• 제목/요약/키워드: information use experience

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청소년의 인터넷 정보윤리의식 및 영향요인에 관한 연구 (Information Ethics on the Net among Youths and Related Variables)

  • 진연주;김혜연
    • 가정과삶의질연구
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    • 제20권5호
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    • pp.99-112
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    • 2002
  • This study is aimed to investigate ethics cognition to information of youths who are main users of computers, but yet not built up the own ethics and the sense of value, as ethical problems are raised in information-oriented society. The research was focused on youths ethics cognition to information according to contact of multimedia pornography, surreptitious use of others and abusion of indecent languages in chatting. The survey was conducted to 520 students from middle and high schools in Jeju region and analyzed Probit Regression. The major results of this study are as follows; First, most of youths possess own-computers, and use Internet. Second, looking into experiencing or not according to sub-spheres of ethics cognition to information, the experience of contacting multimedia pornography was few. but the primary place of using it was a house. Most of youths approach multimedia pornography in awareness of a ban on youths' contact. The experience of surreptitious use of others was less than other spheres, and mainly only once. The number of youths who have an experience of abusing indecent languages was less than that of youths who don't have, but the frequency of was high when the youths have an experience. Third, the experience or no experience on each sub-sphere has a significant difference on personal-relative variables such as gender, age, education levels, number of siblings, academic records, personal expenses, relationship with friends. The experience or no experience on each sub-sphere has a meaningful influence upon family-relative variables such as father's education levels, Job, mother's age, education levels, employment, family type, monthly household expense. The experience or no experience on each sub-sphere has a meaningful influence upon PC-relative variables such as deviation experience in PC rooms, the experience of request for age confirmation(I.D. card), average use hour of PC rooms. The experience or no experience on each sub-sphere has a more meaningful influence on personal-relative variables and PC-relative variables than family-relative variables.

Effects of Medical O2O Platform Quality Components on Continuous Use Intention to Information Distribution

  • MYUNG, Ju-Dong;KIM, Bo-Young
    • 유통과학연구
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    • 제20권10호
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    • pp.105-117
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    • 2022
  • Purpose: The digital healthcare business is rapidly growing due to the COVID-19 pandemic, and the medical service platform business based on smartphone apps is globally expanding. This study targeted medical information online to offline (O2O) platform users in the medical service field. It verified the effect relationship revealed in the continuous use intention of the platform with the mediation of platform quality components, namely perceived benefits, flow experience, and use satisfaction. Research design, data and methodology: Based on previous studies, three medical information O2O platform quality components, namely system quality, information quality, and service quality, were defined. And the questionnaire survey was carried out targeting 359 leading medical information O2O platform users in Korea. Results: As a result of the analysis, it was confirmed that system quality and service quality had a positive (+) effect on satisfaction and continuous use intention with the mediation of perceived benefits and flow experience. Meanwhile, information quality had a negative effect (-) on perceived benefits and flow experience and did not affect use satisfaction and continuous use intention. Conclusions: Consequently, it was ascertained that the system quality and service quality affecting user behavior and experience were more significant factors than information quality to medical information O2O platform users from the medical service aspect.

다양한 형태의 웹 탐색도구의 이용자집단간 비교효용성 및 평가에 관한 연구 (The comparative effectiveness and evaluation study of user groups of the various web search tools)

  • 박일종;윤명순
    • 한국도서관정보학회지
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    • 제31권1호
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    • pp.87-114
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    • 2000
  • The purpose of this study is offering appropriate system and training program to helf the system designer and the trainer in addition to analyze information use behavior about the web search tools and evaluate the estimated system by user groups. The results of the study are as follows $\circledS1$ It is desirable to consider age than other demographic variables in the case of web search tool. $\circledS2$ It is desirable to design Directory Search Tool in the case of web search tool which serves the student user group. $\circledS3$ An Intelligent Search Tool is more appropriate for the students who are using keyword search tool than any other tools. $\circledS4$ A discussion about standard classification of the web information should be accomplished soon because users feel confused in using web search tools due t o absence of standard mode of classification about classified item. $\circledS5$ Librarians need the cognition about data on internet s a source of information and need positive service and user training program about these information because student users hardly get help from librarians or library orientation for learning method to use web search tool. $\circledS6$ Internet use experience and years of computer use had effect on their use ability when using web search tool, whereas computer use experience, library use experience and Online Public Access Catalogs (OPAC) use experience had no effect on it. Especially, OPAC use experience had no effect on use ability of web search tool of student user group because student user groups had no information about internet and web search tool and they did not recognized the difference about search method between web search tool and OPAC. $\circledS7$In the case of web search tool, it si important to index the increasing web resource automatically by a searching robot. But in the case of student users, web search tool is much more needed to index by index expert due to the absence of ability about selecting and combining keyword.

