• Title/Summary/Keyword: Intension to Use

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A Study on the 'Re-appearance of Picturing ' in the On-Line Community (온라인 커뮤니티에서의 픽처링 재현에 관한 연구)

  • Son, Keum-Sun;Yoon, Jun-Sung
    • 한국HCI학회:학술대회논문집
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    • 2007.02b
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    • pp.737-742
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    • 2007
  • The concept of 'Picturing' is beyond the 'Illusion' of traditional art in the Digital Media era. It is a 'Suffering' of the 'Re-appearance' that is masquerade the 'Actual' as a 'Digital Apparition.' This study aims to concern the point of view on the above subject; the 'Picturing' through the analysis of communication problems in the digital era. To begin with, need to define the concept of 'Picturing' and how it is expected to have a role through the accessibility of medium use, intervention by body and images. Also, I suggest a new approach to 'Picturing' as a new mutual communication method. Body, Digital media, and Image. These three principles of 'Picturing' create huge benefits to our world/nature whether we want it or not. It seems to become more and more of powerful self-replicating organism. We have to be aware what sort of images are surrounding us and how transmitting it to where in/on our body via newest sophisticated media we use. 'Picturing' is an invasion of ordinary, no longer exists pleasure for body, no longer speaks intension of its next destination. It strongly self-grows and also controls us in the name of Digital media era. However, 'Picturing' is a mode of re-imaging activity and also suggestion of re-appearance practice.

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The Effects of Virtual Reality Advertisement on Consumer's Intention to Purchase: Focused on Rational and Emotional Responses (가상현실(Virtual Reality) 광고가 소비자 구매의도에 미치는 영향: 이성적인 반응과 감성적인 반응의 통합)

  • Cha, Jae-Yol;Im, Kun-Shin
    • Asia pacific journal of information systems
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    • v.19 no.4
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    • pp.101-124
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    • 2009
  • According to Wikipedia, virtual reality (VR) is defined as a technology that allows a user to interact with a computer-simulated environment. Due to a rapid growth in information technology (IT), the cost of virtual reality has been decreasing while the utility of virtual reality advertisements has dramatically increased. Nevertheless, only a few studies have investigated the effects of virtual reality advertisement on consumer behaviors. Therefore, the objective of this study is to empirically examine the effects of virtual reality advertisement. Compared to traditional online advertisements, virtual reality advertisement enables consumers to experience products realistically over the Internet by providing high media richness, interactivity, and telepresence (Suh and Lee, 2005). Advertisements with high media richness facilitate consumers' understanding of advertised products by providing them with a large amount and a high variety of information on the products. Interactivity also provides consumers with a high level of control over the computer-simulated environment in terms of their abilities to adjust the information according to their individual interests and concerns and to be active rather than passive in their engagement with the information (Pimentel and Teixera, 1994). Through high media richness and interactivity, virtual reality advertisements can generate compelling feelings of "telepresence" (Suh and Lee, 2005). Telepresence is a sense of being there in an environment by means of a communication medium (Steuer, 1992). Virtual reality advertisements enable consumers to create a perceptual illusion of being present and highly engaged in a simulated environment, while they are in reality physically present in another place (Biocca, 1997). Based on the characteristics of virtual reality advertisements, a research model has been proposed to explain consumer responses to the virtual reality advertisements. The proposed model includes two dimensions of consumer responses. One dimension is consumers' rational response, which is based on the Information Processing Theory. Based on the Information Processing Theory, product knowledge and perceived risk are selected as antecedents of intention to purchase. The other dimension is emotional response of consumers, which is based on the Attitude-Structure Theory. Based on the Attitude-Structure Theory, arousal, flow, and positive affect are selected as antecedents of intention to purchase. Because it has been criticized to have investigated only one of the two dimensions of consumer response in prior studies, our research model has been built so as to incorporate both dimensions. Based on the Attitude-Structure Theory, we hypothesized the path of consumers' emotional responses to a virtual reality advertisement: (H1) Arousal by the virtual reality advertisement increases flow; (H2) Flow increases positive affect; and (H3) Positive affect increases intension to purchase. In addition, we hypothesized the path of consumers' rational responses to the virtual reality advertisement based on the Information Processing Theory: (H4) Increased product knowledge through the virtual reality advertisement decreases perceived risk; and (H5) Perceived risk decreases intension to purchase. Based on literature of flow, we additionally hypothesized the relationship between flow and product knowledge: (H6) Flow increases product knowledge. To test the hypotheses, we conducted a free simulation experiment [Fromkin and Streufert, 1976] with 300 people. Subjects were asked to use the virtual reality advertisement of a cellular phone on the Internet and then answer questions about the variables. To check whether subjects fully experienced the virtual reality advertisement, they were asked to answer a quiz about the virtual reality advertisement itself. Responses of 26 subjects were dropped because of their incomplete answers. Responses of 274 subjects were used to test the hypotheses. It was found that all of six hypotheses are accepted. In addition, we found that consumers' emotional response has stronger impact on their intention to purchase than their rational response does. This study sheds much light into practical implications for both IS researchers and managers. First of all, while most of previous research has analyzed only one of the customers' rational and emotional responses, we theoretically incorporated and empirically examined both of the two sides. Second, we empirically showed that mediators such as arousal, flow, positive affect, product knowledge, and perceived risk play an important role between virtual reality advertisement and customer's intention to purchase. In addition, the findings of this study can provide a basis of practical strategies for managers. It was found that consumers' emotional response is stronger than their rational response. This result indicates that advertisements using virtual reality should focus on the emotional side, and that virtual reality can be served as an appropriate advertisement tool for fancy products that require their online advertisements to give an impetus to customers' emotion. Finally, even if this study examined the effects of virtual reality advertisement of cellular phone, its findings could be applied to other products that are suited for virtual experience. However, this research has some limitations. We were unable to control different kinds of consumers and different attributes of products on consumers' intention to purchase. It is, therefore, deemed important for future research to control the consumer and product types for more reliable results. In addition to the consumer and product attributes, other variables could affect consumers' intention to purchase. Thus, the future research needs to find ways t control other variables.

