• 제목/요약/키워드: Contents Factor

검색결과 3,118건 처리시간 0.043초

Influencing Factors for Repurchase Intention in e-Learning Sites

  • Lee, Myung-Moo;Chung, In-Keun
    • 한국전자거래학회:학술대회논문집
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    • 한국전자거래학회 2005년도 e-Biz World Conference 2005
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    • pp.96-100
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    • 2005
  • This study examines the effects of the characteristics of educational contents, brand recognition, educational management and technical support on the repurchase intention mediated by overall satisfaction, trust and commitment in e-Learning sites. A survey of experienced users was conducted to collect data. The reliability and validity of data were tested by explanatory factor analysis, Cornbach's alpha coefficient, confirmatory factor analysis and correlation analysis. Also, the structural equation mode (SEM) analysis was performed to test the usefulness of the model. The results of the study are as follows: Educational contents, educational management and technical support were found to have positive effects on overall satisfaction. And educational contents and brand recognition were found to have positive effects on trust and commitment. And trust and overall satisfaction were found to have mediating effects on repurchase intention.

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제주지역 디지털 콘텐츠 문화산업의 선도기업 육성 방안 (A Cultivation Policy of Leader Company in Digital Culture Contents Industry of Jeju Region)

  • 김민철;김희철;부창산
    • 통상정보연구
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    • 제9권2호
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    • pp.3-18
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    • 2007
  • Now the one of problems of digital culture contents industry in korean region is to focus only on small company in the related industry. So a plan for overcoming this is a cultivation of leading company in this industry. Thus, in this paper, we tried to make an importance level between the related industries including this leading company by the AHP analysis. For achieving the objective of this paper, first of all, this study yielded the relative importance between the industries as the quantitative values. As the result of this analysis, the important factor in this leading company is 'creation' factor and this paper proposed the basic results for cultivating the leading companies for the future time.

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The Case Study of Customer Delight Index Contents Model through Cater ing Service Industry

  • Yang, Ya-Yun;Lee, Sung-Pil
    • 한국멀티미디어학회논문지
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    • 제19권8호
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    • pp.1574-1586
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    • 2016
  • The aims of this research is to build Customer Delight index contents model for measuring the influential factors - Customer Delight and identify the relationship among Customer Delight, Customer Satisfaction and Customer Loyalty. Customer Delight hypothesis model was proposed by Catering Service Industry of Starbucks and validate the final questionnaire; 7 point Likert scale was used in the questionnaire, Exploratory Factor Analysis (EFA) and Confirmatory Factor Analysis (CFA) are used to analyze the reliability. And path analysis was used to evaluating the final hypothesis model. The results of this research was that the customer Self-involvement can lead to high awakening level and it also bring positive emotion to the customer. Awakening Level and positive emotion were the key factors for the Customer Delight. Instead of customer expectation, Customer Delight is based on customer awakening level and positive emotion which is different from Customer Satisfaction model. It is clearly to see the discrepancies between Customer Delight and Customer Satisfaction.

MOBA 게임 장르에서의 캐릭터 재미 요소에 관한 연구 (A Study on the Character Fun Factor in the MOBA Game Genre)

  • 홍민기;박종범;김효남
    • 한국컴퓨터정보학회:학술대회논문집
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    • 한국컴퓨터정보학회 2020년도 제61차 동계학술대회논문집 28권1호
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    • pp.209-212
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    • 2020
  • 게임에서의 캐릭터는 플레이어와 게임을 연결해주는 중요한 역할을 하며, 더 나아가 게임의 재미를 느끼는 데 필요한 요소 중 하나이다. 본 논문에서는 최근 대표적으로 인기를 끌고 있는 MOBA 장르의 게임인 리그 오브 레전드, 오버워치, 히어로즈 오브 더 스톰, 사이퍼즈 총 4개 게임의 캐릭터와 역할에 대한 재미를 분석하여 공통적인 재미 요소를 정리하고 설문 조사를 통해 유저들의 선호도를 파악하여 앞으로 게임 캐릭터 기획 제작에 대해 도움을 주고자 한다.

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게임구성요소와 몰입과의 상관관계에 대한 연구 (The Study of the Interrelations between Game Components and Flow)

  • 박상진
    • 한국콘텐츠학회:학술대회논문집
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    • 한국콘텐츠학회 2006년도 추계 종합학술대회 논문집
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    • pp.819-823
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    • 2006
  • 게임에 있어서의 몰입은 게임을 지속적으로 플레이하게 만드는 가장 중요한 요소이다. 사용자가 게임에 몰입하지 못한다는 것은 게임에 흥미를 느끼지 못해 결국 사용자로 하여금 게임을 포기하게 한다. 그러므로 게임이 가지고 있는 몰입 요인을 인지하고 있어야 하며, 몰입을 유발하는 요소들을 게임개발에 적용시킴으로써 사용자에게는 게임의 즐거움을 배가시키고, 게임 개발사에게는 높은 수익창출을 가져다 줄 수 있을 것이다. 이에 본 연구는 사용자에게 초고조의 몰입 상태를 경험하게 하기 위해서 게임 안에 존재하는 몰입의 요인과 게임의 구성요소와 상관관계를 알아본다.

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소비자 공감반응 척도 개발: 이야기 광고를 중심으로 (Measuring Consumer Empathic Response to Advertising Drama)

  • 소현진
    • 한국콘텐츠학회논문지
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    • 제14권11호
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    • pp.133-142
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    • 2014
  • 본 연구는 광고에 대한 소비자 공감을 개념 정의하고 이야기 광고에 대한 소비자 공감반응을 타당하게 측정할 수 있는 척도를 개발하고자 하였다. 관련 문헌과 소비자 조사 결과 이야기 광고에 대한 소비자의 공감은 공감적 이해, 동일시, 대리적 감정반응의 세 하위 요인으로 이루어진 다차원적 개념임을 제시하였고, 소비자 실증조사를 통하여 총 11개의 항목과 세 하위 요인으로 이루어진 소비자 공감반응 척도를 개발하였다. 소비자 공감반응 척도는 기존 척도에서 소홀히 다루어진 동일시 요인을 반영하여 측정도구의 내용타당도를 제고한 점에서 학문적 기여 가능성을 찾고자 한다.

