• Title/Summary/Keyword: 온라인 행동 정보

Search Result 307, Processing Time 0.028 seconds

The Influence of EWOM on Passengers' Behavioral Intentions (항공사에 대한 온라인 구전이 승객행동에 미치는 영향에 관한 연구)

  • Kim, Yong-Sook;Park, Jin-Woo
    • Journal of the Korean Society for Aviation and Aeronautics
    • /
    • v.25 no.2
    • /
    • pp.39-47
    • /
    • 2017
  • The ultimate aim of this research is to analyze the effects of on-line word of mouth (WOM) regarding airlines on behavior intention of airline passengers through information accommodation, attitude and trust. For the purpose, we have carried out a questionnaire survey with passengers who have used airline social media and websites as target, and analyzed a total of 362 copies of the questionnaire using structural equation. As a result of analysis, on-line WOM turned out to have a significant effect on accommodation, and the accommodation turned out to have significant effects on attitude and trust. Also, attitude turned out to have a significant effect on trust, and the trust turned out to have a significant effect on behavior intention. This research has significance in that it can help establish a WOM marketing strategy of airlines through grasping the actual situation of on-line WOM of airlines and present a possibility of WOM marketing utilizing social media as an appropriate marketing for aviation industry. At the same time, it also has an academic significance in that it predicted actual behavior intention of passengers who have used on-line WOM on airlines.

An Implementation of Intelligent Game Characters using Neural Networks (신경망을 이용한 지능형 게임 캐릭터의 구현)

  • Cho Byeong-heon;Jung Sung-hoon;Seong Yeong-rak;Oh Ha-ryoung
    • The KIPS Transactions:PartB
    • /
    • v.11B no.7 s.96
    • /
    • pp.831-840
    • /
    • 2004
  • In this paper, we propose a scheme to implement intelligent game characters based on neural networks. Neural networks that implement in-telligent game character receive the action of an opponent character and the distance between them, decide intelligent character's action, and output the decision. The neural networks are trained by reinforcement learning using the scores acquired by the actions of two characters as reinforcement values. To show the usefulness of the proposed scheme, a simple fighting action game is implemented and various experiments are performed. Experimental results show that proposed intelligent characters can learn the rule of the game. The proposed scheme can be ap-plied to massively multiple online games as well as fighting action games.

Enhancing Music Recommendation Systems Through Emotion Recognition and User Behavior Analysis

  • Qi Zhang
    • Journal of the Korea Society of Computer and Information
    • /
    • v.29 no.5
    • /
    • pp.177-187
    • /
    • 2024
  • 177-Existing music recommendation systems do not sufficiently consider the discrepancy between the intended emotions conveyed by song lyrics and the actual emotions felt by users. In this study, we generate topic vectors for lyrics and user comments using the LDA model, and construct a user preference model by combining user behavior trajectories reflecting time decay effects and playback frequency, along with statistical characteristics. Empirical analysis shows that our proposed model recommends music with higher accuracy compared to existing models that rely solely on lyrics. This research presents a novel methodology for improving personalized music recommendation systems by integrating emotion recognition and user behavior analysis.

The Effects of Utilitarian and Hedonic Perceptions of Travel Review Website on Perceived Usefulness and Behavioral Intention (여행 리뷰 웹사이트의 기능적, 쾌락적 인식이 지각된 유용성 및 행동의도에 미치는 영향)

  • Kim, Yong-Soon
    • The Journal of the Korea Contents Association
    • /
    • v.19 no.9
    • /
    • pp.152-161
    • /
    • 2019
  • The purpose of this study was to research the relationships among utilitarian perceptions, hedonic perceptions, perceived usefulness and behavioral intention. Recently, consumers rely heavily on user-generated contents of social media channels to support their purchase decisions, such as electronic word-of-mouth. Electronic word-of-mouth helps consumers to evaluate items before making purchase, to reduce purchase risks and to support their purchase decisions. This study was based on both the analysis derived from a hypothesis and literature reviews and data collected from 255 travelers who had used travel review website at least once. The results of empirical analysis showed as follows. First, Utilitarian perceptions(information quality) has a significant impact on the perceived usefulness of a travel review website. Second, Enjoyment has a significant impact on the perceived usefulness of a travel review website. Third, Curiosity fulfilment has a significant impact on the perceived usefulness of a travel review website. Finally, Perceived usefulness of a travel review website has a significant impact on behavioral intention. Based on these findings, the implications and limitations of the study were presented including some directions for future studies.