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

  • 이웅규
    • Asia pacific journal of information systems
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    • 제21권4호
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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.

Comparison of Librarians' Perception on Metaverse According to their Experience in Use

  • 이경진;이채연
    • 한국문헌정보학회지
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    • 제57권2호
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    • pp.293-319
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    • 2023
  • As libraries strive to improve their services, many have expressed interest in implementing new technologies. One such technology is metaverse, a virtual-reality space that enables social activities using avatars. However, implementing this technology can be challenging when many librarians are unfamiliar with the concept. This study aimed to investigate how librarians' prior experiences with metaverse influence their expectations and potential use of the technology in libraries. Interviews with a total of 18 librarians were conducted. The study findings reveal that librarians had different conceptualizations of metaverse, regardless of prior experience. However, librarians had different thoughts on the potential use of metaverse for libraries dependent on prior experience. Regarding thoughts on potential use, the librarians who had non-experience running metaverse programs suggested ideas in expanding and trying out new services within metaverse. The librarians who had experience running metaverse programs, on the other hand, suggested focusing on transferring the existing services that are currently being provided in the library to metaverse.

Moderating Effect of Online Shopping Experience on Adoption of e-Governance in Rural India

  • Swapnil Undale;Harshali Patil
    • Asia pacific journal of information systems
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    • 제32권1호
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    • pp.32-50
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    • 2022
  • Technology acceptance is one of the most popular research areas. Rapid developments in technology are making human life more comfortable. However, still most of the rural area has been deprived of benefits of technological advancement. Seventy percent population of India resides in rural area. Leveraging the improved penetration of the internet; mobile friendly population in rural India has been increasingly shopping online in the last few years. e-Governance is one of the important vehicles to provide efficient services to the citizens by Governments. One major obstacle is acceptance of e-Governance platforms by the citizens. Considering the increasing trend of using e-Commerce in rural area, this paper attempts to investigate moderating effect of online shopping experience on intention to use e-Governance portals. We surveyed 365 villagers across Maharashtra: one of the leading states in India. The result confirmed online shopping experience moderates the relationship between: 'perceived security & privacy' and 'attitude'; 'perceived security & privacy' and 'intention to use'; 'Perceived usefulness' and 'attitude'; and, 'attitude' and 'intention to use'. In this study definition of moderating variable 'experience' is unique and different than most of the popular studies. We defined experience as: 'prior use of any application of technology similar to the target application of technology'. Whereas prior studies considered experience as prior experience with target application of the technology.

OTT 서비스에 대한 사용자 경험이 지속적 이용 의도에 미치는 영향: 이용 만족의 매개효과를 중심으로 (Impact of the User Experience on OTT services on Continuous Use Intention: Mainly focusing on the Use Satisfaction Mediating Effect)

  • 염동섭
    • 디지털융복합연구
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    • 제20권5호
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    • pp.513-523
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    • 2022
  • 일반적으로 사람들은 다양한 정보기술에 대한 그들의 사용 경험을 전제로 정보기술을 수용하는 행위를 한다. 다시 말해, 사용자는 그들의 사용 경험을 통해 정보기술을 새롭게 지각하고 이러한 사용 경험은 정보기술에 대한 지속적 이용 의도에 영향을 준다고 할 수 있다. 따라서 본 연구는 이러한 배경을 근간으로 OTT 서비스에 대한 사용자 경험과 지속적 이용 의도의 관계에서 이용 만족의 매개효과를 알아보고자 하는 목적에서 진행되었다. 이를 위해 남·여 대학생 195명의 설문조사 데이터가 분석에 이용되었으며, SPSS Process macro를 통해 검증하였다. 분석결과 OTT 서비스에 대한 사용자 경험인 신뢰성, 사용성, 편리성, 유희성이 지속적 이용 의도와의 관계에서 이용 만족이 완전매개하고 있음을 확인하였다. 이러한 결과는 OTT 서비스의 지속적 이용을 통한 고객 유지에 있어 사용자 경험과 이용 만족의 중요성에 대해 주목할 필요가 있음을 시사한다. 총체적으로 본 연구는 OTT 서비스에 대한 소비자의 효용을 높이고 기업의 경쟁력을 높이는 차원에서 사용자 경험과 이용 만족의 중요성을 확인하였으며 또한 본 연구를 발전시킬 심도 있는 향후 연구 방향에 대해 제언하였다.

