• Title/Summary/Keyword: 유희적 속성

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The relationship between information recognition efficiency and formative attributes of infographics (정보 인식의 효율성과 인포그래픽의 시각적 조형성의 관계)

  • Lee, Soo-jin
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.22 no.5
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    • pp.764-771
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    • 2018
  • This study focused on shape attributes in a basic study that identified infographics expression diversification and delivery efficiency based on formative attributes. To achieve that goal, formative attributes were categorized as geometric or expressional type, and significant differences between them were found by identifying the attributes of each type. The study analyzed the correlations between each infographic type's formative attributes and content delivery. The results found that regularity, clarity, visibility, and content delivery were attributes of the geometric type, whereas expressionality, visibility, clarity, and content delivery were attributes of the expressional type. Further analysis of the attributes focusing on content delivery found that regularity and visibility significantly influenced content delivery for the geometric type, and expressionality and clarity significantly influenced content delivery for the expressional type. Thus, this study empirically confirmed that formative attributes of infographics distinguished between expression types with statistically significant differences during the visualization process. And that specific factors influencing content delivery were formative attributes.

Correlations between Product Attributes and User Experiences in MP3 Player (휴대용 음원재생기에서 제품속성과 사용자 경험의 상관관계)

  • Park, Jeong-Soon
    • Proceedings of the Korea Information Processing Society Conference
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    • 2010.04a
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    • pp.538-541
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    • 2010
  • 본 연구에서는 현재 시중에 판매되고 있는 네 가지 휴대용 음원재생기를 자극물로 사용하여 제품 속성에 있어서의 차이가 사용자 경험의 여러 요소에 영향을 주는지 여부(가설 1)와 사용자의 정서적 반응이 사용자가 인식한 제품 특성에 의해 영향을 받는지(가설 2) 그리고 제품에 대한 전체적인 판단이 사용자가 인식한 제품 특성과 감성적 반응에 따라 달라지는지(가설 3) 실험을 통해 조사하였다. 실험결과 기능적 특성과 유희적 특성에 대한 인식 정도는 실험 참가자가 사용한 제품에 따라 서로 다르게 나타났으며, 사용자의 정서적 반응과 전체적인 선호도 또한 평가 제품에 따라 서로 다르게 나타남으로서 제품 속성에 의해 영향을 받는 것으로 분석되었다. 이와 함께 사용자 경험을 구성하는 요소들 간의 상호관계도 테스트하였는데, 사용자의 정서적 반응이 주로 제품의 기능적 특성에 따라 달라지는 반면 사용자의 전체적인 판단은 제품의 기능적 특성과 유희적 특성 모두에 의해 영향을 받고 있는 것으로 나타났다. 또 분석결과에서 밝혀진 한 가지 흥미로운 사실은 사용자의 정서적 반응이 전체적인 판단에 아무런 역할도 하지 않는다는 점이다.

Do hedonic icons work better? (아이콘의 유희적 요소가 사용성에 미치는 영향 - 모바일 아이콘을 중심으로 -)

  • Tae, Eun-Ju;Jung, Dae-Hyun;Han, Kwang-Hee
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.274-280
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    • 2008
  • 최근에는 정보 가전의 사용이 크게 증가하였고, 다양한 제품 출시와 기술의 발전에 힘입어 제품에 따른 사용성에 있어 큰 차이가 없게 됨에 따라 사용성(usability)의 개념(Gould and Leuis, 1985; Benner, 1984)이 단순한 편리성과 기능성에서 사용자의 경험을 중시하는 방향으로 확장되었다(Carroll, J.M., 2004). 이러한 측면에서 유희적인 측면은 점점 강조되고 있는 실정이다. 아이콘은 GUI 환경에서 사용자가 이루고자 하는 바를 실제 공간에서 대상을 직접 조작하는 방식과 비슷하게 조작할 수 있도록 해줌으로써 중요한 구성요소로 인식되고 있다. 하지만 지금까지 아이콘과 관련된 대부분의 연구들은 아이콘의 기능적인 측면만을 다루어 왔으며, 아이콘이 가질 수 있는 재미나 즐거움과 같은 유희적인 측면에 대한 연구는 거의 이루어지지 않았다. 본 연구에서는 재미와 즐거움을 유희적인 요소로 규정하고 아이콘의 사용성과 주관적인 평정에 있어 재미가 어떠한 영향을 주는지 알아보았다. 그 결과 전형적인 인터페이스와 재미있는 인터페이스는 객관적인 사용성(Ergonomics quality)에 있어서 차이가 나지 않았음에도 불구하고, 사용자들은 재미있는 인터페이스에 대해 더 호감이 가고 매력적이고, 좋다고 평가하였다. 본 연구는 아이콘 디자인에 있어 기본적인 기능을 유지하면서도 참신성을 기준으로 재미요소를 추가하였을 때에 본래의 아이콘이 가지는 장점을 살리면서도 사용자의 경험을 풍부하게 해줄 수 있다는 것을 발견했다는 점에서 의의가 있다.