The Effect of Uncertainty Avoidance on Purchase Deferral Intention in Online Shopping : The Moderating Effect of Consumption Values (온라인 소비자의 불확실성 회피성향이 구매연기의도에 미치는 영향 : 소비가치의 조절효과를 중심으로)

  • Kim, Eun-cheol;Kim, Da-young;Kim, Pu-reum;Kang, Do-yoon;Park, Euna
    • Journal of the Korea Convergence Society
    • /
    • v.10 no.11
    • /
    • pp.283-288
    • /
    • 2019
  • This study investigated how consumer's uncertainty avoidance affect purchase deferral intention when purchasing high-involved products (i.e. laptops) in online shopping, and we looked at whether utilitarian/hedonic consumption value has a moderating effect in this relationship. Results showed the higher the uncertainty avoidance, the higher the deferral intention. Also, only the utilitarian consumption value had moderating effect in this relationship. This means that in an information overload situation like online shopping, consumers are more likely to delay their purchase intention when they have more uncertainty avoidance. Thus, to prevent this purchase delay, marketers should selectively present relative product information, strategically emphasize the importance of certain product attribution to reduce consumers' uncertainty of the product or highlight the utilitarian values of product attributes that are expected to have a significant impact on decision making.

Perceived Benefits and User Loyalty Analysis Model - College Online Class System (지각된 혜택과 이용자 충성도 분석모형-대학의 온라인 수업 시스템)

  • Jong Weon Kim;Daekil Kim
    • Information Systems Review
    • /
    • v.25 no.4
    • /
    • pp.249-263
    • /
    • 2023
  • The present study investigated the impact of users' perceived benefits on their happiness and loyalty towards the university's online class system. Furthermore, the notion of loyalty was delineated into cognitive, emotional, intentional, and behavioral loyalty, and a systematic analysis was conducted to assess their respective impacts. The analysis was conducted using survey data obtained from a sample of 298 college students who possessed prior experience with the university's online class system. The analysis of the survey revealed that the satisfaction with the online class system was positively influenced by perceived practical benefits and symbolic benefits. However, it was found that emotional benefits did not have a statistically significant impact on satisfaction. Furthermore, it has been demonstrated that cognitive loyalty exerts a substantial beneficial impact on emotional loyalty, as well as a sequential and considerable positive influence on active and behavioral commitment inside the online class system established through perceived benefits. This study holds significance as it conducted an empirical analysis on the impact of users' perceived benefits of the university's online class system on their satisfaction levels, as well as its influence on the four-stage development process of loyalty.

The Design and Development of Online Learning Community for Teenagers (10대 학생들을 위한 온라인 학습 커뮤니티 설계 및 개발)

  • Jo, Mi-Heon
    • Journal of The Korean Association of Information Education
    • /
    • v.11 no.1
    • /
    • pp.79-89
    • /
    • 2007
  • Considering the continuous increase of teenagers' Internet use and the high rate of their participation in online communities, educators need to devote efforts to minimize the negative function of teenagers' Internet use and to guide them to experience positive aspects of Internet. Through activities in online communities, teenagers can experience various socialities and explore their self-consciousness. However, on the other hand many communities do not provide teenagers with considerate care. This may cause conflict in their sense of value and mislead them. Through this study, online learning community is designed and developed, which can reflect teenagers' various needs and connect their needs with learning experiences. The community consists of the following categories: 'about e-Tivity'(community vision, general information, list of activities, Q&A), 'activity space for teens'(event hall, data park, e-Tivity center), 'administrative space for teachers and managers'(research room, management room), and 'teen's private space'(my room, my avatar).

