• Title/Summary/Keyword: 이용자 간 상호작용

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A study of the Factors Influencing on the Convergent TV Viewing Experiences (디지털 컨버전스 환경에서 융합적 TV시청경험에 영향을 미치는 요인에 관한 연구)

  • Hwang, Joo Seong
    • The Journal of the Korea Contents Association
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    • v.18 no.3
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    • pp.578-591
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    • 2018
  • This study is to find out what are the factors influencing upon the convergent TV viewing experiences. Socio-demographic variables are identified as the most influential ones. Viewing modes are more influential than the media utilization factors. Comparing the detailed dimensions of TV viewing experiences, time and content selectivity are more influenced by TV viewing modes, while sociability and interactivity are more affected by socio-demographic variables relatively. This study has academic significance in that it is an exploratory empirical study on factors influencing on the TV viewing experiences.

A Study on the Effect of Characteristics of Online Streaming Course on Learning Satisfaction and Recommendation Intention (온라인 스트리밍 수업의 특성이 학습 만족도와 추천의도에 미치는 영향 분석 연구)

  • Zhu, LiuCun;Yang, HuiJun;Jiang, Xuejin;Hwang, HaSung
    • Journal of Internet Computing and Services
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    • v.23 no.5
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    • pp.59-68
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    • 2022
  • As real-time live streaming broadcasting and non-face-to-face classes are spreading in the Corona era, it is time to take academic interest in online streaming classes. In particular, it is important to clarify why users use online streaming classes. Therefore, this study proposes social presence, interest, convenience of use, and interactivity as characteristics of online streaming classes, and aims to verify how these characteristics affect learning satisfaction and furthermore, recommendation intention. As a result of conducting a survey on 338 Chinese collegestudents, it was found that interactivity, social presence, and interest had a positive effect on learning satisfaction, but the effect of ease did not appear. On the other hand, it was confirmed that learning satisfaction had a positive effect on the online streaming class recommendation intention.

The Effect Relationship between SNS Tourism Information Service Quality and Information Sharing Intention (SNS 관광정보 서비스품질과 정보공유의도 간 영향관계)

  • Kwak, Dae-Young
    • The Journal of the Korea institute of electronic communication sciences
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    • v.11 no.2
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    • pp.229-236
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    • 2016
  • The objectives of this study are to suggest useful directions for promotion of SNS tourism information service to the service providers through investigating the effect relationship between SNS tourism information service quality and the information sharing intention. To achieve the objectives, as a conceptual framework of the study, the literature on SNS tourism information service quality and information sharing intention were reviewed, and the empirical studies on the perception of the service users about the services was conducted. The findings showed that the 'easy acquisition' and 'interactivity' factors of SNS tourism information service quality have an effect on the information sharing intention. Accordingly, the service providers are required to enhance the service quality related to the information acquisition and interaction between users.

A Study on the intentions of early users of metaverse platforms using the Technology Acceptance Model (기술수용모델을 활용한 메타버스 플랫폼 초기 이용자들의 이용 의도에 관한 연구)

  • Park, Sunkyung;Kang, Yoon Ji
    • Journal of Digital Convergence
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    • v.19 no.10
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    • pp.275-285
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    • 2021
  • The purpose of this study is to empirically identify the process of technology acceptance of the metaverse, a virtual world-based platform that has attracted attention due to the 4th industrial revolution and the COVID-19 pandemic. The technology acceptance model (TAM) was used to identify factors affecting the use of the metaverse platforms and to analyze the causal relationship among these factors. For research, a survey was conducted on ordinary adult men and women and was analyzed using a structural equation model. The study found that perceived pleasure, interactivity, self-efficacy, and social influence had a positive effect on perceived ease-of-use. Interactivity and social influence had a statistically significant effect on perceived usefulness. The relationship between perceived ease-of-use and perceived usefulness was not statistically significant, but both perceived ease-of-use and perceived usefulness had a significant effect on positively forming attitudes toward metaverse. Lastly, favorable attitudes toward the metaverse platform had a positive effect on the intention to continue using it. Through this study, it was possible to identify the factors affecting the intention to use the metaverse and to confirm the causal relationship between the factors. A deeper understanding of users may be obtained in future if the research subject can be expanded and investigated with various factors.

The Effect of Game Platform Evaluation and Flow Experience on Player Loyalty in Mobile Game Application (모바일 게임 플랫폼 평가 및 플로우경험이 게임사용자의 애호도에 미치는 영향)

  • Oh, Se-Gu
    • The Journal of the Korea Contents Association
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    • v.20 no.3
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    • pp.235-244
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    • 2020
  • In the 4th Industrial age, mobile games are a highly competitive but highly profitable industry, with hundreds of games per day. To produce a successful mobile game, it is necessary to understand the mobile environment and consumers in the mobile era, and a study that can provide implications for the importance of various factors is needed. The purpose of this study is to explore the in- and out-of-game factors that influence the success of mobile games and to examine the relationship between these factors and customer satisfaction and loyalty. As a result, the game platform's system quality and service quality had a positive effect on the evaluation, and the price policy did not have a significant effect on the evaluation. Also in the flow factor, goal and interaction (relationship) had a positive effect on the flow, and skill or challenge did not have a significant effect. The effects of flow and platform evaluation on customer loyalty were all positively affected. First. Companies must derive customer opinions and actions about the game through continuous interaction with customers. Second, if the game gives customers the proper goals and functions to enable the interaction between users, more successful games can be developed.

