• 제목/요약/키워드: Internet motivations

검색결과 72건 처리시간 0.022초

e-러닝 사용 선행요인에 대한 3개국 비교연구-한국, 베트남, 싱가폴 (A Comparative Study on the Precedents of E-learning Use of the Internet among S. Korea, Vietnam, and Singapore)

  • 전용진
    • 디지털융복합연구
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    • 제16권6호
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    • pp.1-8
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    • 2018
  • 이 논문의 목적은 첫째 온라인에서 학습활동을 하는 e-러닝 이용자의 사후 태도에 영향을 미치는 선행요인을 파악하고, 어떤 요인들이 사후태도에 주로 영향을 미치는가를 파악하는 것이다. 둘째, 한국, 베트남, 싱가폴의 e-러닝 사용자들을 조사 대상으로 하여 3개국 간에 사회적, 문화적, 지리적 차이에 따라 e-러닝과 관련된 선행요인과 사후태도에 유의한 차이가 있는가를 파악하는 것이다. 이 논문에서는 ANOVA 기법을 사용하여 e-러닝 선행요인에 차이가 있는지 확인했으며, 회귀분석을 통하여 3개 국가별로 어떠한 선행요인이 e-러닝 후행요인에 영향을 주는지 밝히고, 국가간 차이를 확인하였다. 분석결과 국가간에 선행요인에 차이가 있었으며, 각 국가별로 e-러닝 후행요인에 영향을 미치는 선행요인도 차이를 발견할 수 있었다. 발견된 국가별 차이점은 각국의 e-러닝 사업 실무자에게 의미있는 시사점을 제공할 수 있다. 향후 조사대상을 초중고생에까지 확대 연구할 수 있을 것이다.

소셜 네트워크 서비스(SNS) 이용요인간 구조적 관계 : 기술수용모델(TAM)과 플로우(Flow)를 중심으로 (The Structural Relationships Among Factors Affecting the Usage of Social Network Service:Focusing on the Technology Acceptance Model(TAM) and the Flow)

  • 박윤서;김용식
    • 한국IT서비스학회지
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    • 제11권1호
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    • pp.247-272
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    • 2012
  • Social Network Service(SNS) is a kind of advanced Internet service that acts as personal media. This study was intended to find out the structural relationships among factors affecting the usage of social network services by extending the Technology Acceptance Model(TAM). For this purpose, the variable 'Flow' was first integrated into the TAM in order to understand the internal motivations of users. And then the external factors of SNS usage were derived from the perspective of users, contents, and media side of SNS, and finally the dependent variable was set with the intention of sustainable use. Then these factors were carefully integrated into a structural model. We expect the findings of this study will be very helpful for the internet marketing professionals, SNS developers, and the others.

News Avoidance during the COVID-19 Pandemic : Focusing on China News Users

  • LIYALIN
    • International Journal of Internet, Broadcasting and Communication
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    • 제16권2호
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    • pp.31-42
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    • 2024
  • Today, news avoidance has become an inevitable trend, particularly exacerbated since the outbreak of the COVID-19 pandemic in 2020. To delve deeper into the shifting tendencies of news consumers towards news avoidance and unveil the motivations behind this avoidance, this study recruited 500 Chinese news consumers aged between 20 and 60 years old, employing survey questionnaires as the research method. Through an indepth examination of their news consumption behavior at different stages of the COVID-19 pandemic, we discovered that individuals' risk perceptions and efficacy beliefs significantly influence their patterns of news consumption. Furthermore, we identified negative emotions, information overload, and media distrust as the primary reasons for news avoidance among Chinese news consumers during the COVID-19 crisis. These findings Not only provide crucial insights into understanding the dynamics of news consumption behavior but also offer valuable reference points for the news industry to better fulfill its role and value during crises in the future.

포털 뉴스 이용이 전통 미디어 이용에 미치는 영향에 관한 연구: 대학생 집단을 중심으로 (A Study of the Impact of Portal News Use on Traditional Media: among College Students)

