This study serves the main research purpose of verifying the hypothetical relationship between antecedent and consequence variables of shopping experience based on the classification system by Schmitt (1999) who dimensionalized experience into five components (sense, feel, think, act, relate). Specifically, the study seeks to fulfill the following three research objectives. First, it substantiates dynamic relationships among the five experiential components comprising the strategic experiential modules that serve as the basis of the theoretical framework of the study. Especially, it focuses on interactive relationships among the experiential components by taking a holistic view of the experience. Second, the study seeks to uncover the effects of pre-experiential antecedents such as shopping motivation and shopping involvement, based on taxonomy of motivation as product-centered vs. experience-centered. Third, the study investigates the effects of shopping experience on intention to revisit with regard to department store, discount store, and Internet shops, based on customers' store experiences. The major findings from this study are as follows: first, the five experiential components were found to have a high level of correlations according to hypothesis verification. Second, shopping motivation was learned to have significant effects on preference toward thinking as well as feeling experiences. That is, product-centered (vs. experience-centered) shopping motivation exerted a greater influence on cognitive (vs. affective experience than affective (vs. cognitive) experience.
This study examines Korean representation of the biotechnology and psychological factors which can influence lay people's perception and attitude about biotechnology. Korean college students(N=433) and lay adults(N=90) whom had college education participated in the study. Participants of the study 1 were asked to list words which comes to mind when associate with the biotechnology in broad sense, and several specific applications in health, medicines, agriculture and research. Participants of the study 2 were asked to list possible benefits and costs of biotechnology and their specific applications. In study 3, Participants responded the questionnaires about perceptions and attitudes of biotechnology. Korean people associated the biotechnology with its costs or risks and benefits. Korean college students mainly got the informations of the biotechnology from TV, newspapers, or internet. They trusted the scientist group and NGO group on their judgements about the assessment of risk and benefit of the biotechnology. College students showed the positive attitude with the applications in medicines and negative attitude with the applications in agriculture and public using of individual's genetic information. The radicalism, sensitivity in behavioral activation system, and trust/cynicism were to be found as a significant influencing factor for interest/knowledge and behavioral intention in related with biotechnology. Finally, more extensive knowledge of biotechnology did not lead to greater acceptance of it.
As the use of ICT became a part of daily social life, online community has emerged as a new type of social organization. Online community is a virtual space which enables many people to participate and contribute together to collective knowledge. Anonymity in online communities can encourage active social participation by people with various social constraints, however, anonymity can also lead to serious social pathology. As a result, it is necessary to study on what is fundamentally influencing human behavior and how people's behavior is controlled in anonymous online community. This study focuses on human identity and investigate the factors affecting human behavior control in anonymous online environment by examining various aspects of identity in online discussion community. This study empirically verifies the causal relationship between factors, including social & technical anonymities, various identity dimensions, intrinsic motivation to participate in the community, group norm conformity, and quality of discussion. It also analyzes the difference between groups by the level of anonymity, gender, age, community usage period, and discussion topic. Based on the findings, this research provides theoretical and practical implications for online community management strategies and a better culture on Internet discussion.
Nowadays, organizations have adopted Smart Work to efficiently manage tasks, such as electronic document approval, customer management, and site inspection, without spatial-temporal constraints. Smartphones, which are commonly used in Smart Work, enable individuals to perform their jobs anytime and anywhere, thus blurring the boundary between work and non-work. To solve the problem of blurred work/non-work boundaries, a construct of self-control and affective factors needs to be considered because business style is changed from command to autonomy in the Smart Work context. Moreover, employees can convey their emotions easily over smartphones. Recent marketing studies have analyzed consumers' behavior based on the combination of cognitive, affective, and behavioral components, and researchers of information systems are also interested in these factors. However, previous research has some limitations, such as not classifying factors into cognitive, affective, and behavioral as well as not covering all three factors. Therefore, we explore the roles of cognitive, affective, and behavioral components in emotional exhaustion and education performance, and conduct a survey on undergraduate and graduate students, who are the major users of smartphones. Findings show that when individuals improve their cognitive capability (self-control) and usage experience (smartphone communication and internet usage), they can decrease emotional exhaustion and increase education performance. In the role of affective capability, increasing education performance is partially accepted. These results imply that organizations should not focus on controlling the usage of smartphones but on promoting appropriate smartphone usage.