Factors Influencing Users' Intension to Play Mobile Games: A Combination of Game-Contents Traits and Mobile Handset's Capabilities into the Technology Acceptance Model (게임 콘텐츠 특성과 단말기 요인을 고려한 모바일게임 사용의도의 영향요인에 관한 연구)

  • Han, Kwang-Hyun;Kim, Tae-Ung
    • Information Systems Review
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    • v.7 no.2
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    • pp.41-59
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    • 2005
  • Mobile games have emerged as the most innovative entertainment technology adding new revenue streams, taking advantage of the potential of wireless consumer applications and service offerings. Mobile games, like any other types of computer game, offer a unique value for users in providing an exciting digital experience in virtual worlds. Players can become empowered through the development of new characters and strategies within games to achieve rewarding successes against the computers and other players. In this paper, we attempt to investigate the factors influencing the usage and acceptance of the mobile games in Korea, based on the extended version of the Technology Acceptance Model(TAM). Based on data collected from survey, we show that perceived usefulness is the major determinant for users to play mobile games. Two factors, including perceived enjoyment and self-expressiveness, are empirically shown to determine perceived usefulness. In addition, perceived ease of use, rewards, operational quality of device, and design/story have been showed to significantly and directly affect perceived enjoyment. It was also confirmed that self-efficacy and operational quality of device are the antecedents of perceived ease of use. Based upon the statistical results, some useful guidelines for game development and market penetration strategies are also provided.

The Effect of an Emotional Factor on User Experience with Smartphone Unlocking Process (스마트 폰 잠금 해제 과정에서의 감성적 UX 요소가 전반적 기기 사용 경험과 향후 사용 의도에 미치는 영향)

  • Lee, Sunhwa;Shin, Youngsoo;Im, Chaerin;Beak, Hannah;Lee, Sungho;Kim, Jinwoo
    • Science of Emotion and Sensibility
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    • v.17 no.4
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    • pp.79-88
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    • 2014
  • Smart-phones have become a vital part of our lives, paying a bill online, shopping using applications, using email and office applications. Therefore, the risk of the leakage of personal informations and the misuse of them becomes high, for the cost of loosing smart-phone. Many types of smart-phone security features such as password, slide-lock, and pattern lock have been introduced. However, those security locks make users not to easily access and use a smart-phone. There is tradeoff between security on one hand, and usability and cost on the other. This paper propose Self-Concealment to solve the tradeoff problem and demonstrate the effect through the experiment. In sum, Self-Concealment lowers smart-phone experience; however increases smart-phone use intension. This paper has implication for proposing new User Experience (UX) construct to resolve the trade-off between security and usability.