  • 원숙경;김대경;이범수
    • 한국언론정보학보
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    • 제38권
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    • pp.40-72
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    • 2007
  • 본 논문은 포털 뉴스 이용이 전통 미디어 이용에 미치는 영향에 관한 연구이다. 이를 밝히기 위해, 먼저 이용시간 및 이용 동기 차원에서 포털 뉴스가 기존의 전통 뉴스미디어 이용에 미치는 영향 그리고 포털 뉴스와 전통적인 미디어 대체 간의 상관관계를 살펴보았다. 또한, 포털 뉴스 이용 및 전통적 뉴스미디어 이용 감소가 수용자의 이용 동기 및 뉴스 선택과 어떠한 상관관계가 있는지를 연구했다. 상기 문제에 대한 연구 결과, (1) 인터넷 미디어 이용과 텔레비전 뉴스 이용과는 유의미한 부적인 관계로 나타났다. 즉 인터넷 미디어 이용은 텔레비전 이용시간을 감소시킴을 확인할 수 있었다. 한편, 포털 뉴스 이용과 관련해, 신문 이용시간과 유의미한 부적인 관계로 나타났다. 즉 포털 뉴스 이용이 신문 이용시간을 감소시키는 것으로 확인되었다. 그러나 텔레비전 뉴스 이용과는 관련성이 없는 것으로 나타났다. (2) 포털 뉴스의 이용 동기는 편의 및 정보 추구가 가장 높게 나타났다. 포털 뉴스 및 뉴스미디어 이용 증감과 관련해서는, 텔레비전뉴스 이용시간과 포털 뉴스의 편의 및 정보 추구와 흥미 추구는 유의미한 부적인 관계로 나타났다. 이는 텔레비전을 보는 선택하는 동기요인 중, 편의 및 정보 추구와 흥미 추구 부분이 포털 뉴스로 대체되었음을 설명한다. 또한 신문의 이용과 포털 뉴스 이용 동기변인 중 환경감시 요인은 유의미한 정적 관계를 나타내었다. 신문과 포털 뉴스의 환경감시 요인은 서로 상호보완적인 관계임을 설명한다. 이러한 연구 결과를 토대로 할 때, 포털 뉴스의 이용은 미디어 이용 동기에 의해 결정됨을 시사한다.

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전자상거래 고객가치 요인의 한·중 비교 (A Comparison on the Factors Influencing Customer Values in Electronic Commerce between Korea and China)

  • 이현규;한재호
    • 한국정보시스템학회지:정보시스템연구
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    • 제21권4호
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    • pp.155-183
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    • 2012
  • Means-Ends Network model was used to identify factors of means objective(means supplied by vendor) and fundamental objectives(purchasing motivations) for purchasing decision-making structure and dimensions of customer values on purchasers of internet shopping mall in Korea and China. In Means-Ends Network 6 factors(shopping travel, shipping assurance, vendor trust, online payment, product choice, and recommender systems) were found as a means objectives and 3 factors(shopping convenience, internet environment, customer support) as a fundamental objectives of shopping. However the results of hypotheses test for Means-Ends Network show some important differences between two countries. Something important to notice here is that Chinese customers shopping in China recognize shipping assurance factor and vendor trust factor as important factors satisfying all fundamental objectives unlike as in the case of our country. As these two factors are attribution factors responsible to the sellers, it is identified that customers do not trust the sellers and sellers have not met the expectations of customers. Therefore, these results show that the seller efforts assuring the reliability of the seller themselves, such as conducting its own compensation scheme are more important rather than the establishment of the guarantee institution to guarantee reliability and delivery assurance of sellers and implementation of legal and institutional apparatus such as the settlement of e-commerce licence system. Though this study presents such an important marketing implications, it can be pointed out that the limits are this research was done on the general Internet shopping malls without considering the Internet shopping mall types of diversity, the survey was designed around the student samples for convenience of the investigation because it was an international survey and the collected data has been limited to the western coast cities, such as China's Beijing, Shanghai, and Dalian.

A Social Motivation-aware Mobility Model for Mobile Opportunistic Networks

  • Liu, Sen;Wang, Xiaoming;Zhang, Lichen;Li, Peng;Lin, Yaguang;Yang, Yunhui
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제10권8호
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    • pp.3568-3584
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    • 2016
  • In mobile opportunistic networks (MONs), human-carried mobile devices such as PDAs and smartphones, with the capability of short range wireless communications, could form various intermittent contacts due to the mobility of humans, and then could use the contact opportunity to communicate with each other. The dynamic changes of the network topology are closely related to the human mobility patterns. In this paper, we propose a social motivation-aware mobility model for MONs, which explains the basic laws of human mobility from the psychological point of view. We analyze and model social motivations of human mobility mainly in terms of expectancy value theory and affiliation motivation. Furthermore, we introduce a new concept of geographic functional cells, which not only incorporates the influence of geographical constraints on human mobility but also simplifies the complicated configuration of simulation areas. Lastly, we validate our model by simulating three real scenarios and comparing it with reality traces and other synthetic traces. The simulation results show that our model has a better match in the performance evaluation when applying social-based forwarding protocols like BUBBULE.

