• Title/Summary/Keyword: 컴퓨터 유희성

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Effect of Individual Characteristics and Perceived Interactivity in Home-network Context on Service Satisfaction, Attitude, and Intention to Use:Focusing on the Flow Theory (홈네트워크환경에서 개인적 특성과 지각된 상호작용성이 서비스 만족, 태도, 사용의도에 미치는 영향:몰입이론을 중심으로)

  • Sung, Ki-Moon;Shin, Gee-Na;Ahn, Joong-Ho
    • The Journal of Society for e-Business Studies
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    • v.14 no.2
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    • pp.71-94
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    • 2009
  • The purpose of this study is to identify the effects of interactivity, computer playfulness, and computer anxiety on service satisfaction, attitude, and user intention based on the flow theory in order to understand factors improving effects of home-network system. Especially, Computer anxiety which is one of individual characteristics in negative aspect as well as computer playfulness was added to the research model to perform empirical research for grasping effects on attitude variables such as service satisfaction. The analysis resulted that the perceived interactivity and the computer playfulness had a positive relationship with service satisfaction, but on the contrary it was identified that the computer anxiety gave a negative effect on the service satisfaction. These results are evidences to explain high correlation of the perceived interactivity, the computer playfulness, and the computer anxiety with the service satisfaction. Besides, it was found that there was a meaningful relationship among the three attitude variables such as satisfaction, attitude, and intention to use. This research suggested an integrative research model using home-network technology where user satisfaction and use factors were included, expanded research area of the traditional interactivity, and presented a consistent result to support the relationship among the service satisfaction, the attitude, and the intention to use. In additions, practical issues were also provided by presenting user's criteria for selecting various services including electronic commerce and its using elements continuously.

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An analysis on participation structure and components of digital game (디지털 게임의 참여구조와 구성요소 분석)

  • Oh, Hyoun-Ju
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2010.07a
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    • pp.109-112
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    • 2010
  • 다양한 분야에 걸쳐 복잡한 특성을 드러내는 디지털게임은 현 디지털시대와 이 시대를 살고 있는 모두를 포함하여 이들의 문화와 크게 밀접한 연관성을 가진다. 따라서 본 논문은 디지털 게임의 여러 논의와 입장의 타당성을 검토하면서, 게임의 가장 특징이 되는 구조적 차이와 더불어, 그 구조에 진입하고 그 속에서 플레이하는 과정 속에 새롭게 생겨나는 여러 현상과 틀, 즐거움을 찾는 행위에서 발생되는 게임플레이어의 새로운 생산 등을 문화연구 측면에서 분석하고자 하였다.

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A Meta-analysis and Review of External Factors the Perceived Usefulness and Ease of Use on Smartphone (스마트폰의 인지된 유용성과 사용 용이성에 미치는 선행요인 문헌적 고찰 및 메타분석)

  • Nam, Soo-tai;Jin, Chan-yong
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2014.01a
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    • pp.113-116
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    • 2014
  • 기술수용모델은 지난 20년 동안 많은 주제로 다루어지고 있으며 지금도 여전히 계속 연구되어 오고 있다. 메타분석은 여러 실증연구의 정량적인 결과를 통합과 분석을 통해 전체 결과를 조망할 기회를 제공하는 통계적 통합 방법이다. 최근 스마트폰 관련 연구가 활발하게 이루어지고 있다. 이러한 시점에 기술수용모델을 기반으로 선행 요인에 관한 문헌적 고찰과 메타분석을 실시하였다. 본 연구는 2013년 이전 국내 학술지에 게재된 연구 중 기술수용모델의 인과관계를 설정한 총 106편의 연구논문을 대상으로 하였다. 메타분석의 결과, 선행 요인과 인지된 유용성의 경로에 가장 큰 효과 크기는 유희성으로 나타났다. 인지된 유용성과 유희성의 경로에 효과 크기는 0.536이었다. 그리고 선행 요인과 인지된 사용 용이성의 경로에 가장 큰 효과 크기는 자기 효능감으로 나타났다. 인지된 사용 용이성과 자기 효능감 경로에 효과 크기는 0.626이었다. 분석결과를 통해 이론적 실무적 시사점을 논의 하고자 한다.

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Application of Analytic Hierarchy Process to the Selection Factors of OTT Service

  • Hyun, Ho-Suk;Lee, Hyung-Seok
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.10
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    • pp.245-254
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    • 2022
  • In this study, we derived selection factors for OTT services based on previous studies and presented an hierarchy process analysis model to calculate the weights for each evaluation. To evaluate the OTT selection factors, OTT customer data was used for the analysis. The results showed that of the first stage factors of economic feasibility, system excellence, convenience, diversity, playfulness, and responsiveness, diversity is the most important. When the weights for first stage and second stage factors were synthesized, entertainment was the most important factor. Lastly, this study analyzed whether there is a difference in the weight of the selection factor for the first stage of OTT service according to gender and age. This study shows which factors consumers prioritize when using OTT services.

