• Title/Summary/Keyword: 상품성 콘텐츠

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Moderating Effect of Customer Involvement on the relationship of Live-commerce quality and intention to purchase (라이브커머스 품질특성과 구매의도와의 관계: 고객 관여도의 조절효과)

  • Ahn, Tony Donghui
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.959-969
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    • 2022
  • This study aims to explore the effect of quality factors and customer involvement on users' intention to purchase in the live-commerce context. For this purpose, statistical methods such as reliability test, factor analysis, ANOVA, regression analysis were carried out using the survey data from live-commerce users. The quality factors of live-commerce were classified into contents, system, service, and show host characteristics, and customer involvement was analyzed by dividing it into product involvement and service involvement. The results showed that each quality factor of live-commerce had a significant positive effect on the intention to purchase. On the other hand, customer product involvement had a significant moderating effect on content and system quality, service involvement had a significant moderating effect on service and show host characteristics. The degree of each quality factor on intention to purchase was higher as customer involvement was higher. Theoretical and practical implications were drawn from these findings.

A Study on Food Certification Method using Electronic Authentication (전자인증을 활용한 식품인증 방안 연구)

  • Lee, Jeong-Ryul;Kim, Young-Ok
    • Proceedings of the Korea Contents Association Conference
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    • 2011.05a
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    • pp.385-386
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    • 2011
  • 본 연구의 목적은 전자식별 체계를 식품인증에 적용해 농식품의 안전성, 기능성을 인증하고 농식품 품질인증 마크와 연동한 효과적인 식품인증 방안을 제시하는 것이다. 또한 전자인증 기술을 활용해 농식품 품질을 손쉽게 확인하고, 주요 식품정보를 언제, 어디서나 활용할 수 있는 방안을 제시하고자 한다. 최근 모바일 기술을 활용한 QR코드 기반의 전자인증이 여러 사업 분야에서 사용되고 있는데, 이를 식품인증에 적용하여 식품인증의 효과성, 효율성, 편의성을 증진시킬 것으로 기대한다. 또한, 본 연구를 통하여 물류, 제조, 생산, 유통 산업에서 활용하고 있는 전자인증 체계(RFID, 바코드, QR코드 등)를 식품인증에 적용하여 식품상품의 정보를 손쉽게 확인하고 식품 정보조회를 통해 식품 품질을 검사하는데 사용할 수 있을 것으로 기대한다.

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Research on How to Develop the Character Naming in Cultural Contents (문화콘텐츠 캐릭터의 네이밍 개발을 위한 방법 연구)

  • Park, Keong-Cheol
    • Cartoon and Animation Studies
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    • s.15
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    • pp.193-206
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    • 2009
  • This thesis is on the character naming which plays much of a role in the cultural contents, but it is beyond the research of character naming itself and is based on the needs of research for character naming in game, fairy tale, comic and animation. In fact, there are some books and theses showing us the way to create names of products and this area is known as brand naming. But it is not easy for people to find books on character naming which is only focused on the characters in all fictions. While a brand name is made to secure a brand identity which is fundamental to consumer recognition and symbolizes the brand's differentiation from competitors, a character name is the name of living thing in the fiction. So, people say that these two areas are similar to each other or not. This these is the consequence of the research on the character naming, especially how to figure it out and how to use it. I hope that my paper would be a little help for those who work for the creating of the characters involved in shape, personality, role and storytelling in the field of fictions through the interest and understanding of Character Naming.

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STEAM Contents for Industrial Location Theory on Reinforce Analysis Feedback (분석 피드백을 강화한 공업입지론 STEAM 콘텐츠)

  • Kang, HyeonJi;Ko, RanHee;Lee, SoYeon;Kang, SinHye;Kwon, SangCheol;Cho, Jungwon
    • Proceedings of The KACE
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    • 2017.08a
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    • pp.227-230
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    • 2017
  • 전 세계적으로 과학, 기술, 공학, 예술, 수학이 융합된 STEAM교육이 강조되고 있는 가운데 우리나라도 STEAM교육의 효율성을 높여줄 수 있는 콘텐츠에 대한 관심과 적용이 늘어가고 있다. 본 논문은 "공업입지론" 내용을 바탕으로 개발된 에듀테인먼트 콘텐츠의 교육적 효과를 향상시키고자 분석 피드백 기능을 강화하였다. 강화된 분석 피드백 기능은 첫째, 학습자가 공장 선택 조건과 각 공장의 장점 확인, 둘째, 상품의 운송조건 제시, 셋째, 학습 결과에 대한 분석이다. 이에 학습자가 콘텐츠를 통해 학습하는 과정에서 분석 피드백을 제공 받아 학습에 대한 이해도 등 교육적 효과를 향상 시키고자 한다.

