• Title/Summary/Keyword: 콘텐츠만족도

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Analysis of Students' Attitude and Satisfaction Level toward Afterschool e-HomeStudy (사이버 가정학습에 대한 학습자의 태도 및 만족도 분석)

  • Kim, Mi-Ryang;Kim, Jin-Sook
    • The Journal of the Korea Contents Association
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    • v.7 no.10
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    • pp.44-58
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    • 2007
  • E-homestudy refers to e-Learning after school. This concept has been introduced by Korean Government as a substitute for expensive private tutoring. The purpose of this research is to explore the perceptions and relationships among determinants affecting the attitude and satisfaction level in e-homestudy. Such factors as subjective norms, visibility, perceived usefulness, quality of contents, facilitating conditions, interactions are introduced into the model. The survey results show that the attitude and the self-directed teaming level influence the satisfaction level in e-homestudy; the subjective norms, visibility, and perceived usefulness are the major determinant affecting the attitude; the quality of contents as well as interactions have positive impact on the perceived usefulness.

A Study on Mediation Effect of Learning Expectancy in Social Presence and Educational Satisfaction of Online Entrepreneurship Education (온라인 창업 교육의 사회적 현존감과 교육 만족도 관계에서 학습 기대감의 매개효과 연구)

  • Hyun, Sun Hae;Seo, Moon Kyo
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.12 no.5
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    • pp.79-87
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    • 2017
  • The previous studies of online entrepreneurship education were conducted only on the effect of education on actual entrepreneurship, but did not analyze the effectiveness of education. In this study, beyond of limits of previous studies, we investigated the effect of social presence on learning expectancy and educational satisfaction. In addition, we examined the influence of learning expectation on the relationship between social presence and educational satisfaction. For the research hypothesis test, we conducted a questionnaires survey on 189 graduate students who taken online courses related to entrepreneurship, hypothesis and questionnaires were made based on the research hypotheses precedent theories. And educational satisfaction was divided into operational satisfaction and content satisfaction. As a results of the analysis using the structural equation model, social presence has a positive effects on learning expectancy. Next, the learning expectancy has a positive effects on the operational satisfaction and the content satisfaction. Finally, when social presence affects operational satisfaction, learning expectation has a complete mediation effects and content satisfaction has a partial mediation effects. The implications of the results of this study were as follows. There was a need for a way to interacted with learners when conducted online entrepreneurial education. When increased the satisfaction level of the learning operation, it is necessary to reduced the burden of learners and raised the expectancy.

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Analysis of Creative Content Policy in Korea -Effect of Extrinsic Rewards on Intrinsic Motivation- (국내 창조산업 콘텐츠 진흥정책의 동기구축효과에 관한 연구 -수혜자 만족도를 중심으로-)

  • Chung, Yoon-Kyung;Kim, Mi-Sun
    • The Journal of the Korea Contents Association
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    • v.13 no.1
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    • pp.210-220
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    • 2013
  • This study explores the performances of Korean content policies to subsidize creative content industry. This study conducts survey on 402 creative industry employees. Research result shows that the current policy has some effects of extrinsic rewards on intrinsic motivation in subjects' perception of market development. Besides the perception, however, Korean subsidize policy sees to have low performances in general. The findings suggests that the industry subjects are not satisfied with the current policies. It is necessary to reconsider the direction of the contests policy.

A Study on the factors on use diversity or usage of mobile video services (모바일 동영상 서비스 사용다양성과 사용정도에 영향을 미치는 요인 연구)

  • Kim, Min-Jeong
    • Journal of Digital Convergence
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    • v.14 no.2
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    • pp.389-396
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    • 2016
  • This study analyzes factors that influence use diversity or usage of mobile video services. This study conducts multiple regression analysis to draw the major factors that affect use diversity or usage of mobile video services. The major findings of this study are as follows. First, IPTV membership status, DMB watching status, and TV contents broadcasting status affect the use diversity of mobile video services. Second, TV contents broadcasting status and video streaming quality affect the usage of mobile video services. This study provides some implications that TV contents broadcasting is a core element in mobile video services. The future research is discussed.

A Study on the Factors Affecting Life Satisfaction: Focused on Social Support (삶의 만족도 영향요인에 관한 연구: 사회적 지지를 중심으로)

  • Lim, Ahn-Na;Park, Young-Suk
    • The Journal of the Korea Contents Association
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    • v.17 no.3
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    • pp.675-682
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    • 2017
  • This study used the fifth additional data of the panel research on security for the aged conducted by National Pension Research Institute in 2014, and studied the level of satisfaction about life targeting 7,763 middle- and old-aged people in their 50s or older. Social support, one of the influential factors on satisfaction about life, had a positive impact on satisfaction about life, and material support and emotional support were found to have a big influence.

The Effects of Japanese Animation on National Image and Intention to Visit Japan : Content Tourism perspective. (일본 애니메이션이 한국인의 일본 국가이미지와 일본 방문의도에 미치는 영향 - 콘텐츠 투어리즘을 중심으로 -)

  • Makiko, Suzuki;Poe, Baek;Yoo, Chang-sok
    • Proceedings of the Korea Contents Association Conference
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    • 2019.05a
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    • pp.213-214
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    • 2019
  • 본 연구는 한국인의 일본 애니메이션 시청이 일본방문의도 형성에 어떤 영향을 미치는지 알아보는 것이 목적이다. 연구결과 일본 애니메이션 선택속성 중 작품속성만이 시청만족도에 영향을 미치는 것으로 나타났으며, 시청만족도는 국가이미지 및 방문의도에 긍정적인 영향을 미치는 것으로 나타났다.

