• Title/Summary/Keyword: user experience factor

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Effect of the Strength of Weak Ties & Emotional Perception on the Social Network Game's Diffusion (Strength of Weak Ties와 감성적 인식이 소셜네트워크게임(SNG)의 확산에 미치는 영향 연구)

  • Song, Myung-Bean;Yoo, Hyun-Gyu;Jo, Eun-Ae;Lee, Sang-Ho
    • Journal of Digital Convergence
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    • v.12 no.5
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    • pp.69-78
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    • 2014
  • This study deals with the digital policy proposal through the path modeling study on the effect of the strength of weak ties & emotional perception leading to the user's satisfaction, WOM between game users, and the verification on the effect of the emotional real name SNS on the social network game's diffusion. Researcher confirmed that the effect of the strength of weak ties & emotional perception led to the user's satisfaction, WOM of SNG. Even though weak tie, researchers estimate that the users emotionally interact with the real name relation effect of SNS. And effective factors for WOM are not a tie relationship or emotional interactivity of weak tie antecedently but user's satisfaction. As a result, though antecedent factors (weak tie & interactivity) had a positive effect as real name SNS, eventually powerful factor of making buzz was the SNG user's satisfaction. Thus researchers expect the practical policy proposition for government & corporation, which means SNG service providers more carefully manage the service satisfaction for WOM with SNG user's experience.

Study on the Effect of the Search Results User's Experience of Online Search Service on Satisfaction (온라인 검색서비스의 검색 결과 이용 경험이 만족도에 미치는 영향에 관한 연구)

  • Chae, Jung Hwa
    • The Journal of the Korea Contents Association
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    • v.20 no.4
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    • pp.202-211
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    • 2020
  • This study examined the effects of online search service users' experiences on search satisfaction by the types of main search results. As a result of the survey, the negative experience of using the search result in the specific service area among the integrated search results is the most irrelevant regardless of the type of search result with the lowest usage rate. In particular, users are often exposed to advertising information and valuable or low useful information, and information inaccuracy, bias, and personal information leakage experience are relatively higher than other search results. Satisfaction by type of search result of online search service showed only difference in interest of search result, and no other satisfaction factor was found by type of search result. Looking at the experience factors that affect the satisfaction of each type of search results, in the case of general integrated search results except search websites such as search ads and search ads, the more accurate information is provided, the more satisfied the search results are. In the case of, the provision of high value and useful information has a positive effect on satisfaction. After all, it is implied that online search service providers should consider the highest priority for improving the service, improving the accuracy of information and the value and usefulness of information.

A Study on the Characteristics of Blockchain-Based Financial Platform and the Intention to Use (블록체인 기반 금융 플랫폼 특성과 사용 의도에 관한 연구)

  • Lee, Sangho;Cho, Kwangmoon
    • Journal of Internet of Things and Convergence
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    • v.7 no.3
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    • pp.81-90
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    • 2021
  • In this study, the effect of user characteristics and technical characteristics of a blockchain-based financial platform on the intention to use of financial consumers was analyzed. Also, in this influence relationship, we analyzed what kind of causal relationship between relative advantage and perceived risk on intention to use. From June 1 to July 30, 2021, a non-face-to-face self-filling online survey was conducted with a sample of subjects who had experience using a financial platform grafted with blockchain technology, and the study was conducted in 187 copies. For statistical processing, frequency analysis, exploratory factor analysis, reliability analysis, correlation analysis, multiple regression analysis and 3-step mediated regression analysis were performed using SPSS 21.0 program. The significance level of the statistical value was set to less than 95%. The research results are as follows. First, it was found that innovativeness and usefulness affect the intention to use in the user characteristics. Second, in the technical characteristics, compatibility and reliability were found to affect the intention to use. Third, it was found that relative advantage and perceived risk play a partial mediating role in the relationship between user characteristics and intention to use. Fourth, it was found that relative advantage and perceived risk play a partial mediating role in the relationship between technical characteristics and intention to use. Fifth, it was found that there were differences in the ubiquity of user characteristics, compatibility of technical characteristics and intention to use according to the experience of using the certificate. The results of this study can contribute to the development of a financial platform based on the Internet of Things.

