• Title/Summary/Keyword: user attitude

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A study on the effect of traffic information satisfaction & expansion by the attitude on traffic information media using the Structural Equation Modeling (구조방정식모형을 이용한 교통정보 제공수단에 대한 태도가 교통정보 만족도와 확장에 미치는 영향에 관한 연구)

  • Kim, Kyung-Bum;Hwang, Kyung-Soo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.10
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    • pp.4453-4461
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    • 2012
  • In this study, the effect of traffic information satisfaction and expansion by the attitude on traffic information media using the structural equation modeling was evaluated. Research findings showed that the attitude formed by experience with VMS had a positive impact on user satisfaction and expansion on traffic information. Howevr, the expansion on traffic information was not affected significantly. by user satisfaction on traffic information. In other words, If experiences with VMS is positive, higher uset satisfaction on traffic information. In addition, it should be positive to expand traffic information.

An Exploratory Study on User Experience of Augmented Reality Advertising (증강현실 광고의 사용자경험에 대한 탐색적 연구)

  • Sung, Jungyeon;Jo, Jae-wook
    • Journal of Digital Convergence
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    • v.14 no.8
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    • pp.177-183
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    • 2016
  • Augmented Reality(AR) has been further developed through connectivity with Artificial Intelligence (AI), Big Data, the Internet of Things(IoT). The interest of AR in the advertising is on the increase. However, it needs to explore the use of AR technology in advertising based on user experience rather than the technical aspects. This study is very significant in that it is the exploratory study which provides guidelines in the field of utilizing AR, particularly based on direct user experience. In addition, through a quantitative survey, it checks the validity of the present study to verify the impact of utilitarian, experiential value of AR ad on brand attitude as consumer attitude. The characteristics of AR ad based on user experience through this study will provide guidance to utilize AR ad, utilizing AR technology in various fields, such as education and exhibitions in developing convergence contents that can provide practical value.

Analysis of Attributes of Contents Information and User's Attitude Depending on Type of Providing Brand Cosmetics Information in Instagram (인스타그램(Instagram)에서 브랜드 화장품 정보 제공 유형에 따른 콘텐츠 정보 속성과 이용자의 태도 분석)

  • Ok, Yeo-Won;Kim, Jong-Moo
    • Journal of Digital Convergence
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    • v.16 no.10
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    • pp.399-407
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    • 2018
  • The influence of SNS platform in the mobile environment has grown greatly. Among the various social networking services(SNS), this study analyzed the question of 311 women to investigate whether any difference exists between reliability of contents information, informativeness and playfulness as well as how attributes of contents information influence user attitude depending on the difference in type of providing information provided by "Innisfree" Cosmetics, the company account of Instagram. According to analysis, first, no difference exists between reliability of contents information, informativeness and playfulness depending on the type of providing information. Second, reliability and the playfulness of contents information influence purchase intention. Third, contents information "informativeness" and "playfulness" influence loyalty. Fourth, the "informativeness" and "playfulness" of contents information influence User Satisfaction. Considering such result, it is confirmed that the type of providing information provided by company does not influence account attributes and the "playfulness" of contents information is significant factor which influences all user attitude.

An Experimental of the Effects of User Experience and Driving Attitude on Driving Simulation Game in Virtual Environment (가상현실 운전 시뮬레이션 게임의 사용자 경험과 운전 태도에 대한 실험연구)

  • Bae, Jae-Han;Kim, Jae-Jin;Noh, Ghee-Young
    • Journal of Korea Game Society
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    • v.15 no.3
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    • pp.7-18
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    • 2015
  • This research examined the effects of user experience in driving simulation game between using general monitor and 3D virtual reality device, Oculus Rift DK2. We compared the difference of user experience such as presence, flow and arousal by gaming environment. We also tested the effects of virtual reality on driving attitude, emotional pleasure and satisfaction. 100 beginner drivers with a driver's license participated in the experiment of two modes of gaming environment. As a result, all the three user experiences were proved to be significantly higher in VR game play than general monitor game. Also driving attitude, emotional pleasure and satisfaction showed a significant difference in virtual reality. This study makes a theoretical and practical contribution to the application of the next virtual reality game with a special function.

Measurement of Human Behavior and Identification of Activity Modes by Wearable Sensors

  • Kanasugi, Hiroshi;Konishi, Yusuke;Shibasaki, Ryosuke
    • Proceedings of the KSRS Conference
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    • 2003.11a
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    • pp.1046-1048
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    • 2003
  • Recently, various researches in respect of the positioning technologies using satellites and the other sensors have made location-based services (LBS) more common and accurate. Consequently, concern about position information has been increasing. However, since these positioning systems only focus on user's position, it is difficult to know the user's attitude or detailed behaviors at the specific position. It is worthy to study on how to acquire such human attitude or behavior, because those information is useful to know the context of the user. In this paper, the sensor unit consisting of three dimensional accelerometer was attached to human body, and autonomously measured the perpendicular acceleration of ordinary human behaviors including activity modes such as walking, running, and transportation mode using transportation such as a train, a bus, and an elevator. Subsequently, using the classified measurement results, the method to identify the human activity modes was proposed.

