• Title/Summary/Keyword: user context factors

Search Result 154, Processing Time 0.023 seconds

A Study on Usability Evaluation Factors for e-Book User Interface (전자책 활용에 영향을 미치는 요인 연구)

  • Jang, Seon-Hwa;Han, Sang-Wan
    • Journal of the Korean Society for information Management
    • /
    • v.21 no.3
    • /
    • pp.269-287
    • /
    • 2004
  • The purpose of this study is to present a theoretical framework and practical methodology to extend the scope of Library and Information Science by incorporating the usability evaluation of e-book, which has considerably increased in proportion in the digital library. By sirveying e-book users and through statistical analysis. it was found that rebuilding a set of usabllity evaluation factors for e-books is necessary to activate e-books in the digital libraries. This study inclusively presents a conceptual model of e-book usability evaluation and suggests guidelines for usability principles.

Health Promotion Education In A Virtual World: A Concept Analysis (가상세계에서의 건강증진교육의 개념분석)

  • De Gagnea, Jennie C.;Oh, Jin-A
    • The Journal of Korean Academic Society of Nursing Education
    • /
    • v.18 no.1
    • /
    • pp.81-94
    • /
    • 2012
  • Purpose: Virtual worlds are emerging in health care as an innovative way of helping clients take responsibility for and promote their own care. Yet, the concept of health promotion education in this environment has not been elucidated. Therefore, we undertook a concept analysis to discover the underlying attributes and contextual basis to generate a conceptual understanding of virtual worlds in the context of health promotion education. Methods: Using Rodgers' evolutionary view of concept development, we analyzed literature on virtual worlds that describe their use to discover critical attributes, antecedents, and consequences of this phenomenon. Eleven studies matching inclusion criteria were reviewed. Results: Analysis of the literature highlighted three areas of important domains: user, simulated environment, and education. This concept analysis extends our understanding of a virtual world for health promotion education. Conclusion: This study may help anticipate future trends in the use of virtual worlds in the context of health promotion education, serving as a stepping-stone for further research on this aspect of the study. The next step should focus on the development of an evaluation tool that can measure the factors identified in this analysis to determine their effects on outcomes and environmental interactions.

System-Call-Level Core Affinity for Improving Network Performance (네트워크 성능향상을 위한 시스템 호출 수준 코어 친화도)

  • Uhm, Junyong;Cho, Joong-Yeon;Jin, Hyun-Wook
    • KIISE Transactions on Computing Practices
    • /
    • v.23 no.1
    • /
    • pp.80-84
    • /
    • 2017
  • Existing operating systems experience scalability issues as the number of cores increases. The network I/O performance on manycore systems is faced with the major limiting factors of cache consistency costs and locking overheads. Legacy methods resolve this issue include the new microkernel-like operating system or modification of existing kernels; however, these solutions are not fully application transparent. In this study, we proposed a library that improves the network performance by separating system call context from user context and by applying the core affinity without any kernel and application modifications. Experiment results showed that our implementation can improve the network throughput of Apache by up to 30%.

An Efficient Study of Emotion Inference in USN Computing (USN 컴퓨팅에서 효율적인 감성 추론 연구)

  • Yang, Dong-Il;Kim, Young-Gyu;Jeong, Yeon-Man
    • Journal of the Korea Society of Computer and Information
    • /
    • v.14 no.1
    • /
    • pp.127-134
    • /
    • 2009
  • Recently, much research have been done on ubiquitous computing models in advanced countries as well as in Korea. Ubiquitous computing is defined as a computing environment that isn't bounded by time and space. Different kinds of computers are embedded in artifacts, devices, and environment, thus people can be connected everywhere and every time. To recognize user's emotion, facial expression, temperature, humidity, weather, and lightning factors are used for building ontology. Ontology Web Language (OWL) is adopted to implement ontology and Jena is used as an emotional inference engine. The context-awareness service infrastructure suggested in this research can be divided into several modules by their functions.