  • PDF

Effect of Participant Activity of SNS Based Online Event on the Diffusion

  • Hong, Jae-Won;Kwak, Jun-Sik
    • Journal of the Korea Society of Computer and Information
    • /
    • v.26 no.2
    • /
    • pp.221-227
    • /
    • 2021
  • In this paper, we tried to explore factors influencing the diffusion of online events through SNS by analyzing the online footprint of consumers. To this end, log data of online events conducted by "C" beer brands were collected and analyzed. The analysis unit of log data was set for each one hour, and the analyzing method used descriptive and regression analysis. Results are as follows. First, factors influencing the diffusion of the view of SNS-based online events were like, friend used coupon, and friend size. In particular, the size of friends had the greatest impact on the diffusion, which again suggests the importance of social hubs in online events. Second, factors influencing the diffusion of the number of inflows were also like, friend used coupon, and size of friends. Third, it was found that the number of reply did not affect the diffusion of views and inflows. This study is meaningful that it suggested an alternative plan to increase the effect of online events by using real data.

The Role of Website Characteristics on Impulse Buying (의류웹사이트 특성과 충동구매행동의 상관관계에 관한 연구)

  • Rhee, Young-Ju
    • Journal of the Korean Home Economics Association
    • /
    • v.45 no.6
    • /
    • pp.113-122
    • /
    • 2007
  • The purpose of this study was to examine the relationship between online apparel impulse buying behavior and apparel website characteristics. The data were collected using an online survey with a structured questionnaire. To recruit participants, online surveys were collected and a total of 236 college students were used in the study. The results of factor analysis showed that website characteristics consisted of two factors (i.e., promotion, product/policy information). The results of MANOVA and multiple regression showed that the impulse purchase group evaluated the website where they bought the last apparel item significantly better in promotion and product/policy information than the non-impulse purchase group. Based on the results, H1, H2, and H3 were supported. The evaluations of the characteristics of websites where impulse purchases and non-impulse purchases of apparel products were made were significantly different.

Graph-based Motion Segmentation using Normalized Cuts (Normalized Cuts을 이용한 그래프 기반의 모션 분할)

  • Yun, Sung-Ju;Park, An-Jin;Jung, Kee-Chul
    • Proceedings of the Korean Information Science Society Conference
    • /
    • 2008.06c
    • /
    • pp.522-526
    • /
    • 2008
  • 모션 캡쳐 장비는 사람의 자연스러운 행동이나 동작 정보를 정밀하게 얻기 위해 널리 사용되며, 영화나 게임과 같은 콘텐츠에서 자주 활용되고 있다. 하지만 모션 캡쳐 장비가 고가이기 때문에 한번 입력받은 데이터를 모션별로 분할하고 상황에 맞게 재결합하여 사용할 필요가 있으며, 입력 데이터를 모션별로 분할하는 것은 대부분 수동으로 이루어진다. 이 때문에 캡쳐된 데이터를 자동으로 분할하기 위한 연구들이 다양하게 시도되고 있다. 기존의 연구들은 크게 전역적 특성에 대한 고려없이 이웃하는 프레임만을 고려하는 온라인 방식과 데이터를 전역적으로 고려하나 이웃하는 프레임 사이의 관계를 고려하지 않는 오프라인 방식으로 나누어진다. 본 논문에서는 온라인과 오프라인 방식을 병합한 그래프 기반의 모션 분할 방법을 제안한다. 분할을 위해 먼저 모션데이터를 기반으로 그래프를 생성하며, 그래프는 이웃하는 각 프레임사이의 유사도뿐만 아니라 시간축을 기반으로 일정시간내의 프레임들의 유사도를 모두 고려하였다. 이렇게 생성된 그래프를 분할하기 위해 분할된 모션내의 유사도 합을 최소화하고 각 모션간의 유사도는 최대화할 수 있는 normalized cuts을 이용하였다. 실험에서 제안된 방법은 기존의 오프라인 방식 중 하나인 GMM과 온라인 방식 중 하나인 국부최소값 분할 방법보다 좋은 결과를 보였으며, 이는 각 프레임 사이의 유사도뿐만 아니라 일정시간내의 유사도를 전역적으로 고려하기 때문이다.

  • PDF