• 제목/요약/키워드: Contents Richness

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콘텐츠 제작방식, 지각된 위험, 미디어 풍부성이 고객만족에 미치는 영향 분석 (Empirical Analysis on the Effect of Design Pattern of Web Page, Perceived Risk and Media Richness to Customer Satisfaction)

  • 박봉원;이중만;이종원
    • 한국콘텐츠학회논문지
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    • 제11권6호
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    • pp.385-396
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    • 2011
  • 인터넷의 웹페이지는 다양한 형태로 존재하지만, 크게 텍스트 중심의 웹페이지, 텍스트와 이미지로 구성된 웹페이지, 그리고 텍스트와 동영상으로 구성된 웹페이지로 구분할 수 있다. 본 연구에서는 콘텐츠 제작방식에 따라서 변하는 소비자들의 지각된 위험 수준과 미디어 풍부성이 미치는 영향을 분석하며, 이들 요인이 고객만족에 미치는 영향을 분석한다. 분석결과, 텍스트 형식의 웹페이지가 텍스트와 이미지 혹은 동영상으로 구성된 웹페이지에 비해서 지각된 위험 중 성능위험, 심리적 위험, 시간 위험 등으로 구성된 개인적 위험을 더 크게 느끼는 것으로 나타났다. 또한, 미디어 풍부성 측면에서는 텍스트와 이미지 혹은 동영상으로 구성된 웹페이지가 텍스트 위주의 웹페이지에 비해서 상징성 및 사회적 실재감이 높은 것으로 조사되었다. 그리고 개인적 위험 및 텍스트 형식의 웹페이지는 고객 만족에 음의 영향을 미치며, 상징성 및 사회적 실재감은 양의 효과를 가진다. 본 연구는 지각된 위험과 미디어 풍부성의 개념을 콘텐츠 제작방식과 연결시킴으로써 기대와는 달리 동영상 콘텐츠가 폭발적으로 성장하지 못한 점에 대해서 규명한데 의의를 둔다.

A Study about A Design Process of Interactive Multimedia Content Based on a Cultural Background (for an Indonesian Folktale)

  • Ryu Seuc-Ho;Natadjaja Listia
    • International Journal of Contents
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    • 제1권1호
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    • pp.10-15
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    • 2005
  • As the computer becomes a trend, interactive multimedia design can be one media to communicate the cultural knowledge. A folktale can be a powerful material to show a country's culture. In this project, we try to make the folktale content to be understood easily by implementing some cultural information background. The main aim of this project is to give a vision of the richness culture through the interactive multimedia technology. In this paper, we would like to show a flow map content, a streaming of design process and a visual interface design prototype. Finally, interactive multimedia design content is very useful for a transferring the richness culture because people tend to like a multimedia content. In order to make an effective interactive multimedia design content based on a cultural background, a designer should need to understand about users, culture, technology and the whole design process.

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The Effect of the Attractiveness of Mobile Music Applications on the Level of User Loyalty

  • Mengyu, Dong;Cho, Namjae
    • Journal of Information Technology Applications and Management
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    • 제24권3호
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    • pp.63-72
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    • 2017
  • The purpose of this study is to investigate the relationship between application attractiveness and loyalty to mobile music applications. The application attractiveness is operationalized into four dimensions: richness of music contents, music app design quality, music app functionality, and promotion. The hypotheses are postulated and tested using a sample of 370 student respondents from Henan Polytechnic University and Henan Institute of Technology, China. The result shows that there is a positive correlation between loyalty and three application attractiveness aspects: richness of music contents, music app design quality and music app functionality. Based on the results of this study, the research put forward constructive suggestions about improving mobile music application loyalty. Finally, several conclusions, managerial suggestions, limitations and future research are proposed.

The Relationship between Muscle Fiber Composition and Pork Taste-traits Assessed by Electronic Tongue System

  • Hwang, Young-Hwa;Ismail, Ishamri;Joo, Seon-Tea
    • 한국축산식품학회지
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    • 제38권6호
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    • pp.1305-1314
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    • 2018
  • To investigate relationships of electronic taste-traits with muscle fiber type composition (FTC) and contents of nucleotides, porcine longissimus lumborum (LL), psoas major (PM), and infra spinam (IS) muscles were obtained from eight castrated LYD pigs. FTC and taste-traits in these three porcine muscles were measured by histochemical analysis and electronic tongue system, respectively. IS had significantly higher proportion of type I fibers while LL had significantly higher proportion of type IIB than other muscles (p<0.05). IS had the highest inosine monophosphate (IMP) content while LL had the lowest IMP content (p<0.05). In contrast, LL had significantly higher hypoxanthine content compared to PM and IS (both p<0.05). For taste-traits, IS had significantly higher umami and richness values but lower sourness value than LL and PM (p<0.05). Sourness and astringency values of LL were significantly higher than those of IS (p<0.05). The proportion of type IIB fiber was positively correlated with sourness and astringency but negatively correlated with saltiness. These results suggest that sourness and astringency tastes are increased with increasing proportions of type IIB fibers in porcine muscles due to increase of hypoxanthine content. These results also imply that umami and richness tastes are increased with increasing contents of type I and IIA fibers because of increased IMP content in porcine muscles.