A Study on the Push and Pull Factors of Temple Stay in Korean National Parks - Focused on Temples in National Parks in Gangwon-Do - (국립공원 내 템플스테이의 추진요인과 유인요인에 관한 연구 - 강원도 소재 국립공원 내 사찰을 중심으로 -)

  • Kim, Jeong-Min
    • Korean Journal of Environment and Ecology
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    • v.25 no.4
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    • pp.621-630
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    • 2011
  • This research examines the push and pull factors of temple stay in Korean national parks. 152 participants of temple stay in Woljeongsa and Guryongsa in national parks in Gangwon-do area completed a survey to access their reasons for participating in temple stay(push factors) and to evaluate how well the visiting experience performed on a selected set of attributes(push factors). Demographics of respondents were similar to the visitor characteristics of Korean national parks. The result of factor analysis identified 6 push factor domains of 'self actualization', 'health enhancement', 'nature assimilation', 'relationship elevation', 'religious experience', and 'leisure experience'. 6 pull factor domains were 'recuperative quality', 'quality of a temple stay program', 'attributes of a temple', 'user convenience', 'tourism experience' and 'accessibility and transportation'. Satisfaction level of temple stay in a national park was very high of 4.71 in a 5 Likert scale. Gangwon- Do was most preferred with the percentage of 89.2 as a suitable area for temple stay in a national park. Findings of multi-dimensional tourism motivations of temple stay in a national park that encompass nature tourism, cultural tourism and religious tourism is expected to provide useful information for the future development of a more competitive temple stay program and a marketing strategy. However, more defined successive research work is required to generalize findings of wellness oriented push and pull factors of temple stay based on nature in national parks.

A Study of the Factors influencing User Acceptance of Social Shopping based on Social Network Service (소셜네트워크 서비스 기반의 소셜쇼핑 사용자 수용에 영향을 미치는 요인에 관한 연구)

  • Hwang, Hyun-Seok;Lee, Xintao
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.1
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    • pp.61-71
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    • 2014
  • Recently social shopping, combining e-Commerce with Social Network Service, become a brand-new eBusiness model. In this paper, we aim to identify the structural relationship of the factors affecting the intention of using social shopping. Reviewing the previous works of social shopping, internet shopping and TAM (Technology Acceptance Model), we extract factors affecting the intention of using social shopping and build a structural research model among these factors. To analyze the structural relationship among theses factors, we perform an empirical study - gathering data from a survey and analyzing gathered data using EFA (Exploratory Factor Analysis) and SEM (Structural Equation Model) to identify the structural relationship. We also analyze moderating effect of past experience of social shopping and gender. As a result, We also can find that two factors - Perceived usefulness and Expected enjoyment - are the key factors influencing acceptance of social shopping and that more segmented strategies are required to attract customers since factors affecting Intention to use are somewhat different according to past experience and gender of respondents.

Realism Cues and Memory in Computer Games : Effects of Violence Cues on Arousal, Engagement, and Memory (폭력성게임 내에서의 사실적 묘사 방식이 사용자 각성(arousal)과 현존감(presence) 및 기억(memory)에 미치는 영향에 관한 연구)

  • Jeong, Eui-Jun;Biocca, Frank A.;Kim, Min-Kyu
    • Journal of Korea Game Society
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    • v.11 no.4
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    • pp.127-142
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    • 2011
  • This study examined if realistic cues of violence - blood color (red), sound cues (screams of pain), and perspective (first-person) - influence user arousal, feeling of presence, and their memory for the game events and positions with personal experience of games. The relationship between arousal and presence was also analyzed with their effects on memory in a 3D modified shooter game (CounterStrike). Results indicated that both realism cues of violence increased the player's arousal regardless of the user's level of game experience, and the arousal had a significant relationship with engagement by affecting presence strongly. Especially, engagement (a sub-factor of presence) was stronger than other variables in explaining the memory effect, and it mediated the effect between arousal and memory. However, the first-person perspective did not show any significant effect on arousal, and had a negative effect on engagement.

An Empirical Analysis on the UX in VR Application of Artworks: A Case Study on

  • Kang, Jisu;No, Hanna;Rhee, Boa
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.5
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    • pp.31-38
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    • 2021
  • This study empirically investigated the user's experience with based on the Technology Acceptance Model. According to the frequency analysis results, the usability for learning was evaluated relatively higher than that for appreciation from the perspective of perceived usefulness and the technical factors such as graphics and modeling raised the issue for the quality improvement. According to the results of the correlation analysis, the usability for learning correlated with the degree of satisfaction. In addition, all detailed factors of perceived ease of use positively influenced on the degree of satisfaction and the impact of the environmental factor on the degree of satisfaction was greatest. The degree of satisfaction with the VR application significantly correlated with the degree of immersion and behavioral intention to the VR application. Therefore, this study proved the suitability for the Technology Acceptance Model as a tool for evaluating a VR application.