전맹 시각장애인의 OTT 서비스를 통한 정보 이용 경험 탐색 (A Study on Information Use Experience of Total Blindness with OTT)

  • 윤수빈;이성신;이세나
    • 정보관리학회지
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    • 제41권2호
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    • pp.155-183
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    • 2024
  • 본 연구의 목적은 다양한 연령대의 전맹 시각장애인 이용자를 연구 대상자로 설정하여 전반적인 OTT 이용 경험을 파악하고 그들의 정보 이용 경험을 깊이 이해하는 데 있다. 연구목적 달성을 위하여 9명의 연구 참여자와 반구조화된 질문지를 활용하여 일대일 심층 인터뷰를 하였으며, 인터뷰자료는 Colaizzi의 현상학적 연구 방법을 활용하여 분석하였다. 분석결과, 총 5개의 범주와 13개의 주제 묶음, 47개의 주제가 발견되었다. 5개의 범주는 '정보 이용의 목적', '정보 이용의 어려움', '정보 탐색 중 어려운 상황에서의 대처', '인식 및 감정', '개선 요구사항'이었다. 본 연구가 시사하는 바는 다음과 같다. 첫째, OTT를 통한 정보요구 주제에 있어서 전맹의 정보요구가 정안인의 정보요구 주제와 차이가 없다는 것이다. 둘째, OTT를 통해 정보를 이용함에서의 부정적 경험은 대부분 접근성과 관련한 것이었다. 셋째, 다양한 부분에서 OTT 서비스의 기술적 측면이 개선되기를 요구하고 있다는 것이다. 넷째, 전반적으로 OTT를 통한 정보 이용 경험에서 긍정적 인식을 더 많이 하고 있다는 것이다.

Design of Evaluation Index System for Information Experience based on B2C e-Commerce Bigdata and Artificial Intelligence

  • KANG, Jangmook;HU, Haibo;CHEN, Yinghui;LEE, Sangwon
    • International journal of advanced smart convergence
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    • 제8권4호
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    • pp.1-8
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    • 2019
  • The online retail market continues to grow, especially in China, as e-commerce has developed rapidly in recent years in many countries. Meanwhile, the development and use of new network information technology provides consumers with various contact and experience environments for online shopping. Based on the theory of media weakness, the study began to focus consumer experience on the nature of commercial transactions. The study proposed and designed an initial measure of the consumer information evaluation index, which combines previous findings with implications. Finally, the five-dimensional B2C system was established to evaluate consumers' information experience providing information display, information interaction, information support and information personalization. We researched on evaluation index system for information experience of B2C e-commerce consumers based on samples of Chinese consumers.

The Impact of New Logistics Factors on the Intention of use and Consumer Happiness: Focusing on the Mediating Effect of Perceived Benefits

  • MENG, JIA;LIU, ZIYANG;DONG, CUI
    • 한국컴퓨터정보학회논문지
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    • 제25권7호
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    • pp.203-211
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    • 2020
  • 본 연구의 목적은 신유통 경험요소가 소비자의 사용의향과 소비자행복에 미치는 영향을 실증하고, 지각된 혜택의 매개효과를 연구하고, 다양한 소비 환경에서 소비자의 사용의향과 소비자행복을 향상시키기에 대해 시사점을 제공하고자 한다. 본 연구는 온라인 경험, 오프라인 경험, 물류 경험, 지각된 혜택, 사용의향, 소비자 행복에 대한 이론들, 기존의 선행연구들과 논의를 검토하였고 최종적으로 6개의 가설을 도출하였다. 이를 위해, 소비자의 사용의향과 소비자행복에 대하여 데이터를 수집하였다. 수집된 데이터에 대해 타당성과 신뢰성을 검토하였고, 구조방정모텔분석을 통해 가설을 검증하였다. 지각된 혜택의 매개효과를 중심으로 신유통 경험요소가 소비자의 사용의향과 소비자행복에 미치는 영향에 대한 연구 결과, 온라인 경험, 오프라인 경험, 물류 경험은 지각된 혜택에 미치는 영향, 지각된 혜택은 사용의향, 소비자 행복에 미치는 영향, 그리고 사용의향은 소비자 행복에 미치는 영향 모두 정(+)의 영향을 미치는 것으로 나타났다. 또한, 온라인 경험, 오프라인 경험, 물류 경험과 사용의향, 소비자 행복의 사이에 지각된 혜택의 매개효과를 하는 것으로 나타났다. 본 연구에서는 기존의 선행연구를 확정하여 신유통 경험요소가 소비자의 사용의향과 소비자행복에 미치는 영향을 실증함으로써 이론적, 실무적 시사점을 제공하였다.