• Title/Summary/Keyword: 커뮤니케이션 방법론

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Study on the Image of Gyeonggi-do Governor Lee Jae Myeong through Q-methodology (이재명 경기도지사의 이미지에 대한 연구 : Q방법론적 접근)

  • Ahn, Lee-Su
    • The Journal of the Korea Contents Association
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    • v.18 no.11
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    • pp.306-316
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    • 2018
  • This research studies voter's value and attitude reflected by the politician's overall image and scrutinizes the separate structures of the voters' subjectivity on the matter. Objective of the research is to explain the influence that exercises on voters' political actions through this procedure. On this research, there were 32 Q samples that are selected, and they were categorized by a pool of 20 people. Result showed total of 3 different categories of cognition patterns towards Gyeonggi-do Governor Lee Jae Myeong. Of the 3 categories, category 1 (N=4) was a reformer with apparent principles and initiatives, category 2 (N=12) was an efficient tactician with executive ability, and the last category 3 (N=4) was a populist that strives to achieve his political ambition. Opinion of the samples in the first category was that Governor Lee is the right guy for demolishing the barrier between vested class and the non-vesting in the society. Voters in the second category showed expectation for Governor Lee's executive policies that satisfy the voters, given his abilities proven while he was in mayor's office for Seongnam city. People in the pool of category 3 worried that Governor Lee is busy increasing his approval rating and popularity by asserting unrealistic opinions and impractical policies.

Modeling Consumers' WOM (Word-Of-Mouth) Behavior with Subjective Evaluation and Objective Information on High-tech Products (하이테크 제품에 대한 소비자의 주관적 평가와 객관적 정보 구전 활동에 대한 연구)

  • Chung, Jaihak
    • Asia Marketing Journal
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    • v.11 no.1
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    • pp.73-92
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    • 2009
  • Consumers influence other consumers' brand choice behavior by delivering a variety of objective or subjective information on a particular product, which is called WOM (Word-Of-Mouth) activities. For WOM activities, WOM senders should choose messages to deliver to other consumers. We classify the contents of the messages a consumer chooses for WOM delivery into two categories: Subjective (positive or negative) evaluation and objective information on products. In our study, we regard WOM senders' activities as a choice behavior and introduce a choice model to study the relationship between the choice of different WOM information (WOM with positive or negative subjective evaluation and WOM with objective information) and its influencing factors (information sources and consumer characteristics) by developing two bivariate Probit models. In order to consider the mediating effects of WOM senders' product involvement, product attitude, and their characteristics (gender and age), we develop three second-level models for the propagation of positive evaluations, of negative evaluations, and of objective information on products in an hierarchical Bayesian modeling framework. Our empirical results show that WOM senders' information choice behavior differs according to the types of information sources. The effects of information sources on WOM activities differ according to the types of WOM messages (subjective evaluation (positive or negative) and objective information). Therefore, our study concludes that WOM activities can be partially managed with effective communication plans influencing on consumers' WOM message choice behavior. The empirical results provide some guidelines for consumers' propagation of information on products companies want.

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The Effects of Interactivity on User Experience and Intention to use in Mobile Fitness App Game (모바일 피트니스 앱 게임의 상호작용성이 운동경험과 이용의도에 미치는 효과 : 플레이테스트 실험연구)

  • Park, Jeong-Min;Noh, Ghee-Young
    • Journal of Korea Game Society
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    • v.15 no.6
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    • pp.17-28
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    • 2015
  • This study attempted to identify differences in user experience and app game fun, satisfaction, use intention between fitness app games at different level of interaction design. The playtesting method was conducted on 100(male 50, female 50) university students using 'Enjoy Your Fitness', a fitness app game developed by The Center for Health Communication Studies. The results found that more interactive app game is higher in the level of user experience such as fitness accomplishment, flow, and interest. Fitness app game's fun, satisfaction, use intention is also higher on interactive fitness app game. As the study verified that interactive fitness app game had stronger effects in user fitness experience and user experience than general fitness app games through experimental studies, it may contribute to design fitness mobile app game for health improvement.