Benefits Segmentation and Knitwear Purchasing Behavior (혜택세분화에 따른 20대 여성의 니트웨어 구매행동에 관한 연구)

  • 이옥희;김경희
    • Journal of the Korean Society of Clothing and Textiles
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    • v.27 no.6
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    • pp.601-611
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    • 2003
  • The main objective of this study was to investigate the relationship between benefits segmentation and knitwear purchasing behavior of college female students. A questionnaire was developed to measure benefits segmentation, knit wear purchasing behavior. The questionnaire was administered to 505 college female students in Chonbuk and Chonnam. The data was analyzed using percentage, frequency, mean, factor analysis, cluster analysis and ANOVA, Duncan multiple range test. The results of the study were as follows: The college female students were classified into four subdivisions by the cluster analysis: recreation pursuit group, fashion pursuit group, individuality pursuit group, self-improvement pursuit group on the basis of pursuit benefit factors. The knitwear purchasing motives of consumers were significantly different according to pursuit benefit subdivision. The individuality pursuit group was the highest user of mass media fashion information sources. The fashion pursuit group used purchasing experience and advice of others less than other groups. Consumers' evaluation criteria of knitwear products were significantly different depending on pursuit benefit subdivision in design and coordination, goods traits, practicality, individual expression, and external criterion. The other groups used purchasing experience and advice of others more than the fashion pursuit group.

Distributing data in Virtual-reality: factors influencing purchase intention of cutting tools

  • JITKUSOLRUNGRUENG, Nitichai;VONGURAI, Rawin
    • Journal of Distribution Science
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    • v.19 no.9
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    • pp.41-52
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    • 2021
  • Purpose: Virtual reality is a unique technology to distribute data and demonstrates user's understanding towards complex products. The objective of this research is to investigate the impact of virtual reality on real world purchase intention of automotive cutting tools in Thailand's exhibitions. Hence, the research framework was constructed by telepresence, perception narrative, authenticity, trustworthiness, functional value, aesthetics, and purchase intention. Research design, data and methodology: Samples were collected from 500 visitors who participated in the selected top two metalworking exhibitions. Mix sampling approach is applied by using non-probability sampling methods of purposive or judgmental sampling, quota sampling, and convenience sampling method, respectively to reach target samples. Confirmatory Factor Analysis (CFA) and Structural Equation Model (SEM) were used to analyze and confirm goodness-of-fit of the model and hypothesis testing. Results: The results indicate that authenticity, functional value, and trustworthiness induced higher experiential value towards purchase intention. Those variables are stimulated by telepresence and perception narrative towards VR experience. Conclusions: Consumer's purchase intention towards VR experience on engineering cutting tools rely on consumer's sense of authenticity, trustworthiness, and functional value. Hence, marketing practitioners in automotive companies are encouraged to develop VR which focusing on significant factors to enhance consumers purchase intention.

The comparative study of user satisfaction on various implant engine system (다양한 임플란트 엔진 시스템에 대한 사용자 만족도 비교)

  • Lee, Du-Hyeong;Lee, Kyu-Bok
    • Journal of Dental Rehabilitation and Applied Science
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    • v.30 no.1
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    • pp.9-15
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    • 2014
  • Purpose: Implant engine system is composed of the handpiece, micromotor, control box and foot switch. The aim of this study was to evaluate the satisfaction of the implant engine systems in terms of convenience-design and to examine the relation with the experience of implant surgery. Materials and Methods: Three implant systems were evaluated: SurgicXT/X-SG20L, INTRAsurg300/CL3-09, XIP10/CRB26LX. For this comparative study, 30 dentists were included and the satisfaction was measured using a structured questionnaire. One-way analysis of the variance (ANOVA) and multiple regression analysis were used within and between the groups. Results: Total satisfaction differed from each other (P < 0.05). The convenience score was more associated with the total satisfaction than design score. Moreover, the implant surgery experience affected several assessments. Conclusion: Collectively, in a cross-sectional study model, the design of implant system significantly affects its total satisfaction and the surgery experience can be influential factor in the evaluation of implant engine system.