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디지털 아카이브 시스템

  • 홍성추
    • Broadcasting and Media Magazine
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    • v.8 no.2
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    • pp.84-104
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    • 2003
  • 방송 인프라도 드디어 ENG VCR시대를 넘어 컴퓨터시대로 점차 마이그레이션 하고 있다. 이같은 IT기반의 환경은 워크플로우 개선을 통한 회사 경쟁력 향상를 도모함과 아울러 조직의 리엔지니어링을 가속화하여 조직의 최적화(Optimization)를 구현한다. 예를 들면 워크플로우 개선 측면으로는 콘텐츠 입력$\cdot$검색$\cdot$모니터(Acquisition & Searching & Browsing), 자료의 복사$\cdot$편집(Copying & Editing), 프로그램의 배달$\cdot$송출$\cdot$출력(Delivery & Transmission & Retrieval)등이 새롭게 나타나거나 변하여 시간비용을 대폭 절감하고, 업무의 정형화 및 리소스 공유로 효율적 비용관리와 분배구조를 구축하며, 작업과 승인 프로세스의 원활화로 생산성이 크게 향상된다. 또한 하루 24시간, 1년 365일 상시 운용이 가능하며, 테이프 구입비, 시스템 보수.유지비(TCO)등 각종 비용이 크게 절감된다. 디지털 아카이브 구축으로 콘텐츠 재활용의 극대화, 콘텐츠의 효율적인 관리, 효율적 콘텐츠 가공, 다양한 메체로 전환가능, 지적 재산권의 확보가 가능하다. 이밖에 원소스 멀티유즈 환경 구축을 통해 다양한 수의 창출 채널이 확보되고, 새로운 상품 개발이 가능하며, 고객의 니즈에 더욱 충실해 질 수 있다. 이같이 방송 인프라의 펀더멘탈 변화에 의해 방송제작$\cdot$편집$\cdot$송출에 관련된 환경이 크게 바뀐다.

Utilization of UCC in Convergence Era (컨버전스시대 UCC의 활용)

  • Lyou, Chul-Gyun;Park, Na-Young
    • The Journal of the Korea Contents Association
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    • v.7 no.6
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    • pp.89-98
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    • 2007
  • UCC(User Created Content) is attracted public attention in the era of web2.0 that users create, distribute and consume various kinds of media content through a web platform standing on participation, collaboration and openness. As most discussion about UCC is centered on making benefit using it, it is understood as 'the information commodity' which is appropriated to new media environment. But UCC have to be understood not only as the information commodity but as 'the state of media'. UCC can be classified into two types based on desire for transparency and opaqueness from the media's genealogical point of view which is the logic of 'remediation' that J.Bolter and R.Grusin suggested. In the convergence era that a lot of new media appear, for example IPTV and DMB, this study devise a method of the utilization of UCC from diverse aspects of remediation in the paradigm of convergence.

Subjectivity Type Analysis Study of Single-person Households on Meal Kit Products of Food Service Industry (외식업체 밀키트(Meal Kit)상품에 대한 1인가구의 주관적 인식유형 분석연구)

  • Kim, Chan-Woo;Lee, Kang-Yeon
    • The Journal of the Korea Contents Association
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    • v.20 no.4
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    • pp.406-415
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    • 2020
  • This study applies Q methodology that can extract subjective opinion or recognition structure for each single household whose Meal Kit products developed and marketed by catering companies according to the demographic structure that changes socially. Implications were analyzed. As a result of subjective recognition type analysis in this study, four types were derived, and each type was named according to its specificity as follows. Type 1 (N = 6): Appearance Assessment Purchase Type, Type 2 (N = 6): Price Comparison Purchase Type, Type 3 (N = 10): Brand Trust Purchase Type, Type 4 (N = 2) : Easy Cooking Purchase Type was analyzed for each unique feature type. In this study, we analyzed the subjective opinion or recognition structure of single-person households whose Meal Kit products are the main demand groups, and suggested the direction and improvement measures for future food product development and launch for single-person households through the analysis by type. The purpose of this study is to provide academic implications based on the analysis results.