Soil Chemical Properties - Variation with Altitude and Forest Composition: A Case Study of Kedarnath Wildlife Sanctuary, Western Himalaya (India)

  • Malik, Zubair A.;Haq, Shiekh Marifatul
    • Journal of Forest and Environmental Science
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    • 제38권1호
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    • pp.21-37
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    • 2022
  • The present study was carried out to evaluate the chemical properties of soil in relation to forest structure and composition at different altitudes (900-2,600 m asl) in a part of Western Himalaya. The composite soil samples were taken from three (viz. upper, middle and lower) depths. The soils of the whole study area were acidic in nature (pH=4.90-5.51). Contents of Nitrogen (N), Phosphorus (P), Potassium (K), Carbon (C) and soil organic matter (SOM) showed much fluctuation during different seasons of year. Nitrogen content showed significant positive correlations with altitude (r=0.924, p<0.05) and different community parameters like species diversity (r=0.892, p<0.01) and species richness (r=0.941, p<0.05). Phosphorus exhibited direct correlations with carbon (r=0.637) while weak negative correlations with different community parameters like species richness & diversity, total basal cover (TBC), density and canopy cover. Carbon content and hence SOM showed direct correlations with Nitrogen (r=0.821, p<0.01); Phosphorus (r=0.637, ns) and Potassium (r=0.540, ns). But no significant relationship was observed between K content and species richness (p=0.30, r=-0.504); between K content and species diversity (p=0.14, r=-0.672); between P content and species diversity (p=0.29, r=-0.513) and species richness (p=0.23, r=-0.575). Among the different soil nutrients, only N showed a significant positive correlation with altitude while all others exhibited negative (but non-significant) correlation with it. The study revealed that the chemical properties affect and are reciprocally affected by forest structure and composition and that N rich soils of higher altitudes are best for the growth and development of forests.

대학의 교실수업에서 이러닝시스템 이용의 활성화에 관한 연구: 사회적, 기술적, 개인적 특성 (A Study on the Factors to Increase the Usage of e-Learning Systems in Class-based Education: Social, Technological, and Personal Factors)

  • 최수정
    • 한국정보시스템학회지:정보시스템연구
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    • 제17권4호
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    • pp.233-260
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    • 2008
  • Universities have recognized e-Learning Systems as the critical IT resources which contribute to improving the competitiveness of the universities as well as the quality of the traditional class-based lectures. Instructors deliver the main contents in the class. Other supplementary activities like online discussions, sharing of teaching-learning materials, submission of homeworks, communication among the learners and between the instructors and the learners, and so on can be efficiently facilitated using e-Learning Systems. In other words, e-Learning Systems enable a blended learning combined class-based lectures and e-learning in a variety of ways. Nonetheless, compared to the level of implementation of e-Learning Systems, the usage of both the instructors and the learners is not high. Accordingly, this study examines the determinants to affect on the usage of e-Learning Systems from the learners perspective. To draw the key determinants, we review the IS literatures related to adoption or use of the IS like Media Richness Theory (MRT), Technology Acceptance Model (TAM), Social Influence Model (SIM), and Self-efficacy Model. The variables are drawn out to be expected on the usage of e-Learning like Media Richness, Ease of Use from MRT, TAM and Instructor's Influence, Co-learner's Influence from SIM, and Self-efficacy. To test our model and hypotheses, we have collected data in the class-based lectures using e-Learning System complementary. The results of the test with 192 data are as follows: Firstly, it shows that the Instructor's Influence and the Media Richness are the influential determinants to affect on the Perception of Usefulness of e-Learning Systems. Additionally, the Co-learner's Influence and Ease of Use in order is significant to the Perception of Usefulness. Secondly, as to the degree of use of the e-Learning Systems, the Co-leaner's Influence, the Media Richness, and the Ease of Use are, in that order, the significant determinants. The Perception of Usefulness, also, founded a key factor on increasing the use of e-Learning Systems. On the other hand, the Instructor's Influence is not significant to the use of e-Learning Systems. Finally, it has been found that Self-efficacy is significant to the Perception of Media Richness, Ease of Use, but not significant to the Perception of Usefulness.

Design Strategy for the Implementation of Cooperative Group Games in Motion Based Arcade Game System

  • Joh, Yun-Sook
    • International Journal of Contents
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    • 제7권4호
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    • pp.10-18
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    • 2011
  • Cooperative Group Games (CGG) emphasize participation, challenges and fun by cooperation among group members rather than competition. CGGs have been proven to be an efficient education method that teaches the value of cultivating cooperation skills, discipline, and sense of public order for tackling problems together through various types of interactions. When integrated with computer game technology, the general classic CGG can be reborn with new educational and entertaining aspects. To combine the joy of physical movement of group games and the richness of computer game contents, a motion based arcade CGG has been developed in this study, based on the original ideas and structures of classic off-line CGGs. While implementing the classic game concepts in arcade environment, various design attributes have been considered and applied, which were supposed to promote cooperative game play. Overall, the process of the implementation and test results of our four CGGs suggest several design strategies for effective arcade CGGs.

