• Title/Summary/Keyword: Digital Media Experience

Search Result 401, Processing Time 0.029 seconds

A Study on Inflow of Information by Majors Reflecting Car Lifestyle -Focused on User Experience of Design Major and Engineering Major- (자동차 라이프스타일을 반영한 전공별 정보 유입에 관한 연구 -디자인 전공자와 공학 전공자의 사용자 경험을 중심으로-)

  • Ahn, Jung-Hyun;Kim, Seung-In
    • Journal of the Korea Convergence Society
    • /
    • v.10 no.7
    • /
    • pp.163-168
    • /
    • 2019
  • The purpose of this study is to find out latent needs of users through the difference of information inflow between design major and engineering major reflecting car lifestyle and to complement them. Although those two relationship deepens due to the development of industrialization, collaboration is still a difficult situation. To find out lifestyle of between those two majors, experiments were carried out quantitatively by conducting in-depth interviews and additionally survey were conducted concurrently. The results showd clearly difference in meaning and value of the automobile. This phenomenon is related to identity. The designers expressed themselves by car, and others differed by using their cars as a means of mobility.

A Study on the User Experience of Gamification Elements in Mobile Commerce in Korea (국내 모바일 커머스 게임화 요소의 사용자 경험 연구)

  • So Young Lee;Seung In Kim
    • Industry Promotion Research
    • /
    • v.9 no.3
    • /
    • pp.155-161
    • /
    • 2024
  • This study investigates user experiences of reward-based mini-games, gamified elements within the domestic mobile commerce sector. Recently, gamification marketing strategies have been actively employed in mobile commerce services to attract customers, increase dwell time, and enhance revisit rates. Conducting research on user experiences of gamified elements, we quantified evaluations of how users perceive these elements within mobile commerce. Using enjoyment, immersion, rewards, value, and utility as criteria, we designed a questionnaire and conducted surveys, followed by 1:1 in-depth interviews with users aged 20 to 40. The experimental results highlight the need for strategies to increase user satisfaction in terms of enjoyment and immersion, as well as the necessity to enhance user experiences related to predictable reward systems and product exploration to facilitate product purchases. It is hoped that this study will provide insights for companies seeking to incorporate gamified elements into their marketing strategies and improve user experiences.

Impact of Tablet Magazine's Quality Factors on Perceived Usefulness, User Satisfaction and Intention to Continued Use (태블릿 매거진의 품질요인이 지각된 유용성, 사용자 만족, 지속적 사용의도에 미치는 영향)

  • Lee, Seungjoon;Kim, Eehwan;Park, Jooseok;Park, Jaehong
    • The Journal of Information Systems
    • /
    • v.24 no.2
    • /
    • pp.117-138
    • /
    • 2015
  • Purpose The number of Tablet PC users has recently increased in steep, which started to offer media companies more opportunities to enter into a new business field. Based on Information System Success model, this study finds that tablet magazine's quality factors influence perceived usefulness, user satisfaction and intention of continuous use. Design/methodology/approach We conducted a survey for 20-40's Tablet PC users. After pilot study, we analyzed the main survey data by using SPSS 18.0 and AMOS 18.0, and employed structural equation modeling to test the hypotheses. Findings Our research results are summarized as follows : First, information quality has a positive impact on user satisfaction, but not on perceived usefulness. Second, service quality has a positive impact on perceived usefulness, but not on user satisfaction. Third, perceived usefulness positively influences user satisfaction. Fourth, user satisfaction positively influences the intention of continuous use. In particular we found that Tablet PC usage experience had a moderating effect on the relationship between perceived usefulness and user satisfaction.

Self-adaptive testing to determine sample size for flash memory solutions

  • Byun, Chul-Hoon;Jeon, Chang-Kyun;Lee, Taek;In, Hoh Peter
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • v.8 no.6
    • /
    • pp.2139-2151
    • /
    • 2014
  • Embedded system testing, especially long-term reliability testing, of flash memory solutions such as embedded multi-media card, secure digital card and solid-state drive involves strategic decision making related to test sample size to achieve high test coverage. The test sample size is the number of flash memory devices used in a test. Earlier, there were physical limitations on the testing period and the number of test devices that could be used. Hence, decisions regarding the sample size depended on the experience of human testers owing to the absence of well-defined standards. Moreover, a lack of understanding of the importance of the sample size resulted in field defects due to unexpected user scenarios. In worst cases, users finally detected these defects after several years. In this paper, we propose that a large number of potential field defects can be detected if an adequately large test sample size is used to target weak features during long-term reliability testing of flash memory solutions. In general, a larger test sample size yields better results. However, owing to the limited availability of physical resources, there is a limit on the test sample size that can be used. In this paper, we address this problem by proposing a self-adaptive reliability testing scheme to decide the sample size for effective long-term reliability testing.

A Study on Aspects of Transmedial Enjoyment of Game Users (게임 사용자의 트랜스미디어적 향유 양상 연구)

  • Ahn, Jin-Kyoung
    • Journal of Convergence for Information Technology
    • /
    • v.11 no.8
    • /
    • pp.119-128
    • /
    • 2021
  • This study defines the integrated game experience of game users that across internal and external media of game as the transmedia enjoyment of game. This study categorizes the cases and analyze features. Game users have four types of transmedial enjoyment. The expansion type is characterized by the user's desire to solve the uncertainty, and the transmission type is characterized by the emergence of alternative play spaces. In the permeation type and the circulation type, it is observed users participate more in the content can be re-contextualized and based on real world knowledge.