An Analysis of Determinants Affecting Satisfaction of Usage of Live Commerce from the Perspective of User, Information Source and Platform (이용자, 정보원천 및 플랫폼 차원에서의 라이브 커머스 이용 만족도 영향 요인 고찰)

  • Lee, Sungjoon
    • The Journal of the Korea Contents Association
    • /
    • v.21 no.3
    • /
    • pp.576-589
    • /
    • 2021
  • Live commerce as a new form of service that combines live streaming service with e-commerce is gaining a growing attention from many people with diffusion of a new trend of untact economy. In this context, this research examines what leads to user satisfaction of live commerce. In especial, this research conceptualized several determinants that might affect user satisfaction of live commerce from three dimensions of users, information sources and platforms. It also tested whether those factors had influences on user satisfaction of live commerce empirically. The sample in this study was responses of 218 people in their 20s and 30s who had experienced using live commerce. They were analyzed using a hierarchical regression analysis. The findings revealed that depression and innovativeness from the dimension of users, attractiveness of show host from that of information sources, and physical affordance and perceived interaction among users from that of platforms had significant influences on user satisfaction of live commerce.

Effects of Conversational Agent's Self-Repair Strategy On User Experience - Focused on Task Criticality and Conversational Error (대화형 에이전트의 자기발화수정 전략이 사용자 경험에 미치는 영향 - 과업 중요도와 대화 오류 여부를 중심으로)

  • Kim, Hwanju;Kim, Jung-Yong;Kang, Hyunmin
    • Journal of Digital Convergence
    • /
    • v.20 no.2
    • /
    • pp.251-260
    • /
    • 2022
  • Despite the development of technology and the increase in the spread of smart speakers, user satisfaction keeps decreasing due to conversational errors. This study aims to examine the effect of the self-repair strategy on user experience in the context of conversational agents of smart speakers. Scenarios were designed based on error situations, and participants were divided into two groups by task criticality. The results revealed that the agent's self-repair strategy has a negative effect on trust and perceived ease of use compared with performance without error. It also influenced adoption intention through interaction with task criticality. This study is significant in that it empirically investigated the effects of the self-repair strategy and the user experience factors related to the actual acceptance of the self-repair strategy.

The Effect of Perceived Interactivity's Mediator Role on Mobile Contents Users' Attitude and Behavioral Intention (지각된 상호작용성의 매개역할이 모바일 콘텐츠 사용자의 태도 및 행동의도에 미치는 영향)

  • Lee, Sung-Ho;Ahn, Joong-Ho;Jahng, Jung-Joo
    • Asia pacific journal of information systems
    • /
    • v.16 no.3
    • /
    • pp.205-227
    • /
    • 2006
  • This study suggests major characteristics of the ubiquitous environment, which include pervasive connectivity, context awareness, and playfulness, by surveying mobile contents users. Also, this empirical study attempts to validate nine hypotheses and all the ubiquitous factors of mobile contents have positive effect on perceived interactivity. It is revealed that perceived interactivity is an intermediary factor which positively affects users' perceived performance, satisfaction and continuous use intention. Hypotheses of positive relationships among users' behavioral outcome factors are also accepted. Results show that ubiquitous characteristics of mobile contents influence the users' attitude and behavior through the intermediary role of perceived interactivity among users and messages and devices. This study contributes to the literature by presenting and empirically verifying the effect of ubiquitous factors of mobile contents and perceived interactivity on uses' attitude and behavior intention. Based on study results, user-oriented theoretical bases are provided for various mobile contents service, the issue of policy-making and business planning are addressed, and managerial implications are discussed.