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A Study on Users' Influential Factors affecting RFID Adoption (RFID 도입 선호도에 미치는 고객성향 요인 분석에 관한 연구)

  • Kim, Jin-Soo;Lee, Hak-Soo
    • Journal of Information Technology Applications and Management
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    • v.16 no.1
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    • pp.115-135
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    • 2009
  • As one of core technologies in ubiquitous era, interest and application of RFID is increasing. Although its' applications has been developed in various areas, actual application rate is still underestimated. Previous studies show that most of researches are focused on RFID implementation strategies, emphasizing technical advantages and benefits of RFID. To increase RFID adoption rate, however, end user's attitude about information technology has to be considered. The empirical study has been conducted to analyze user's influential factors which affect the RFID adoption. The results show that some of user's attitude about IT are valid and provide useful guide lines about RFID adoption.

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Implementation of User Posture Correction Application using Kinect (키넥트를 이용한 사용자 자세 교정 어플리케이션 구현)

  • Kim, Hyeon-Woo;Noh, Yun-Hong;Jeong, Do-Un
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.05a
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    • pp.275-276
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    • 2016
  • In this paper, we were implemented the application to induce correct posture by recognizing the incorrect posture of the user. Implemented system uses kinect sensors to determine the user's position information, it has been developed posture determination algorithm that can determine the four wrong posture and correct posture. In addition to PC in order to improve the user convenience and accessibility, to implement real-time monitoring application that can determine the user's position in the smartphone. For the system of performance evaluation of and promote the attitude determination experiment to target the five college students, the experimental results sensitivity and specificity of it it was found that the attitude determination performance is excellent at 0.956.

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An Empirical Study of User Resistance Factors to Internet Banking (인터넷뱅킹의 사용자 저항요인에 관한 연구)

  • Park, Byung-Kwon
    • Journal of Korea Society of Industrial Information Systems
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    • v.12 no.5
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    • pp.86-97
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    • 2007
  • For continuous growth and diffusion of internet banking, it is important to investigate user resistance factors to internet banking. This study investigates the effects of individual characteristics, characteristics of internet banking and service quality factors on user resistance to internet banking. Individual characteristics include self-efficacy of computer, self-efficacy of internet banking, attitude to change, and innovative attitude. Characteristics of internet banking include relative advantage, compatibility, complexity, and perceived risk. Service quality was classified as 5 dimensions of SERVQUAL. The results of this study showed that self-efficacy of computer, self-efficacy of internet banking, compatibility, responsiveness, complexity, perceived risk, reliability and empathy had a significant effect on user resistance to internet banking.

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The Differences of the Ego-Resilience and Disagreement in Parents' Rearing Attitude according to the Levels of the Smartphone Addiction of Adolescents (청소년의 스마트폰 중독수준에 따른 자아탄력성과 부모양육태도 불일치의 차이)

  • Jung, Kyung-A;Kim, Bong-Whan
    • Journal of Digital Convergence
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    • v.13 no.2
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    • pp.299-308
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    • 2015
  • This study investigated the differences of the ego-resilience and disagreement in parents' rearing attitude according to the levels of the smartphone addiction of adolescents. To conduct this study, 317 adolescents participated in the survey. The major findings of the study was as follows: First, the smartphone addiction rate was 21.1%, which the high risk group rate was 5.3% and potential risk group rate was 15.8%. Second, ego-resilience was indicated to be lower in the high risk user group than the potential risk user group and the general user group, and disagreement in parents' rearing attitude was indicated to be higher in the high risk user group than the general user group, thereby having indicated to have statistically significant difference. The results of this study, it could be known that ego-resilience and agreement of parents' rearing attitude was significant factors to prevent smartphone addiction of adolescents.

Effects of Brand-Self Image Congruence on Attitudes toward Children's Wear Brands -Focus on Children's Image, Actual Image and Ideal Image- (브랜드-자기 일치성이 아동복 브랜드 태도에 미치는 영향 -아동 이미지, 실제 이미지, 이상적 이미지를 중심으로-)

  • Kim, Ji-Yeon;Lee, Kyu-Hye
    • Journal of the Korean Society of Clothing and Textiles
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    • v.36 no.11
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    • pp.1137-1147
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    • 2012
  • Self-congruency plays an important role in the context of mothers' shopping for children's clothing because purchasers are inconsistent with users. This study incorporates three dimensions of self-congruencies (congruency between children's image perceived by their mothers and brand image, congruency between mothers' actual self-image and brand image, and congruency between mothers' ideal self-image and brand image) due to purchaser-user inconsistency in children's clothing consumption. A total of 574 mothers with children aged 6 to 10 participated in a web-based survey. Descriptive statistical analysis, factor analysis, reliability analysis and multiple regression analysis were conducted. Self-brand image congruency variables have a different influence on brand attitudes when mothers purchase children's clothing. Brand attitude is influenced positively only when the perceived children's image coincides with brand image and when mothers' ideal self-image corresponds to brand image. In contrast, mothers' actual self-image and brand image congruence negatively influence brand attitude. Further investigation indicates that there are different effects of dimensions of self-congruency on brand attitude according to the characteristics of mothers and their children. This study suggests that when there is purchaser-user inconsistency, different types of image congruence has to be implemented to assess the impact on brand attitudes.