Analysis of the Degree in Demand for Diverse Cultivation Species by Current Status of Allotment Garden Participants (주말농원 참여자의 현황 및 재배작목 다양화에 대한 요구도 분석)

  • Kim, Young;Kim, Eun-Ja;Rhee, Sang-Young;Lee, Seung-Joo
    • The Korean Journal of Community Living Science
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    • v.19 no.4
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    • pp.659-672
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    • 2008
  • There is a need to develop diverse cultivation species with reference to the favorites and farming experiences of allotment garden participants, in addition to the crops being cultivated in the gardens. In this study, therefore, a survey on the status of cultivation and the demand for herb crops for the garden participants was conducted. Current trend of the programmes related to allotment garden for city dwellers, executed by various relevant organizations was analyzed. A questionnaire was accomplished by adult participants experiencing farming in allotments. Likewise, interview with farm proprietors was conducted. The results showed that the number of crop species cultivated in allotments was about ten species. The purchase of seeds and nursery plants was mainly dependent on the farmland proprietors. The selection of the crops was made by both wife and husband. The status of herb utilization indicated that 5.7% of participants were cultivating or had cultivated herb plants. Sixty-two percent of participants were not cultivating herb plants because they did not know how. The purposes of using herbs were for medicine and beauty (22.0%), for spices (22.0%) and for enjoyment (29.0%). Thirty-four percent (34.0%) of participants were interested or would like to use the herbs in the future for medicine and beauty, 39.0% for spices and 31.7% for enjoyment. It is expected that the demand for herbs would increase. Also, 78.3% of participants had the intension or had taken into consideration to cultivate the herb plants, if the farmland proprietors would provide the plants. And, they had interest in planting, management and post harvest utilization and if a reference material would be provided as well. An approach to plant new crops might be possible to those who have more than four years of farming experience and possess relatively high level of cultivation techniques. In conclusion, the favorable crop cultivation strategy corresponding to the participants' abilities; and rental process were essential for the sustainable operation of allotment gardens and expanded number of participants. Moreover, there is a need to pay attention to the city dwellers who have a lot of farming experiences in allotment gardens to maintain agriculture and rural community. This is so, because they are interested in agriculture and rural community and most of them replied that they had intentions to move to rural areas in the future.

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Exchange Rate Changes Cause Conflicting Effects on Improving the Quality and Increasing Market Share of Eco-friendly Vehicles (환율 변화의 친환경 자동차 품질 향상과 시장점유율 확대에 대한 상충효과)

  • Seo, Cheong-Seog
    • Environmental and Resource Economics Review
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    • v.29 no.3
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    • pp.313-333
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    • 2020
  • This paper shows that when the exchange rate changes, there are conflicting effects on improving the quality and increasing market share of eco-friendly vehicles. In a vertically differentiated duopoly model consisting of high quality clean cars and low quality internal combustion engine cars, I set up a two-stage noncooperative game under perfect information that the quality levels and the prices of the cars are competitively determined. The vehicles are assumed to be produced in countries that use distinct currencies. When the exchange rate of the country that produces low quality cars rises, the producer prefers to intensify competition due to the relatively lowed cost, and the incentive for quality improvement arises from the intension of attempting to reduce the degree of differentiation of quality level. At this time, the clean car manufacturing firm tries to avoid competition due to weakened competitiveness, and increases the quality level to expand quality differentiation. However, in this case, the market share of eco-friendly vehicles shrinks. On the other hand, if the exchange rate changes in the opposite direction, the market share of eco-friendly vehicles is expected to increase, but the quality of both cars are deteriorated, causing a conflict effect.