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
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    • v.21 no.3
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    • pp.576-589
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    • 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.

A Study on the Effect of Selection Attributes of Agrifood Platform on Customer Satisfaction: Focusing on the Mediating Effect of Supplier Trust (농식품 플랫폼의 선택속성이 고객만족에 미치는 영향: 공급자신뢰의 매개효과 중심으로)

  • Kwang Chul Kim;Chul Moo Heo
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.18 no.3
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    • pp.81-95
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    • 2023
  • In this study, the effect of platform selection attributes on customer satisfaction by mediating supplier trust for agrifood platform users was analyzed. The sub-variables of the selection attribute were classified into diversity, convenience, information, commerciality, and interactivity. The collected 190 questionnaires, SPSS v24.0 and Process macro 4.0 were used for empirical analysis. As a result of the analysis, first, it was found that information, commerciality, and interactivity affect supplier trust in a positive direction, and diversity and convenience do not affect supplier trust. Second, it was confirmed that supplier trust had a significant positive effect on customer satisfaction. Third, convenience, information, commerciality, and interactivity were found to affect customer satisfaction in a positive direction, and diversity did not affect customer satisfaction. It was tested to mediate between informational, commercial, interactivity and customer satisfaction. These results suggest that the platform's informativeness, commerciality, and interactivity can increase customer satisfaction by increasing supplier trust. As a follow-up study, it is recommended that the analysis of moderated mediating effects by the conditional process model including moderating variables or research to discover third mediator(s) other than the supplier trust used in the study is needed.

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non-face-to-face after rehabilitation care service without time and space constraints (시간과 공간에 제약받지 않는 비대면 After 재활 케어 서비스)

  • Kim, Yeong-Jin;Koo, Bon-Il;Nam, Do-Hyeon;Ahn, Seong-Soo;Lee, Seong-Jin;Shin, Dae-Hoon;Yoon, Jin-Hyun;Kim, Byeong-Wan;Lee, Byeong-Kwon
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.07a
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    • pp.285-287
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    • 2021
  • 현재 코로나19로 인한 비대면 상황이 지속되고 있고, 재활 환자들은 병원 치료 후 올바른 방향의 재활활동과 케어를 받고자 하는 욕구를 충족하고 싶어 한다. 이에 본 논문은, 어플리케이션의 활용과 영상 장치를 통해 사용자의 재활 케어에 도움을 주는 서비스, 시스템 구축해봄으로써 앞에서 제기된 환자들의 니즈를 해결하고자 한다. 구현은 HTML5, CSS3, Javascript를 사용하여 이용자 간의 상호작용이 가능한 멀티서비스를 제공하며, 이로써 누구나 쉽게 저비용으로 해당 서비스를 접근과 이용이 가능하도록 도움을 줄 수 있다.

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The Effect of Information Diffusion of Program on the Viewing Type of Web Platform Program and the Attention of the Public (웹 플랫폼 프로그램 시청 유형·프로그램의 화제성이 프로그램에 대한 정보 확산에 미치는 영향 연구)

  • Hong, Juhyun
    • The Journal of the Korea Contents Association
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    • v.16 no.9
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    • pp.751-768
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    • 2016
  • The success of the journey to the west of tvN's shows the positive prospect of web entertainment. This study highlights how viewers actively select web progrmas and how they diffuse the infomrmation of web programs to explore the possibility of success of web program and the change of viewing environment. This study revealed the attention of viewers affected the diffusion of programs via social media. The highness of the viewer's attention cause the highness of active interaction between users. The production company of web entertaninment has to focus on the high hits strategy. In the view of journalists, they covered on the appearance of the heroin rather than the content of the program. The relationship of viewing type and viral type via SNS is related with the activity of viewers. If viewers participate in viewing they express their opinion on the web entertainment actively.

Interactive Information Retrieval (IR) Models: Tradition and Development (인터액티브 정보검색 모형)

  • Kim, Yang-Woo
    • Journal of the Korean Society for information Management
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    • v.24 no.2
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    • pp.45-69
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    • 2007
  • This paper is divided into two parts. The first part elaborates on four Information Retrieval (IR) models: a traditional IR model and three more recent, user-oriented models of It interaction presented by Belkin, Ingwersen, and Saracevic. The strengths and limitations of each model are discussed. The second part, based on an analysis of the previous models, presents the author's interactive model, namely, the Iceberg Model. The rationales that are given to explain the design of this model are associated with the following: a greater specificity of system attributes; more concrete interplays among different components of IR interaction; and, the increased role of the Human Information Intermediary (HII). In sum, the new model presents a framework that can evolve in varying information-seeking contexts.