Identification of Usability Elements for Designing Intelligent Jackets (지능형 자켓 디자인을 위한 사용성 요인 추출)

  • 육형민;전명훈;이희승;성지하;황신웅;노윤진;손영우
    • Science of Emotion and Sensibility
    • /
    • v.6 no.3
    • /
    • pp.89-99
    • /
    • 2003
  • Wearability, mobility and context awareness distinguish intelligent jackets from other hand-held devices. This research investigated usability elements reflecting those characters of intelligent jackets. In the fist study, we performed the experts' reviews (cognitive walkthrough) with the first version of intelligent jackets. As expected, we found that new categorization of the usability evaluation element was needed for the unique features of intelligent jackets. In the second study, we carried out group interviews (structured interviews) to examine user needs, attitudes and important factors for using intelligent jackets. In this study, user groups were divided into early adaptors and laggards on the basis of their challenge and attitude toward the new technology From these interviews, we found that the early adapters accepted the intelligent jacket as a computer system and they considered functional elements as important factors. However, the laggards thought the intelligent jacket as a wear, and they regarded the external design and psychological burden as important factors.

  • PDF

An Exploratory Study of Psychological Characteristics of Metaverse Users (메타버스 이용자의 심리 특성 탐색 연구)

  • Hyeonjeong Kim;HyunJung Kim;Beomsoo Kim;Hwan-Ho Noh
    • Knowledge Management Research
    • /
    • v.24 no.4
    • /
    • pp.63-85
    • /
    • 2023
  • This study aims to identify the primary user group in the growing metaverse space based on the increased interest during the COVID-19 era. It also aims to explore the predictive factors for metaverse adoption. To predict online activities, the study examined user purposes, motivations, and relevant demographic factors as predictive variables through model analysis. The data from the Korean Media Panel Survey were used, and a two-stage analysis with the Heckman two-stage sample selection model was conducted to predict metaverse users. The analysis revealed that the key factors influencing metaverse adoption were offline activities, openness, OTT usage, and purchasing of paid content. Moreover, in the second stage model, openness, gender, and paid content purchases were identified as significant variables for increasing metaverse usage time. These results indicate that understanding metaverse users is essential in the context of the rising interest in online activities during the COVID-19 era and can provide valuable insights for metaverse platform-related companies and developers.

Examining the Influencing Factors of Third-Party Mobile Payment Adoption: A Comparative Study of Alipay and WeChat Pay

  • Mu, Hong-Lei;Lee, Young-Chan
    • The Journal of Information Systems
    • /
    • v.26 no.4
    • /
    • pp.247-284
    • /
    • 2017
  • Purpose The first purpose of this study is to investigate factors that are likely to influence user's intention to adopt third-party mobile payment platform. A comprehensive study about mobile payment services have used various variables to explain user's use intention based on the theory of reasoned action (TRA) or the theory of planned behavior (TPB). Variables such as simplicity, security, costs, relative advantage, individual mobility, subjective norm, trust, satisfaction, attitude towards use, perceived usefulness, perceived ease of use and so on. Among these factors, we expect to find out the most influential factors effecting user's use intention of the third-party mobile payment services. Second, we also examine whether the most influential factors have the same influence to different third-party mobile payment services by conducting comparative study of Alipay and WeChat Pay. Design/methodology/approach Empirical data for this study were collected from Chinese who has the experience using or have used Alipay or WeChat Pay. Participants needed to be familiar with Alipay or WeChat Pay because such users may be more aware of both the advantages and disadvantages of Alipay and WeChat Pay. We conduct a pilot test using Smart PLS 2.0, which includes 50 Alipay users and 82 WeChat Pay users. The result indicates that all the measurement fit for the context. And then 980 questionnaires were mainly sent out to the college students and the e-mails users randomly. To encourage participation, we give the participants a small gift as a present. Finally, we received a total of 683 replied. Data from respondents who gave incomplete or invalid answers were excluded to assure the validity of the constructs. 79 questionnaires were rejected, finally the valid data are 604 (with 372 Alipay users and 232 WeChat Pay users). Findings The results suggest that users' intention is determined by their trust on third-party mobile payment service and perceived usefulness of use. Comparative study results also indicated that the factors have different influence on Alipay group and WeChat Pay group, which offers a new aspect for academic field, and provides useful information to mobile payment service providers in China.