Work Experience of Irregular Clinical Research Nurses (비정규직 임상연구 간호사의 근무경험)

  • Kim, Hae-Ok
    • Journal of Digital Contents Society
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    • v.16 no.4
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    • pp.623-634
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    • 2015
  • This research aims to perform an in-depth investigation about meanings and essence of working as clinical research nurses in local general hospitals. In order to interpret and reveal the meanings of role experience, data were collected from objects of 7 participants for 3 months. Data were analyzed by ethnographic research tools of Spradley. Themes conducted from this study were 'new experience about social learning process' and 'joys and sorrows through study participants ', 'lack of specialized learning course in nursing curriculums' and 'roles of general research planner', 'one's own work space' and 'proactive work environment that is relaxing and filled with consideration for others', 'hardship of being temporary employees. Clinical research nurses have experienced expansion of roles through new social learning processes. Conclusively, this study will provide useful basic data to develop new curriculum about clinical research nursing for nursing students and to improve working conditions for clinical research nurses.e purpose of this study is to design and implement a sign language dictionary for the deaf to understand information communication terminologies. When the deafs who have difficulties in communication use the internet, they can get help from this dictionary in accessing various types of information and expressing their intension. In order for the deaf to utilize the internet as efficiently as ordinary people, they must understand information communication terminologies first.

A Study on Public Interest of Smart Media and Online Service Policy of Public Broadcasting Stations (공영방송의 스마트 미디어 및 인터넷 정책의 공익성에 관한 연구)

  • Choi, Min-Jae
    • Korean journal of communication and information
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    • v.64
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    • pp.31-58
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    • 2013
  • With the expansion of digital media platform, there has been a new conceptualization about public function of public broadcasting in and around European countries. Although there are differences between countries, Universal Access including smart and Internet media has been emphasized in Britain and France. However, there is lack of public discussion on service strategy of Internet and smart media platform when public function of public broadcasting is discussed. Therefore, this study tried to investigate not only the public function of public broadcasting in the field of Internet and smart media through audience research but also how the national public broadcasting stations ensure public interest and competitiveness in the field of Internet and smart media platform. The results suggested that smart phone users evaluated real-time broadcasting and VOD are the most important services among the public functions which public broadcasting stations have to persue. Futhermore, the users showed high intension to use when the free real-time broadcasting service is offered. Therefore, public broadcasting stations have to improve the social recognition on necessity and public interest of public broadcasting stations through the free real-time broadcasting services on Internet and smart media platform. And policies which can ensure competitiveness in the era of digital media are needed to become important broadcasting institute.

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Effects of Reusing and the Recommendation Depending on the Satisfaction Rate of Coffee Shop Service Quality (커피전문점 서비스품질 만족이 재 이용 및 추천의도에 미치는 영향)

  • Kwon, Dong-Keug
    • The Journal of the Korea Contents Association
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    • v.11 no.5
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    • pp.449-465
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    • 2011
  • The purpose was to contribute substantially in terms of marketing strategic planning and implementation of coffee shops. Additionally, the target was set as the favorite coffee shops on the basis of the young people. Through the IPA Matrix, subdividion variable was derived and by using the variables in each quadrant, tested the variables that have significant effect on satisfaction, reuse, and recommendation intentions. The study results showed that there was a significant difference in the importance performance (IPA) difference analysis of coffee shop service quality elements and this proved that empirically, the expectations were different. Additionally, it was evident that there were statistically significant and not statistically significant elements in the relationship between service quality element and the overall satisfaction rate in each elements shown in the IPA. Through this, it was possible to provide the information on what service quality elements to focus and distribute. It was possible to understand that the ultimate goal should be satisfaction since the overall satisfaction positively affects the reuse and intention of recommendation and it was possible to re-confirm the previous studies which stated that overall satisfaction, reuse, and recommendation intentions have a positive influence.

The Effects of Intention Inferences on Scarcity Effect: Moderating Effect of Scarcity Type, Scarcity Depth (소비자의 기업의도 추론이 희소성 효과에 미치는 영향: 수량한정 유형과 폭의 조절효과)