A Study of imagification of space laying emphasis on representation (표상성을 중심으로한 공간 이미지화에 관한 연구)

  • Hwang Yong-Seup;Park Chan-Ho
    • Korean Institute of Interior Design Journal
    • /
    • v.14 no.5 s.52
    • /
    • pp.106-113
    • /
    • 2005
  • New images percolate through human consciousness by the media such as movies, TV programs, and brilliant advertisements. These images reproduce new ' things ' throughout the ' semantic processes ' by those who experience and recognize them. Alvin Toffler describes it as the ' information bomb ' and ' image fragments ' in his talk about the new paradigm of information-oriented era. The increasing number of images and their accelerating rate of appearance imply that images become more momentary, and are evidence that they are transforming entire human life and consciousness. Such awareness means a lot to a designer. Especially, the subject that how modern space-dominating images are related to the structure and materials constituting the space and communicate with human mind will be an important factor in establishing the human-space relationship in the future. Furthermore, the present age overspread with various medium is not the only one privileged of the images that exist within space. They are the results of continuous expansion of existing images, and also process of evolution of space powered by the fusion of images and digital media. Imagified space is a boundary layer of Cyberspace, and the space itself becomes an interface by human recognition and participation. Now, the functional classification of spaces such as ' office, ' ' cafe, ' and ' school ' is meaningless. Whatever it may be, the function of a space is defined by the information it interfaces, and therefore it becomes an interface to information through a large number of images. Based on this idea, we will observe the imagificaiton of space in the form of discussion, and from that, try to understand the phenomenon through the real world examples.

Study on the Contexts and Meanings of Adolescents' Addictive Game Play (청소년의 중독적 게임하기 맥락과 의미에 관한 연구)

  • Jeon, Gyongran;Lim, Sohei
    • Journal of Korea Game Society
    • /
    • v.12 no.6
    • /
    • pp.83-94
    • /
    • 2012
  • Employing in-depth interview, this study sought to explore the meaning of game play among those adolescent game addicts. Recent evolution of game text and rapid diffusion of smart media contributed to their addictive game use. Stronger relationship-building with their peer group through game play was also more important for them. In addition, alienation from family, school and society apparently led those adolescents to evaluate the virtual experience to be more valuable and meaningful. Lack of proper parental mediation and intervention from the school authority caused them to spend more time in the virtual world. Without understanding the complex social context surrounding the adolescents, a systematic approach to attenuate the problem of game addiction is hardly attainable.

AI-based Digital Advertising Effects : focus on Customization Advertising and Personalization Advertising (AI기반 디지털 광고효과 연구 : 맞춤화광고와 개인화광고를 중심으로)

  • Chin, HongKun;Kim, MinJung
    • Journal of the Korea Convergence Society
    • /
    • v.12 no.8
    • /
    • pp.115-122
    • /
    • 2021
  • This study attempted to examine how Personalization Advertising and Customization Advertising strategies affect consumers' Aad among AI-based Programmatic Advertising strategies that have been actively conducted recently. To this end, the relationship between two advertising strategies, the transportation, the overall emotional experience that occurs when acting, and Aad was examined structurally. As a result of a survey of 110 general people, Personalization Advertising had a negative influence on consumers' transportation, and the Customization Advertising strategy had a positive influence. In addition, transportation had a positive influence on the Aad. These results suggest the needs to actively induce consumers into Customization advertising situation, rather than the company's mechanical analysis and exposure-oriented advertising strategy.

An Exploratory Study on News Perception of YouTube Current Affairs and Political Channel Users (유튜브 시사정치채널 이용자의 뉴스 관점에 관한 탐색적 연구)

  • Ryu, Yongmin
    • The Journal of the Korea Contents Association
    • /
    • v.21 no.4
    • /
    • pp.628-644
    • /
    • 2021
  • The main purpose of this study is to search for variables that influence the perception of news of YouTube current affairs and political channel users. Existing studies have focused on providing normative criticism by examining the public opinion influence of YouTube channels, which play a role similar to the media, in terms of political polarization, fake news, and confirmation bias. However, this study attempts to examine the changes and meanings of users' perception of news with the advent of YouTube. To this end, an online survey was conducted for users with experience in using YouTube's current affairs and political channels. As a result of the study, it was found that the news perception of YouTube current affairs and political channel users was mixed with the perception of news from the perspective of professional journalism and the perception of newly added news in the digital environment. Based on these results, the researcher examined the implications of the professional news media's response direction to the platform environment.

Ethics-Literacy Curriculum Modeling for Ethical Practice of 5G Information Professionals (5G 정보환경 정보전문가를 위한 윤리 리터러시 교육과정 모형연구)

  • Yoo, Sarah
    • Journal of the Korean BIBLIA Society for library and Information Science
    • /
    • v.33 no.1
    • /
    • pp.139-166
    • /
    • 2022
  • Ethical Issues increase when people engage in smart technological systems such as 5G, IoT, Cloud computing services and AI applications. Range of this research is comparison of various literacy concepts and its ethical issues in considering of 5G features and UX. 86 research papers and reports which have been published within the recent 5 years (2017-2022), relating the research subject, are investigated and analyzed. Two results show that various literacies can be grouped into four areas and that some of common issues among those areas as well as unique issues of each area are identified. Based on the literature analysis, an Operational Definition of Ethics-Literacy is presented and the model of ethics-literacy curriculum supporting ethical behavior of 5G information professionals is developed and suggested.