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Correlation study between Interactive Contents on user's IPTV selection and Satisfaction (IPTV 양방향성 콘텐츠의 미디어 수용의사와 만족도 상관관계 연구)

  • Lee, Jung-Keun;Chung, Jin-Do
    • Journal of the Korea Society of Computer and Information
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    • v.13 no.1
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    • pp.99-108
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    • 2008
  • This study was surveyed by using seven variables with two stems of contents-wise aspect and systematic aspect, entertainment, user-oriented contents supply, data up data, useful information supply are the elements of contents-wise aspect and systematic stabilization, convenience of access. Promptness of response are for systematic aspect. Results : First, entertainment is the first variable of interactive contents for user to choose IPTV and useful information supply is the second. Also contents wise aspect is more related than the other. Second, The high quality of entertainment, user-oriented contents supply, useful information supply systematic stabilization, convenience of access, promptness of response are required to enhance the satisfaction of IPTV user Among them. convenience of access is the most valuable factor for user to choose IPTV.

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Trait Factors of Smartphone Application Influencing the Formation of a Brand Image : Focusing on Department Store Applications (브랜드 이미지에 영향을 미치는 어플리케이션 특성 요인에 관한 분석 : 백화점 어플리케이션을 중심으로)

  • Kim, Ye-Ry;Jang, Eun-Ji;Choi, Jun-Ho
    • The Journal of the Korea Contents Association
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    • v.11 no.8
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    • pp.102-111
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    • 2011
  • This paper aimed at smartphone applications of department store brands in order to examine the traits of applications for the brand image. The study carried out survey research with 114 smartphone users who experienced the application of a department store, assuming that the design, contents, ease of use, and community characteristics of the application would affect satisfaction and the brand image. This paper performed a confirmatory factor analysis, correlation analysis, and the test of a model using PLS. Results showed that the design and contents of the application affected the improvement of satisfaction and of a brand image, whereas ease of use did not affect satisfaction and brand image. Also, community was influential on satisfaction, whereas it was not influential on the improvement of a brand image. Satisfaction with the application showed a strong impact on the improvement of a brand image; thus, it was found necessary for upcoming brand applications to enhance satisfaction for building a positive brand image.

Comparative study on difference in life satisfaction and user behavior between paid user and free user (N스크린 서비스의 유료이용자와 무료이용자의 이용행태와 삶의 만족도 비교)

  • Kim, Dong-Woo;Chang, Hyung-Jun;Park, Sung-Kyu
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2014.11a
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    • pp.32-35
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    • 2014
  • 본 연구는 N스크린 서비스의 유료이용자와 무료이용자 간의 이용행태와 삶의 만족도를 비교 분석하였다. 그 결과, 두 집단간 방송 프로그램을 시청할 때 다양한 디바이스를 통해 연계 이용하는 행위는 통계적으로 유의미한 결과를 나타냈으며, 무료이용자가 더 많은 디바이스를 통해 연계이용을 하고 있음을 밝혀냈다. 또한, 개인적 만족도는 유료이용자가 더 높게 나타났으며 통계적으로 유의미한 결과를 나타내었다. 마지막으로 동영상 콘텐츠를 유료로 지출하는 행위는 개인적 삶의 만족도에 부정적인 영향을 미쳤으며, 방송 콘텐츠를 유료로 지출하는 행위는 관계적, 집단적 삶의 만족도에 정적인 영향을 미치는 것으로 나타났다. 본 연구를 통해 N스크린 서비스 이용자의 이용행태에 맞춤형 서비스를 제공, 사업자의 비즈니스 모델을 모색하는데 도움이 될 것이라 판단된다.

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The Effect of Experienced Memory on Virtual Reality Contents Satisfaction (경험이 가상현실 콘텐츠 만족도에 미치는 영향)

  • Jin, Hwa-Soo;Song, Eun-Jee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.05a
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    • pp.622-624
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    • 2018
  • 인간에게 경험이란 삶의 흔적이며 과정이다. 어떤 경험을 했는지, 느낌을 갖게 되었는지, 본적이 있는지, 만진 적이 있는지 등 다양한 인지 요소들은 그 기억만으로 그 인간의 특성이 되고 성질이 된다. 이러한 모든 경우를 재인이라고 한다. 이러한 기억 인출 단서들이 현존감이 강한 가상환경에서 발견되느냐, 발견되지 않느냐에 따라 미디어적 환상성이 아닌 사용자에게 가상에서의 '현실'을 제공하는 중요 요소로 작용할 것이다. 또한 가상현실 콘텐츠의 이해가 미숙한 사용자라도 가상환경에서 선행경험에 대한 재인요소를 제공받을 수 있는 중요한 단서가 될 수 있다면, 콘텐츠에 대한 높은 만족감을 기대할 수 있을 것이다. 본 연구는 가상현실 콘텐츠의 만족도를 올리는 요소로서, 재인에 대하여 고찰하고 개인의 재인과 가상현실 콘텐츠 만족과의 상관관계를 연구하여 양질의 콘텐츠 서비스를 제공하는데 기여하고 가상현실을 경험하는 사용자의 심리적인 영역까지 이해의 폭을 넓히고자 함이다.

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