A Study on Typology of Virtual World and its Development in Metaverse (메타버스 내 가상세계의 유형 및 발전방향 연구)

  • Han, Hye-Won
    • Journal of Digital Contents Society
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    • v.9 no.2
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    • pp.317-323
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    • 2008
  • The purpose of this study is to show typology of virtual world and to look out how virtual world develops especially in Korea. As paradigm changes, the scientific virtual reality and world wide web are absorbed into 3-D virtual world in Metaverse. The metaverse is the convergence of virtually enhanced physical reality and physically persistent virtual space. There are two categories of virtual world, the Ludic Virtual World which is oriented from games like MMORPGs and the Social Virtual World which is oriented from network communication system. Compared to North America and Europe, the Ludic Virtual World and game society grow and develop quickly in Korea. It's because Korean users prefer the online environment where millions of people live out a collective fantasy existence.

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A Study on Factors Affecting Users' Satisfaction Level in Using PMP for Learning Purpose (학습목적의 PMP사용자에 대한 만족도 영향요인 분석)

  • Um, Myoungyong;Kim, Mi-Ryang
    • The Journal of Korean Association of Computer Education
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    • v.10 no.1
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    • pp.77-88
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    • 2007
  • More flexible learning models are needed, and learning environments that operate through mobile technologies such as portable multimedia players(PMP) provide useful tools in implementing these learning models. The main attractant of PMP is often their versatility: being able to load and play different formats of video, audio, digital images, and interactive media. In this paper, we investigate the factors influencing the usage and acceptance of the PMP for study, based on the extended version of the Technology Acceptance Model (TAM). Based on data collected from online survey, we show that perceived usefulness, perceived ease of use, flow and perceived enjoyment are the major determinants for users to play PMP for study purpose. Factors, including ease of use, contents-credibility are shown to determine the level of perceived usefulness; additionally, perceived usefulness, ease of use and perceived enjoyment are shown to directly affect the level of flow. Based upon the statistical results, some useful guidelines for developing learning contents are also provided.

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A Study on the Factors Affecting Flow in e-Learning Environment - Focusing on Interaction Factors and Affordance - (이러닝 환경에서 몰입에 영향을 미치는 요인 연구 -상호작용 요인과 어포던스 요인을 중심으로-)

  • Lee, So-Young;Kim, Hyung-Jun
    • The Journal of the Korea Contents Association
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    • v.19 no.10
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    • pp.522-534
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    • 2019
  • The purpose of this study is to investigate the interaction factors(learning motivation, concrete feedback, learner's control) and affordance factors (aesthetics, playfulness, stability) that influence flow in e - learning. This study collected 236 survey data from e-learning users. The data was analyzed the statistical relationships among the variables using the SPSS21 and AMOS21. The measurement model was reliable and valid, and the structual model was good. The result shows that interaction factors (concrete feedback, learner's control) and affordance factor (playfulness) influence on flow. Flow has a significant effect on satisfaction. Especially the effect of playfulness on flow is meaningful. Playfulness is one of the most important factors leading to the flow state of humans. The contribution of this study is to find the factors influencing flow in the interaction between learners and computer in e-learning. It can be used to provide an entertainment experience that can enhance the satisfaction of consumers in the Internet environment by finding the antecedents that affect the flow in computer - human interaction.

A Study on the Change of Competition Factors According to Diffusion Stage - Focusing on the Case of Tablet and Notebook PCs (확산단계에 따른 경쟁요인 변화 연구:Tablet과 노트북 사례를 중심으로)

  • Seo, Young-Il;Jang, Joon-Kyu;Lee, Zoon-Ky
    • The Journal of the Korea Contents Association
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    • v.15 no.7
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    • pp.128-137
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    • 2015
  • Going through rapid changes, the field of information technology (IT) has launched many innovative products. Some of those products have spread, forming a stable market, whereas others have disappeared. The purpose of the study is to purpose a theoretical model to show changes in the importance of competition factors over the three stages. Our study applied the innovation adoption stage model of the Innovation Diffusion Theory (IDT) to the industry life cycle of the Industry Life Cycle (ILC) Theory resulting in three stage of introduction, growth, and maturity, and defined a model of market characteristics according to time. By using the model, we analyzed the case of notebook computers and tablet and checked the fitness of the model. Results show that five competition factors worked differently according to time. In the introduction stage, relative functionality and relative playfulness are important competition factors. In the growth stage, compatibility is added to those two factors. In the last maturity stage, compatibility, complexity, and cost level are important competition factors.