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A Study on the Effect of Live Commerce Influencer's attributes on Consumer Satisfaction, Repurchase Intention and Flow - Focus on Taobao Service (라이브 커머스 인플루언서의 속성이 구매 후 만족, 재구매 의도 및 플로우에 미치는 영향에 관한 연구 - 타오바오를 중심으로)

  • Guo, Xiao-Yue;Bae, Seung-Ju;Lee, Sang-Ho
    • Journal of the Korea Convergence Society
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    • v.13 no.1
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    • pp.201-213
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    • 2022
  • This study attempted to identify the influencing factors of Taobao Online Live Commerce influencer's attributes on Taobao Live Platform users' post-purchase satisfaction, repurchase intention and flow, and addiction. Through previous studies, researchers set the live commerce influencer attributes into four categories: expertise, attractiveness, interactivity, and aesthetics, and examined the effects of these attributes on consumers' repurchase intentions, flow and addiction. As a result of the study, it was confirmed that among the attributes of Live Commerce influencer, professionalism, interactivity, and aesthetics had a significant effect on the utilitarian shopping value in consumer satisfaction, and four attributes, including attractiveness, had a positive effect on the hedonic shopping value. In consumer satisfaction, hedonic shopping value had a positive effect on utilitarian shopping value satisfaction. In addition, it was found that consumers' satisfaction after purchase affects repurchase intention and immersion. The effect of flow on repurchase intention and addiction was also confirmed. It is hoped that this study will help revitalize influencer marketing in the growing live commerce market and provide basic data to contribute to establishing marketing strategies.

Factors Affecting Users to Adopt Voice Shopping: Empirical evidence from the UTAUT model (인공지능 기반 음성쇼핑(Voice Shopping)의 수용의도에 영향을 미치는 요인 연구: 확장된 통합기술수용모델을 중심으로)

  • Ahn, Suho;Jo, Woong;Chung, Doohee
    • Journal of Technology Innovation
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    • v.27 no.4
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    • pp.111-144
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    • 2019
  • As virtual assistants rapidly diffused into the market, the voice shopping market is expected to expand. The purpose of this study is to identify the factors that determine the consumers' intention to adopt voice shopping by using the unified theory of acceptance and use of technology(UTAUT). In this study, we set variables that influence the intention to adoption of voice shopping with performance expectation and effort expectations as the variables of UTAUT and playfulness expectations as an extended variable. In addition, we also include four voice secretary attributes such as response accuracy, compatibility, social presence, and safety in our research model to investigate the source of motivation of voice shopping adoption. The result of this analysis shows that variables such as performance expectation, effort expectation, and amusement expectation have a positive effect on the intention to adoption of voice shopping. With respect to the four voice shopping attributes, compatibility had a positive effect on performance expectancy, effort expectancy, and playfulness expectancy. Social presence has a positive effect on playfulness expectancy. Safety has a positive effect on effort expectancy and playfulness expectancy. On the other hand, response accuracy is not significant for performance expectancy, effort expectancy, and playfulness expectancy. This study reveals the determinants of intention to adopt the new purchasing method called voice shopping, and suggests the important factors for the innovation of commerce business.