The Influence of Webtoon Usage Motivation and Theory of Planned Behavior on Intentions to Use Webtoon: Comparison between movie viewing, switching to paid content, and intention for buying character products (웹툰 이용동기와 계획행동이론 변인이 웹툰 관련 행동의도에 미치는 영향: 영화관람, 유료 콘텐츠 전환시 이용, 캐릭터 상품 구매의도의 비교)

  • Lee, Jeong Ki;Lee, You Jin;Kim, Byung Gue;Kim, Bo Mi;Choi, Sun Ryul;Koo, Ja Young;Koleva, Vanya Slavche
    • Korean Journal of Communication Studies
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    • v.22 no.2
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    • pp.89-121
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    • 2014
  • In order to suggest a strategy for continuous growth of webtoon, this article examined webtoon usage motivation and tried to make a prediction about culture content products and services connected with webtoon, including intention for viewing movies, based on webtoon; intention for switching to paid webtoon content, and intention for buying webtoon character products. From the point of view of Uses and Gratification Theory intentions for using webtoon and human sociocultural behavior intention are already predicted but with the usefulness of Theory of Planned Behavior Integrated Model this study extended the explanation power of prediction about webtoon related behavioral intention. Results found 5 motivational factors for webtoon usage i.e. 'seeking information', 'entertainment and access availability', 'webtoon genre characteristics', 'influence from a friend or acquaintance', and 'escapism and tension release'. Among them the ones that influenced the intention for viewing movies, based on webtoon, were found to be 'webtoon genre characteristics', 'escapism and tension release' and the 3 variables from Theory of Planned Behavior. 'Seeking information', 'entertainment and access availability', 'webtoon genre characteristics', and all the 3 variables from Theory of Planned Behavior were found to influence the intention for switching to paid webtoon content. The intention for buying webtoon based character products was affected by the motivational factors 'seeking information', 'escapism and tension release' and the behavior and subjective norms variables from Theory of Planned Behavior. Based on the uncommon results from the research several suggestions were made for the continuous growth of webtoon.

Effects of Korean Wave Image Influences on the Purchase Intention of Korean Educational Product -Focus on the Controlling Effects of Engagement in Chinese University Students- (한류 이미지가 한국교육상품의 구매의도에 미치는 영향 -중국대학생들의 몰입도의 조절효과를 중심으로-)

  • Kim, Seong-Pil;Kim, Song-Juk;Lee, Min-Soon
    • The Journal of the Korea Contents Association
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    • v.13 no.2
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    • pp.460-474
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    • 2013
  • This research is to verify the effects of Korean wave image on the national image and purchase intention of Korean educational product empirically. Also, it is to find out the moderating effect of engagement when Korean wave image is affecting purchase intention of Korean educational product. In order to verify this, the questionnaires were distributed to the Chinese university students of Shandong, in China, who recognized the Korean wave, and among those questionnaires, 315 were analyzed for this research. As a result of analysis, cognitive images is found out to make a positive effects on the affective image, national image and purchase intention of Korean educational products. And affective images is found out to make a positive effects on the national image and purchase intention of Korean educational products. This result suggests that throughout the factor of Korean wave, we should improve national image and try to find ways to export Korean educational industry to China. In order to activate Korean wave image in China, the government has to review the cultural contents development policies positively like promoting Korean soap operas.

Case study of the Place Name Legends of SEOUL and the Application Plan for the Contents (서울지역 지명전설의 사례와 콘텐츠 활용 방안)

  • Hong, Sung-Kyoo;Jung, Mee-Young
    • The Journal of the Korea Contents Association
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    • v.13 no.12
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    • pp.507-518
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    • 2013
  • Recently, research, development and interest in story-telling has been studied in the cultural industry across the board. In addition, the local legend, history, and the cultural heritage has been increasingly used for the marketing method. This research paper is to find the possibility from the legend, folk story and story-based contents of place names in Seoul. We'd like to find the legendary history and the type related to SEOUL, and to suggest the following application plan to maximize the potential of the contents ; Building a storybank, developing the contents-connected program, developing festivals using the legend and the folk story, developing the legend-connected product, and developing various cultural artistic contents with the place name legends.