발안천에서 토양 환경에 따른 하천 주변의 식생분포 (Distribution of Stream-Edge Vegetation in the Balan Stream as Related to Soil Environjments)

  • 백명수;임경수;이도원;조도순
    • The Korean Journal of Ecology
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    • 제20권6호
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    • pp.451-459
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    • 1997
  • Seasonal and spatial distribution of vascular plants were examined and related to soil texture, pH, moisture and nutrient contents in the riparian zone of the Balan Stream. In spring the area was dominated by Alopecurus aequalis var. amurensis, was displaced by Persicaria thunbergii and Humulus japonicus in summer. From the stream channel to bank, soil texture and pH were not significantly differentiated, moisture decreased, organic matter and K increased, and TKN and available P increased in June and decreased in August. DCA ordination analysis by species distribution showed spatially and seasonally distinct patterns seasonal difference was evident on axis 1, and spatial difference according to the distance from stream channel was clear, too. Both axis 1 and axis 2 scores were significantly correlated with biomass, pH, and phosphate. Species richness increased were significantly correlated with biomass, pH, and phosphate. Species richness increaed with increasing organic matter and phosphate, and decreased with increasing soil moisture and K. Biomass increased with increasing organic matter, but was negatively related to pH, moisture, TKN, available P and K. Available P was significantly correlated with biomass, pH, and total soil nitrogen. In conclusion, the distribution of riparian vegetation was governed by soil physico-chemical properties, which are primarily determined by how far it is from the stream channel.

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A Study on the Freedom of Open World Games : Focus on <The Legend of Zelda: Tears of the Kingdom>

  • Mingke Lyu;Xinyi Shan;Jeanhun Chung
    • International journal of advanced smart convergence
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    • 제13권3호
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    • pp.253-258
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    • 2024
  • This paper explores the factors influencing the degree of freedom in open-world games, taking <The Legend of Zelda: Tears of the Kingdom> as a case study, it is carefully analyzed in comparison to similar well-known games such as <Genshin>,<Elden Ring>, and <Far Cry>. It also analyzes how the player skill system and its synergy with the combination of interactive elements can effectively enhance the freedom of the game. The results show that the diversity of player skill systems not only significantly enhances the in-game strategy and depth of exploration, but also the rich combination of interactive elements further enhances players' tactical flexibility. This paper also points out that simply expanding the map size while neglecting the content richness and balance of quest design can have negative impacts on the game. This study aims to provide game developers with insights that emphasize the application of skill diversity and interactive elements to improve players' gameplay freedom and overall experience.

e-러닝 성과에 영향을 미치는 품질요인에 관한 연구 (What Quality Factors Affect to the e-Learning Performance)

  • 김성균;성행남;정대율
    • 한국정보시스템학회지:정보시스템연구
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    • 제16권1호
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    • pp.201-230
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    • 2007
  • Recently, the growth of e-Learning systems and its related information technology has presented a unique challenge for both schools and industry. It would make an extremely phenomenal paradigm shift in the educational method and practice. Methods of assessing the quality of e-teaming services and contents are critical issue in both practice and research. Moreover, many researchers are interested in what qualify factors more affect to the Performance of e-Learning service. Nevertheless, service quality is a construct that is difficult to define and measure. e-Learning services are composed of many factors, and they are more complicated than the traditional education services because they we performed on the distance basis and the many platforms of IT infrastructure. The purposes of our research are to classify the e-Learning service dimension and identify their factors, to develop the measurement of the factors, and finally to test empirically their relationship between the service factors and e-Learning service performance. For the development of the service factors we considered SERVQUAL model and SERVPERF model which were developed in the service marketing area. The SERVQUAL model was more fitted to the e-Learning services than the latter. From that we derived several factors that fit to our research domain, ie, tangibles, access, reliability, credibility, security, responsiveness, assurance, empathy. We combined three factors of them(reliability, credibility, security) into a factor, system stability for the semantic simplicity, and divided responsiveness factor into system operator responsiveness and teacher responsiveness as the entity based dimension classification. In the e-Learning services research, Most researcher are mentioned the quality factors of contents, so we added to two contents quality factors, ie, contents production method and richness of contents itself. We examined the relationship between the service quality factors and e-Learning performance(student satisfaction and service reuse intention). As result three quality factors(contents production method, teacher responsiveness, empathy) significantly affected student satisfaction. To the other performance variable, ie, service reuse intention, the teacher related quality factors(such as teacher responsiveness, assurance, empathy) affected only. In conclusion, even in the on-line distance teaming, the teacher's role md earnestness is as important as ever.

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