The Effects of Mobile Shopping Motivation on Attributes and Selection of Beauty Applications (모바일 쇼핑동기가 뷰티 어플리케이션의 속성과 채택에 미치는 영향)

  • Ha, Jong-Kyung
    • The Journal of the Korea Contents Association
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    • v.21 no.9
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    • pp.117-124
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    • 2021
  • This study attempted to analyze the influence of mobile shopping motivation on the attributes and selection of beauty applications among consumers in their 20s, and the results found the following: First, mobile shopping motivation was classified into the categories of playfulness, convenience, and impulsiveness while beauty application attributes were divided into contents, community, and continuous management. Second, mobile shopping motivation was found to have a significant influence on selection of mobile beauty applications. Specifically, playfulness affected professional brands and beauty shopping mall apps, while impulsiveness revealed an effect on online shopping malls and beauty community apps. In addition, convenience showed an influence on TV home shopping apps. Third, mobile shopping motivation had a statistically significant effect on beauty application attributes. Specifically, playfulness, convenience, and impulsiveness revealed a statistically significant influence on contents, while playfulness also affected beauty communities. In addition, impulsiveness affected continuous management.

The Aesthetic Transformation of Shadow Images and the Extended Imagination (그림자 이미지의 미학적 변용과 확장된 상상력 :디지털 실루엣 애니메이션과 최근 미디어 아트의 흐름을 중심으로)

  • Kim, Young-Ok
    • Cartoon and Animation Studies
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    • s.49
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    • pp.651-676
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    • 2017
  • Shadow images are a representative medium and means of expression for the imagination that exists between consciousness and unconsciousness for thousands of years. Wherever light exists, people create play with their own shadows without special skills, and have made a fantasy at once. Shadow images have long been used as subjects and materials of literacy, art, philosophy, and popular culture. Especially in the field of art, people have been experimenting with visual stimulation through the uniqueness of simple silhouettes images. In the field of animation, it became to be recognized as a form of non - mainstream areas that are difficult to make. However, shadow images have been used more actively in the field of digital arts and media art. In this Environment with technologies, Various formative imaginations are being expressed more with shadow images in a new dimension. This study is to introduce and analyze these trends, the aesthetic transformations and extended methods focusing on digital silhouette animation and recent media art works using shadow images. Screen-based silhouette animation combines digital technology and new approaches that have escaped conventional methods have removed most of the elements that have been considered limitations, and these factors have become a matter of choice for the directors. Especially, in the display environment using various light sources, projection, and camera technology, shadow images were expressed with multiple-layered virtual spaces, and it becomes possible to imagine a new extended imagination. Through the computer vision, it became possible to find new gaze and spatial images and use it more flexibly. These changes have given new possibility to the use shadow images in a different way.

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.

Effects of Facebook Advertisement Message's Convergence Type and SNS Trait on Brand Attitude, Purchasing Intention (페이스북 광고메시지의 융합형태와 SNS속성이 브랜드태도 및 구매의도에 미치는 영향)

  • Jeong, Chang-Jun
    • Journal of the Korea Convergence Society
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    • v.9 no.3
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    • pp.187-201
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    • 2018
  • Three types of Ad message convergence, A Letter, B Letter+Photo, C Letter+Photo+Video on the Facebook advertising were researched. For this research, three types of sample advertisements were tested on the 230 subjects. And the H1 - How do three types of advertisements differ on the SNS main trait, H2 - Among those Informativity, Reliablity, Playfulness, Intractivity as the SNS main trait, what is the more powerful factor on the brand attitude / Purchase Intention. For this research the ANOVA, Scheffe, Regression Analysis was used. As a result, H1 - The effect power of Playfulness and Interactivity on the three types of Ad message convergence ranked as "A

Rethinking Social Media: The Influences of Restrictive Attributes of Audio-based Social Media on User Intention (SNS의 재발견: 오디오SNS의 제한적 속성이 사용의도에 미치는 영향)

  • Cho, Yeram;Lee, Jeha;Park, Haeun;Chung, Doohee
    • Journal of Technology Innovation
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    • v.29 no.4
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    • pp.125-160
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    • 2021
  • Unlike existing social platforms that seek openness, an audio-based social platform is characterized by its limitations. This study uses the Value-Based Acceptance Model(VAM) to analyze the role that such limitations play in the user's acceptance of audio-based social media. In this study, restrictive properties are defined as access-limitation, communication-limitation, and content-limitation. This study aims to analyze the effect of each variable on the perceived value and usage of audio-based social media. The hypothesis test was conducted based on the survey responses total of 207 users and potential users. The results was analyzed that three limiting variables affect perceived benefit factors, usefulness and playfulness, and the user's acceptance intention. This study is significant in that it presents a model based on the VAM and provides guidance for new forms of social media growth.