The Effect of PMO Functions on IT Project Performance (PMO 기능이 프로젝트 성과에 미치는 영향)

  • Kim, Jong-Ki;Yoon, Ok-Soo
    • The Journal of Information Systems
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    • v.20 no.3
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    • pp.129-159
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    • 2011
  • 본 연구의 목적은 PMO의 기능들이 프로젝트 성과에 미치는 직접 효과와 프로젝트 관리 프로세스의 수행을 통한 간접 효과를 PLS 경로모형을 통해 파악하는데 있다. 또한, PMO 역량 및 최고 경영진의 지원에 따른 프로젝트 성과의 차이의 상호 효과 및 그 효과의 크기를 찾고자 한다. 본 연구에서는 방법론 제공, 행정적 지원, 교육 및 훈련, 자원 관리, 지식 관리를 통하여 형성되는 PMO기능과 통합, 범위, 시간, 비용, 품질, HR, 커뮤니케이션, 위험, 자원조달 등을 통하여 형성되는 프로젝트 관리과정을 측정하기 위하여 2차 요인 모형(second-order construct model)으로 연구 모형을 검증하였다. 본 연구에서 각 1차 요인(first-order construct)은 반영지표를 이용하여 분석 하였으며, 2차 요인은 조형지표를 이용하여 분석하였기에, 반영지표와 조형지표가 모두 포함되어있는 모형 분석에 용이한 자료처리 도구인 PLS를 이용하였다. 본 연구의 설문대상은 PMO의 지원 하에서 프로젝트를 수행해 본 경험이 있는 프로젝트관리자나 프로젝트 리더와 같은 전문가 집단으로 한정하여 온라인 설문조사를 실시하였다. 분석 결과, PMO 기능 및 프로젝트 관리과정 모두 프로젝트 성과에 유의한 영향을 미치는 것으로 확인되었다. 또한 PMO기능을 수행할 때, PMO역량에 따라 프로젝트 성과에 유의한 차이가 존재함이 확인되었다. 따라서 경영진들은 프로젝트 수행 시 프로젝트 성과에 긍정적 영향을 미치는 PMO의 설립을 적극적으로 검토해야 한다. 또한 PMO의 역량에 따라 프로젝트 성과에 차이가 발생하므로 프로젝트를 관리하는 PMO에 충분한 권한을 부여하고 경영진의 지원을 신속하게 함으로써 프로젝트를 성공적으로 수행할 수 있을 것이다.

The Consolidation of the Balanced Scorecard and 6 Sigma Methodologies Ahead to Become a Real Time Enterprises: A Case Study of a SEM Development Project (실시간 기업 구현을 위한 균형성과표와 6 시그마의 연계: D사 SEM 구축 사례를 중심으로)

  • Suh, Hyun-Ju;Kim, Gahm-Yong
    • Information Systems Review
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    • v.8 no.3
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    • pp.245-259
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    • 2006
  • In order to utilize BSC as an operational tool for communicating strategies across the hierarchies of the organization, a growing number of companies have tried to link BSC processes with other PI tools. Company D has carried out the SEM project to identify the causal structure between innovation activities and performance management in 2005 and 2006. The company synthesizes BSC and 6 Sigma methodologies at the BU level, and the new process made it possible to manage performances and make decision more "realistic" on the basis of information technologies. We expect that this study provide organizations, which have difficulties streamlining the performance management processes at the strategic level and those of operational level, with implications for realizing more "execution-oriented" RTE.

A Consideration of Social Presence and Augmented Reality in Locative Media (로커티브 미디어의 증강현실과 사회적 현존감에 대한 고찰)

  • Choi, Seung-Young;Chang, Woo-Jin
    • The Journal of the Korea Contents Association
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    • v.11 no.8
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    • pp.88-101
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    • 2011
  • Locative media is fundamentally different from traditional media in terms of being packed with user's space, place, and position nearby, which does not simply mean user's physical coordinates. This study has been started that I was drawn by the tendency of which current locative media contents are based on 'location-based information,' and closely related with 'Augmented Reality.' I wonder how media user's psychological experience/involvement are revealed when the media environment changes by the progress of technology. I wonder how media users perceive 'social presence' formed by locative media in current locative media environment. Particularly, the fact that user's perception of social presence formed in locative media conflicts with the previous computer-mediated communication(CMC)'s attributes deepened my curiosity. In this study, the idea of 'more-proper-construct' is suggested, the characteristics of social presence in current locative media is considered, and is investigated by qualitative methodology how the 'location-based' attributes and 'AR' contribute to forming the social presence.