  • Park, Jong-Chul;Na, June-Hee
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.4
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    • pp.195-215
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    • 2008
  • The scarcity is pervasive aspect of human life and is a fundamental precondition of economic behavior of consumers. Also, the effect of scarcity message is a power social influence principle used by marketers to increase the subjective desirability of products. Because valuable objects are often scare, consumers tend to infer the scarce objects are valuable. Marketers often do base promotional appeals on the principle of scarcity to increase the subjective desirability their products among consumers. Specially, advertisers and retailers often promote their products using restrictions. These restriction act to constraint consumers' ability th take advantage of the promotion and can assume several forms. For example, some promotions are advertised as limited time offers, while others limit the quantity that can be bought at the deal price by employing the statements such as 'limit one per consumer,' 'limit 5 per customer,' 'limited products for special commemoration celebration,' Some retailers use statements extensively. A recent weekly flyer by a prominent retailer limited purchase quantities on 50% of the specials advertised on front page. When consumers saw these phrase, they often infer value from the product that has limited availability or is promoted as being scarce. But, the past researchers explored a direct relationship between the purchase quantity and time limit on deal purchase intention. They also don't explored that all restriction message are not created equal. Namely, we thought that different restrictions signal deal value in different ways or different mechanism. Consumers appear to perceive that time limits are used to attract consumers to the brand, while quantity limits are necessary to reduce stockpiling. This suggests other possible differences across restrictions. For example, quantity limits could imply product quality (i.e., this product at this price is so good that purchases must be limited). In contrast, purchase preconditions force the consumer to spend a certain amount to qualify for the deal, which suggests that inferences about the absolute quality of the promoted item would decline from purchase limits (highest quality) to time limits to purchase preconditions (lowest quality). This might be expected to be particularly true for unfamiliar brands. However, a critical but elusive issue in scarcity message research is the impacts of a inferred motives on the promoted scarcity message. The past researchers not explored possibility of inferred motives on the scarcity message context. Despite various type to the quantity limits message, they didn't separated scarcity message among the quantity limits. Therefore, we apply a stricter definition of scarcity message(i.e. quantity limits) and consider scarcity message type(general scarcity message vs. special scarcity message), scarcity depth(high vs. low). The purpose of this study is to examine the effect of the scarcity message on the consumer's purchase intension. Specifically, we investigate the effect of general versus special scarcity messages on the consumer's purchase intention using the level of the scarcity depth as moderators. In other words, we postulates that the scarcity message type and scarcity depth play an essential moderating role in the relationship between the inferred motives and purchase intention. In other worlds, different from the past studies, we examine the interplay between the perceived motives and scarcity type, and between the perceived motives and scarcity depth. Both of these constructs have been examined in isolation, but a key question is whether they interact to produce an effect in reaction to the scarcity message type or scarcity depth increase. The perceived motive Inference behind the scarcity message will have important impact on consumers' reactions to the degree of scarcity depth increase. In relation ti this general question, we investigate the following specific issues. First, does consumers' inferred motives weaken the positive relationship between the scarcity depth decrease and the consumers' purchase intention, and if so, how much does it attenuate this relationship? Second, we examine the interplay between the scarcity message type and the consumers' purchase intention in the context of the scarcity depth decrease. Third, we study whether scarcity message type and scarcity depth directly affect the consumers' purchase intention. For the answer of these questions, this research is composed of 2(intention inference: existence vs. nonexistence)${\times}2$(scarcity type: special vs. general)${\times}2$(scarcity depth: high vs. low) between subject designs. The results are summarized as follows. First, intention inference(inferred motive) is not significant on scarcity effect in case of special scarcity message. However, nonexistence of intention inference is more effective than existence of intention inference on purchase intention in case of general scarcity. Second, intention inference(inferred motive) is not significant on scarcity effect in case of low scarcity. However, nonexistence of intention inference is more effective than existence of intention inference on purchase intention in case of high scarcity. The results of this study will help managers to understand the relative importance among the type of the scarcity message and to make decisions in using their scarcity message. Finally, this article have several contribution. First, we have shown that restrictions server to activates a mental resource that is used to render a judgment regarding a promoted product. In the absence of other information, this resource appears to read to an inference of value. In the presence of other value related cue, however, either database(i.e., scarcity depth: high vs. low) or conceptual base(i.e.,, scarcity type special vs. general), the resource is used in conjunction with the other cues as a basis for judgment, leading to different effects across levels of these other value-related cues. Second, our results suggest that a restriction can affect consumer behavior through four possible routes: 1) the affective route, through making consumers feel irritated, 2) the cognitive making route, through making consumers infer motivation or attribution about promoted scarcity message, and 3) the economic route, through making the consumer lose an opportunity to stockpile at a low scarcity depth, or forcing him her to making additional purchases, lastly 4) informative route, through changing what consumer believe about the transaction. Third, as a note already, this results suggest that we should consider consumers' inferences of motives or attributions for the scarcity dept level and cognitive resources available in order to have a complete understanding the effects of quantity restriction message.

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