With an extensive proliferation of information and communication technology, the volume and amount of digital information collected and utilized on the Internet have been increasing rapidly. Also on the rapid rise are side effects such as unintended breach of accumulated personal information and consequent invasion of personal privacy. Informational self-determination is rarely practiced, despite various states' legal efforts to redress data subjects' damage. Personal health information, in particular, is a subcategory of personal information where informational self-determination is hardly practiced enough. The observation is contrasted with the socio-economic inconvenience that may follow due to its sensitive nature containing individuals' physical and health conditions. This research, therefore, reviews factors of self-determination on personal health information while referring to the protection motivation theory (PMT), the long-time framework to understand personal information protection. Empirical analysis of 200 data surveyed reveals threat-appraisal (perceived vulnerability and perceived severity of threats) and coping-appraisal (perceived response effectiveness), in addition to individual levels of concern regarding provided personal health information, influence self-determination to protect personal health information. The research proposes theoretical findings and practical suggestions along with reference for future research topics.
With interests and participation in the costumeplay that mimics characters appeared on carton or animation in recent days, the costumeplay becomes one of cultural phenomena. Using a qualitative research method, this study identified costumeplayers' costume consumption pattern and explored its meanings from the perspective of consumption culture. Indeed, this study intended to help for understanding costumeplayer group as a consumer, and to provide basic knowledge about new market analysis related to fashion design and marketing. The results from the analyzing participant observation and in-depth interviews data are as follows: first, costumeplayers usually begin costumeplay by friends' invitations or by themselves and then continue on participating. Through the costumeplay, participants have benefits such as fun, departure from the daily life, and social interaction. Second, participants acquire costumes through purchase, rent, producing or combination of daily wear, but both purchase and rent account high. Third, the meanings of consumption culture in costumeplay include consumption behavior repeating possession and disposal. Also, costumeplayers concerns efficiency when purchasing or renting the costumes, and internet is a place where information search, comparison, and actual purchasing are occurred. Based on the results, fashion design and marketing implication, limitation of this study and further research ideas were suggested.
Given that with the development of the 4th industry, interest and desire for smart cities are gradually increasing and related technologies are developed as a way to strengthen urban competitiveness by utilizing big data, information and communication technology, IoT, M2M, and AI, the purpose of this study is to find out how to achieve this goal on the premise of the idea of smart well fair city. In other words, the purpose is to devise a smart well-fair city in the care area, such as health care, medical care, and welfare, and see if it is feasible. With this recognition, the paper aimed to review the concept and scope of smart city, the discussions that have been made so far and the issues or limitations on its connection to social security and social welfare, and based on it, come up with the concept of welfare city. As a method of realizing the smart welfare city, the paper reviewed characteristics and features of a social security platform as well as the applicability of smart city, especially care services. Furthermore, the paper developed discussions on the standardization of the city in terms of political and institutional improvements, utilization of personal information and public data as well as ways of institutional improvement centering on social security information system. This paper highlights the importance of implementing the digitally based community care and smart welfare city that our society is seeking to achieve. With regard to the social security platform based on behavioral design and the 7 principles(6W1H method), the present paper has the limitation of dealing only with smart cities in the fields of healthcare, medicine, and welfare. Therefore, further studies are needed to investigate the effects of smart cities in other fields and to consider the application and utilization of technologies in various aspects and the corresponding impact on our society. It is expected that this paper will suggest the future course and vision not only for smart cities but also for the social security and welfare system and thereby make some contribution to improving the quality of people's lives through the requisite adjustments made in each relevant field.
Electronic security system is composed mainly of electronic-information-communication device, so system technology, configuration and management of the electronic security system could be affected by the change of information-communication environment. This study is to propose the future prospect on the development of technique for electronic security system through the analysis of the trend and the actual condition on the development of technique. This study is based on literature study and interview with user and provider of electronic security system, also survey was carried out by system provider and members of security integration company to come up with more practical result. Hybrid DVR technology that has multi-function such as motion detection, target tracking and image identification is expected to be developed. And 'Embedded IP camera' technology that internet server and image identification software are built in. Those technologies could change the configuration and management of CCTV system. Fingerprint identification technology and face identification technology are continually developed to get more reliability, but continual development of surveillance and three-dimension identification technology for more efficient face identification system is needed. As radio identification and tracking function of RFID is appreciated as very useful for access control system, hardware and software of RFID technology is expected to be developed, but government's support for market revitalization is necessary. Behavior pattern identification sensor technology is expected to be developed and could replace passive infrared sensor that cause system error, giving security guard firm confidence for response. The principle of behavior pattern identification is similar to image identification, so those two technology could be integrated with tracking technology and radio identification technology of RFID for total monitoring system. For more efficient electronic security system, middle-ware's role is very important to integrate the technology of electronic security system, this could make possible of installing the integrated security system.