Influential Factors on the Interactivity in the Interactive Space I ; Focus on the Analysis of Intersubject & Interaction Factors (상호작용 공간의 상호작용성 영향요인 I ; 인터서브젝트(Intersubject)와 인터랙션(Interaction) 요인의 세부유형 분석을 중심으로)

  • Lee, Jeong-min
    • The Journal of the Korea Contents Association
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    • v.10 no.5
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    • pp.152-164
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    • 2010
  • Interactive space became one of the major design paradigms. For elevating the interactive effect, we need user-centered design methodology which uses the influential factors on the interactivity. This research is the first one of three linked- studies and categorizes the three main factors on the interactivity-Interface /Intersubject/Interaction. 'Interface' is the field for the interactivity. It will be the main subject for the second study. 'Intersubject' is the performer for the interactivity. Its specific attributes are analyzed in terms of user's needs for interactivity and six subdivisions are analyzed-functional & artistic need /external & subconscious need/info-communication & sympathy need. 'Interaction' is the performance for the interactivity. Its specific attributes are discussed in terms of behavioral interactive process and again sixsub-steps are analyzed-junction/immersion/ mental model/action/transformation/neo-experience.

A Study on the Industrial Applications of Quantum Information Processing and Communication (퀀텀정보통신기술의 산업적 응용가능성에 관한 연구)

  • Kwon, Moon-Ju;Kim, Richard C.S.;Park, Seong-Taek;Kim, Tae Ung
    • Journal of Digital Convergence
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    • v.11 no.7
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    • pp.173-184
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    • 2013
  • Quantum Information Processing and Communication, based on the physical laws of Quantum mechanics, exploits fundamentally new modes of computation and communication and holds the promise of immense computing power beyond the capabilities of any classical computer. In Quantum Information Processing, replacing bits with qubits, one makes two-state quantum systems that do not possess in general the definite values of 0 or 1 of classical bits, but rather are in a so-called. "coherent superposition", of the two. Full exploitation of this additional freedom implies that new processing devices need to be designed and implemented, and that a large scale quantum computer can in principle be built. New discoveries will enable a range of exciting new possibilities including: greatly improved sensors with potential impact for mineral exploration and improved medical imaging and a revolutionary new computational paradigm that will likely lead to the creation of computing devices capable of efficiently solving problems that cannot be solved on a classical computer. In short, Quantum computing is an economy game changer, with a potential of disrupting entire industries and creating new ones.

Effects of Character Identification on User Experience and Perceived Risk in Smoking Simulation Game (흡연 시뮬레이션 게임에서 사용자와 동일한 캐릭터의 사용이 실재감, 몰입, 위험인식에 미치는 효과)

  • Kim, Si-Sung;Lee, Jong-Wouk;Noh, Ghee-Young
    • Journal of Korea Game Society
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    • v.15 no.3
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    • pp.41-50
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    • 2015
  • This study attempted to identify differences in user experience such as spatial presence, social presence, flow, empathy, anxiety, and perceived risk between simulating characters of animation and of actual userimage. The playtesting method was conducted on 60 male smokers using 'Smoking Sims', a simulation game produced by The Center for Health Communication Studies. The results found that the simulation of actual image character is higher in the level of perceived risks for smoking, spatial presence, social presence, flow, and empathy than the simulation of animation character. The study shows that identification with a game character affects user experience and enhances the effectiveness of perceived risks as well. It emphasizes the importance of game design to implement identification in serious game like a smoking cessation simulation.

A Study on Developing the 3D Interaction Program for the Customized e-commerce (주문형 전자상거래를 위한 3차원 주문 프로그램 개발에 관한 연구)

  • 이수경;임창영
    • Archives of design research
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    • v.17 no.1
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    • pp.109-118
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    • 2004
  • With the remarkable progression of network and the sophistication of contents, we now see various ways of communication methods in World Wide Web. In such trend, 3D web deserves our attention, which is applied for various areas such as education, game, chatting, e-commerce. Among those, by using 3D contents, e-commerce, especially the customized e-commerce, can give users more rich information about products. However, most of current 3D e-commerce sites are adopting a mere tool-based methods without considering contents and interaction required for the customized e-commerce. So, this paper proposes the direction of developing 3D interaction program for the customized e-commerce, based on a study on the required information elements about products and the interaction of controlling those factors. The evaluation to compare with the existing program is follows by the development of practical program, to give more persuasive reasons on the advantages of 3D e-commerce program.

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