인터넷 포털 사이트의 서비스 품질이 신뢰와 만족에 미치는 영향에 관한 연구 (A Study on Service Quality, Trust and Satisfaction of Web Portal Site)

  • 이승희;김혜경
    • 한국디지털정책학회:학술대회논문집
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    • 한국디지털정책학회 2005년도 추계학술대회
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    • pp.475-488
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    • 2005
  • This paper aimed to exam core factors of the service quality and analyze their effects on trust, satisfaction. And this paper analysis trust and satisfaction effects on revisti intention. To accomplish this purpose, this study examined previous studies and summarized core factors of service quality. Form previous studies, we drawed core factor. Core factor is convenience, technologies, valuable of contents, service. These core factors will affect on customer trust, customer satisfaction and trust, satisfaction will affect on revisit intention. To be winner, companies must be consider these key factor(convenience, technologies, valuable of contents, service).

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Category Factor Based Feature Selection for Document Classification

  • Kang Yun-Hee
    • International Journal of Contents
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    • 제1권2호
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    • pp.26-30
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    • 2005
  • According to the fast growth of information on the Internet, it is becoming increasingly difficult to find and organize useful information. To reduce information overload, it needs to exploit automatic text classification for handling enormous documents. Support Vector Machine (SVM) is a model that is calculated as a weighted sum of kernel function outputs. This paper describes a document classifier for web documents in the fields of Information Technology and uses SVM to learn a model, which is constructed from the training sets and its representative terms. The basic idea is to exploit the representative terms meaning distribution in coherent thematic texts of each category by simple statistics methods. Vector-space model is applied to represent documents in the categories by using feature selection scheme based on TFiDF. We apply a category factor which represents effects in category of any term to the feature selection. Experiments show the results of categorization and the correlation of vector length.

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사이버교육 효과의 영향요인에 관한 실증적 연구: 공공조직을 중심으로 (An Empirical Study on Critical Success Factors in Implementing the Web-Based Distance Learning System : In Case of Public Organization.)

  • 정해용;김상훈
    • 한국정보시스템학회지:정보시스템연구
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    • 제11권1호
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    • pp.51-74
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    • 2002
  • The purpose of this study is to empirically investigate critical success factors for effective implementation of web-based distance learning system. First of all, four critical success factors are theoretically derived from reviewing previous research. They are: (1) learner-related factor including the variables such as teaming ability, learning attitude, and attending motivation, (2) environmental factor including the variables of physical and mental support for learners, (3) instructional design factor represented by one variable, the degree of appropriateness of learning contents, and (4) the factor concerning the level of self-directed learning readiness embracing the variables such as curiosity for learning, openness towards challenge of learning and affection for learning. Subsequently, the relationships between these four critical success factors and the degree of learning satisfaction are empirically investigated. The data for empirical analysis of the research are collected from 1,020 respondents who have already passed the web-based distance learning courses which have been implemented in Information and Communication Officials Training Institute. Out of 1,020 responded questionnaires, 875 data were available for statistical analyses. The main results of this study are as follows. Firstly, the most important factor for successful implementation of the web-based distance learning system is shown to be the instructional design factor, and in the next place, the self-directed learning readiness factor, the environmental factor and the learner-related one in sequence. Secondly, additional analysis of the variables included in the instructional design factor shows that availability of practical information and knowledge is the most influencing variable, and next, interesting composition of contents, reasonable learning amount, optimal level of instruction, and understandable explanation are significantly important in the descending order. Lastly, among learning motivators, strong intention of acquiring business knowledges and skills is found to be the most important satisfier in the web-based distance learning. The theoretical contribution of this study is to derive a comprehensive model of critical success factors for implementing the web-based distance learning system. And, the practical implication of this study is to propose efficient and effective guidelines for developing and operating the web-based distance learning system in the various kinds of organizations.

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일반국도의 도로 유형별 설계시간계수 산정 및 경제성 평가 (Estimation of K-factor according to Road Type and Economic Evaluation on National Highway)

  • 김태운;오주삼
    • 한국콘텐츠학회논문지
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    • 제15권11호
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    • pp.582-590
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    • 2015
  • 도로 유형 분류 및 설계시간계수는 도로의 차로수 설계 시 중요한 역할을 하고 있다. 본 연구에서는 도로의 유형분류 및 설계시간계수를 추정하였으며, 설계시간계수의 타당성 입증을 위해 경제성 평가를 시행하였다. 도로 유형의 분석 결과 관광부 도로는 일교통량 편차가 크고 주말 계수, 휴가철 계수가 높았다. 지방부 도로는 평일 교통 패턴과 주말 교통 패턴이 유사하고, 도시부 도로는 AADT가 높고 일교통량 편차가 작은 것으로 나타났다. 변곡점 탐색을 통하여 설계시간계수를 산출하였으며, 산출된 설계시간계수를 바탕으로 차로수를 산정하여 도로용량편람의 설계시간계수로 차로수를 산정하였을 경우와 경제성 분석을 통하여 비교하였다. 경제성 분석결과 본 연구의 설계시간계수로 도로 설계 시 4,708억 원 절감할 수 있는 것으로 나타났다. 이는 본 연구 결과의 지방부 4차로 도로에 대한 설계시간계수가 경제적으로 타당하다는 것을 의미한다.