The technology of 'Virtual Reality' has placed in advanced tools for human beings' joy and anger together with sorrow and pleasure in our generation. It has recently tried in a variety ways to use as an implication for treatment in the field of Cognitive Psychology. Especially, it widely approaches to human in terms of that a sense of reality in a virtual world through the five senses should reinterpret the meaning of cognition in the real world. Based on this paradigm shift, it allows for new treatment using the technology of virtual reality. A typical example is a field of Therapy in order to overcome panic disorder. It has advantages that in particular development of flexible interaction technologies in a virtual space can lead patients to experience psychological environments rather than physical one. the interaction technology provides environments in which users' five senses can be actively stimulated, it is very useful that information from the experiences in the virtual world allows people to learn through real experiences by renewing potential energies, advantages of Virtual Reality Therapy can be customized treatment by depending on symptoms in patients with panic disorder and are capable of differentiate application for the cure at each stage. It is to treat by leading patients to get accustomed to environments and situations in real world through care process with each symptom and stage. It is helpful that based on A Human-Sensibility Ergonomics, technologies like immersive virtual reality equipment, force-relative feedback and stereophonic sound, and like stimulating the sense of smell make people to induce experiences by stimulating human's five senses. There are many advantages of immersion in virtual world in that the phenomenon such as challenge, interaction, reality, illusion, and cooperation is expanded. As an application for therapy by growing such augmented reality, virtual space and sharing of data through the Internet and also inexpensive its availability have recently expanded the base. There are other benefits of Virtual Reality Therapy offering active interaction environments for cognitive experience which can provide appropriately adjusted environments for patients who are hard to overcome the real situation because of phobia. In addition to that it is safe and economical and patients' confidentiality is assured. Moreover, due to the principles of applying real-time navigation the Virtual Reality Therapy makes modification and supplementation easier and also it can reduce cybersickness because of the supply of Lenticular allowing people to see stereoscopy without eyeglasses, which makes sense of presence clearer. On top of that due to the development of interactive technologies, it is becoming close to sense of reality similar to real world by leading users to navigate by themselves and to operate objects in a virtual space. This paper will therefore examine, although it is of limited, characteristics of application of virtual reality technology based on A Human-Sensibility Ergonomics used for treatment for a disorder. this paper will analyse a range of its application and problems and it will suggest the future possibilities.
This paper examines a social and cultural history of horror films through the keyword "technology", focusing on The Spark of Fear: Technology, Society and the Horror Film (2015) written by Brian N. Duchaney. Science fiction film is closely connected with technology in film genres. On the other hand, horror films have been explained in terms of nature/supernatural. In this regard, The Spark of Fear, which accounts for horror film history as (re)actions to the development of technology, is remarkable. Early horror films which were produced under the influence of gothic novels reflected the fear of technology that had been caused by industrial capitalism. For example, in the film Frankenstein (1931), an angry crowd of people lynch the "monster", the creature of technology. This is the action which is aroused by the fear of technology. Furthermore, this mob behavior is suggestive of an uprising of people who have been alienated by industrial capitalism during the Great Depression. In science fiction horror films, which appeared in the post-war boom, the "other" that manifests as aliens is the entity that destroys the value of prosperity during post-war America. While this prosperity is closely related to the life of the middle class in accordance with the suburbanization, the people live conformist lives under the mantle of technologies such as the TV, refrigerator, etc. In the age of the Vietnam War, horror films demonize children, the counter-culture generation against a backdrop of the house that is the place of isolation and confinement. In this place, horror arises from the absolute absence of technology. While media such as videos, internet, and smartphones have reinforced interconnectedness with the outside world since the 1980s, it became another outside influence that we cannot control. "Found-footage" and "torture porn" which were rife in post-9/11 horror films show that the technologies of voyeurism/surveillance and exposure/exhibitionism are near to saturation. In this way, The Spark of Fear provides an opportune insight into the present day in which the expectation and fear of the progress of technology are increasingly becoming inseparable from our daily lives.
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