A Provable One-way Authentication Key Agreement Scheme with User Anonymity for Multi-server Environment

  • Zhu, Hongfeng
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제9권2호
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    • pp.811-829
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    • 2015
  • One-way authenticated key agreement protocols, aiming at solving the problems to establish secure communications over public insecure networks, can achieve one-way authentication of communicating entities for giving a specific user strong anonymity and confidentiality of transmitted data. Public Key Infrastructure can design one-way authenticated key agreement protocols, but it will consume a large amount of computation. Because one-way authenticated key agreement protocols mainly concern on authentication and key agreement, we adopt multi-server architecture to realize these goals. About multi-server architecture, which allow the user to register at the registration center (RC) once and can access all the permitted services provided by the eligible servers. The combination of above-mentioned ideas can lead to a high-practical scheme in the universal client/server architecture. Based on these motivations, the paper firstly proposed a new one-way authenticated key agreement scheme based on multi-server architecture. Compared with the related literatures recently, our proposed scheme can not only own high efficiency and unique functionality, but is also robust to various attacks and achieves perfect forward secrecy. Finally, we give the security proof and the efficiency analysis of our proposed scheme.

유행선도력에 따른 온라인 구전활동 (The Effect of Fashion Leadership on Word of Mouth Communications on the Internet)

  • 신현경;황진숙
    • 한국의류학회지
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    • 제34권8호
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    • pp.1242-1252
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    • 2010
  • This research investigates the effect of fashion leadership on Word of Mouth (WOM) communications on the Internet. This research categorizes consumers into groups by fashion leadership and compares the groups regarding the WOM behavior (degrees of WOM acceptance and delivery as well as the motivations of WOM acceptance and delivery). The subjects of the study were 325 males and females. Major statistical methods used for the study were factor analysis, ANOVA, Scheff$\acute{e}$'s test, and chi-square test. The results categorized consumers into five groups by fashion leadership (dual leaders, fashion innovators, fashion opinion leaders, fashion followers, and fashion laggards). There were significant differences among fashion leadership groups over WOM behavior (acceptance and delivery) and monthly clothing expenditures. Fashion dual leaders had a higher degree of WOM acceptance with motivation of fashion information acquisition and compliance, and they had a higher degree of WOM delivery through motivation of economic compensation, pleasure, and advice. In addition, they had a higher expenditure for clothing products. Fashion innovators had a lower degree of compliance in WOM acceptance. Fashion opinion leaders had a higher degree of WOM delivery through motivation from advice. Fashion followers delivered WOM through motivation of economic compensation and advice. Fashion laggards had a lower degree of WOM acceptance and delivery.

모바일 게임에서 내적동기가 플레이어의 경험에 미치는 영향 분석 (Analysis of the Influence of Intrinsic Motivation on Player Experience in Mobile Games)

  • 풍정위;이홍매;김치용
    • 한국멀티미디어학회논문지
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    • 제25권11호
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    • pp.1591-1600
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    • 2022
  • With the prosperity of Internet, the game industry is occuping an important position in the national economic system. The study on the game industry which has been drawing eyes from researchers is of great significance. Many scholars have done researches on game motivations, but the elements of intrinsic motivation are still in the exploratory stage. This study determines the dimensions of the influencing factors of players 'intrinsic game motivation and their game experience by adopting the method of literature research. A theoretical model is established to explore the influence of intrinsic game motivation on players' game experience. Questionnaires from players of "The Honor of Kings" are collected through the Internet. SPSS 21.0 is utilized to test the model and hypotheses, and finally the results of the data are analysed. It verifies that intrinsic motivation mainly consists of four components: achievement, social interaction, immersion and escapism. By exploring the influence of the four elements on players' experience, it is concluded that the players' immersion and social interaction have a greater positive impact on their game experience. It is indicated that a better game design highlights the storyline of the game and the interaction system is of importance to enable players to gain a better game experience.

PreBAC: a novel Access Control scheme based Proxy Re-Encryption for cloud computing

  • Su, Mang;Wang, Liangchen
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제13권5호
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    • pp.2754-2767
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    • 2019
  • Cloud computing is widely used in information spreading and processing, which has provided a easy and quick way for users to access data and retrieve service. Generally, in order to prevent the leakage of the information, the data in cloud is transferred in the encrypted form. As one of the traditional security technologies, access control is an important part for cloud security. However, the current access control schemes are not suitable for cloud, thus, it is a vital problem to design an access control scheme which should take account of complex factors to satisfy the various requirements for cipher text protection. We present a novel access control scheme based on proxy re-encryption(PRE) technology (PreBAC) for cipher text. It will suitable for the protection of data confidently and information privacy. At first, We will give the motivations and related works, and then specify system model for our scheme. Secondly, the algorithms are given and security of our scheme is proved. Finally, the comparisons between other schemes are made to show the advantages of PreBAC.