 및 쇼핑 행동 차이 연구)

  • Kim, Sae-Hee
    • Journal of the Korean Society of Clothing and Textiles
    • /
    • v.33 no.5
    • /
    • pp.764-774
    • /
    • 2009
  • The purpose of this study is to investigate the differences in consumer clothing shopping orientation and shopping behaviors by the multi-selection of internet and offline stores. The data were collected from 201 men and women in their twenties and the respondents were grouped into three as internet-store users, multi-store users, and offline-store users. The data were analyzed using factor analysis, ANOVA, post-hoc analysis, frequency analysis, and chi-square analysis. The results are as following. First, the clothing shopping orientation was partly different among the groups. Regarding the offline shopping orientation, the groups showed difference in the impulsive orientation, and regarding the online shopping orientation, the groups showed differences in the goal oriented and enjoying orientation. In all the three cases, the internet users showed strongest orientation, and the next were multi-store users and offline-store users. The cause of these results were explained as the familiarity and experience with the channel. Second, the clothing shopping behaviors were also partly different among the groups. The groups showed no differences in the preferred store type and benefits sought, but showed significant difference in the attitude toward the internet shopping. The internet-store users showed most positive attitude, and the next were multi-store users and offline-store users.

An Exploratory Study on The Effects of Early AR Users' Attributes on AR Contents Adoption and Usage -Focusing on AR Contents Users' Perception and Experience (AR 초기 이용자들의 속성이 AR콘텐츠 채택과 이용에 미치는 영향에 관한 탐색적 연구 -AR콘텐츠 이용자들의 이용 인식과 이용 경험을 중심으로)

  • Kim, Kiyoon
    • The Journal of the Korea Contents Association
    • /
    • v.20 no.4
    • /
    • pp.38-48
    • /
    • 2020
  • Focusing on the situation where there are not many actual users of VR / AR, this study, from the viewpoint of technology adoption and use, explores the adoption-and-use process of AR contents that can be easily accessed by using smartphones. As a result, the factors influencing the necessity of AR contents were 'enjoyment' and 'satisfaction', and other factors, such as 'innovativeness', 'the experience of using similar media', and 'the number of AR usage', did not have significant impact on the necessity of AR contents. In addition, as a result of verifying level differences in 'enjoyment', 'satisfaction' and 'necessity' according to the experience of using AR content, only the 'enjoyment' and 'satisfaction' showed that there are differences. In other words, it can be interpreted that the users in their 20s actively use AR content only when they expect to have fun and satisfaction. To sum up, this study can provide an important implication for understanding the tendency of early AR content users' perception and usage behavior.

An Analysis on the Effect of the Korean Moral Values on Fondness for Game Users: Focusing on the Mediating Effect of Generation (한국의 도덕 가치관이 게이머 호감에 미치는 영향에 대한 분석: 세대의 매개효과를 중심으로)

  • Park, Hyun-Ah;Ryu, Seoung-Ho
    • The Journal of the Korea Contents Association
    • /
    • v.18 no.6
    • /
    • pp.294-302
    • /
    • 2018
  • The regulation of the game industry by the Korean government is closely related to the specific regulatory behavior from their parents' generation regarding gaming behavior of their children. This is because there exists a gap in terms of digital culture experience between parents and children. This study examined the differences in how moral values affect the awareness or perceptions of the game users. In the results, the norm conformity was found to have a negative influence on the fondness for game users. Age was also shown to have a negative influence on the fondness for the game users. Based on these findings, we also found the mediating effect of age existed specifically with regard to the relation of norm conformity and the fondness for the game users. The results suggest that the game industry promotion policies of Korea should change their existing targets from focusing on everyone to just the elderly.

A Study in Compulsive Buying Behaviors and Internet Addiction among E-Commerce Users between the Ages of 20~30 (20∼30대 인터넷 쇼핑몰 이용자의 강박적 구매성향과 인터넷 중독성향에 관한 연구)

  • Kang, Lee-Ju;Lee, Young-Ae
    • Journal of the Korean Home Economics Association
    • /
    • v.48 no.1
    • /
    • pp.67-81
    • /
    • 2010
  • Consumer researchers found that compulsive buying was a part of a category of compulsive consumption that was interrelated to addictive and repetitive behaviors. The present study empirically examined the co-morbidity of compulsive buying and Internet addiction among e-commerce users in terms of consumption disorders. Although the prevalence of Internet use and on-line sales remarkably increase in recent years, almost no study examines on-line compulsive buying behavior. This study explored the link between compulsive buying and Internet addiction among e-commerce users, and investigated the characteristics of on-line shoppers with respect to two forms of compulsive consumption, which were divided into compulsive buying and Internet addiction. Additionally, factors that related to compulsive buying behaviors among e-commerce users were also examined. The present research was conducted using a convenience sample of 394 young adults between the ages of 20-30, and the Faber and O'Guinn's DSCB scale and the Widyanto's Internet addiction scale (IA) were used. Confirmatory factor analyses were utilized to evaluate the structure of the DSCB and IA, and a Probit model was used to examine determinants for the compulsive buying behaviors of e-commerce users. E-commerce users were classified into four groups; high compulsion and high addiction, low compulsion and low addiction, high compulsion and low addiction, and low compulsion and high addiction. Consumers with high compulsion and high addiction spent higher amounts of money on their on-line purchases and were frequently connected with the Internet compared to the three other consumer groups. Consumers with compulsive buying behaviors were also found to have significantly greater Internet addiction tendencies than typical buyers. Compulsive buyers were more likely to engage in Internet addiction and the number of purchasing via on-line shopping mall, and had higher materialism. Policy implications and suggestions for consumer education programs were discussed.

A Study on Continued Use of Social Network Services : Focused on the Moderating Effect of User's SNS Literacy (Social Network Service (SNS) 지속사용에 관한 연구 : 사용자의 SNS 리터러시 조절효과를 중심으로)

  • Park, Kyungja;Ryu, Il;Kim, Jaejon
    • The Journal of Information Systems
    • /
    • v.22 no.1
    • /
    • pp.65-87
    • /
    • 2013
  • The development and expansion of communication technology in the field of information technology (IT) have changed the method and culture of communication, mediating communication among people. In particular, since social network service (SNS) has the attributes of information delivery and processing, it has a more powerful dissipating effect and influence than other existing communication methods. The role of users in SNS is important because it has the communication structure of producer-consumer, which consists of sharing, connection and participation of users. In this line, the purpose of this study is to investigate the intention for continued use of SNS by user ability. In order to explain the motivation and behavior for continued use of SNS by users, this study employed the motivation theory and post-adaptation model. The study applied 'media literacy' to the characteristics of SNS media and environment and expanded it into the concept of 'SNS literacy' to identify the moderating effect by user ability. Referred to as 'user's ability that is required to use SNS,' the SNS literacy was verified for its moderating effect with the three sub-dimensions: 'technical accessing ability,' 'understanding ability' and 'creative ability.' The major findings of this study are as follows. First, the perceived usefulness and playfulness were found to have a significant effect on the intention for continued use of SNS, showing the same result with previous studies on technology acceptance. In other words, usefulness and playfulness are variables with an explanatory power in the SNS environment as well. Second, the conceptualization of SNS literacy with accessing ability, understanding ability and creative ability was found to be valid. Third, it was verified that there was a significant difference in the SNS literacy between perceived usefulness and continued use, indicating that users with higher ability respond sensitively to usefulness and affect continued behavior. The moderating effect of SNS literacy was also verified in the relationship between perceived playfulness and intention for continued use. The results above confirm the difference in post-adaptation behavior of individuals, and are expected to provide several implications.