• Title/Summary/Keyword: Online Presence

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A Study on the Influence of the Flow by the Presence and Satisfaction Factors - Focused on Online Game - (실재감요인과 만족감요인이 몰입에 미치는 영향에 관한 연구 - 온라인게임을 중심으로 -)

  • Jo, Jin-Wan;Lee, Jong-Ho
    • Proceedings of the Korea Database Society Conference
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    • 2008.05a
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    • pp.87-106
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    • 2008
  • This study identified the properties of online game, and analyzed existing studies on the impact of the properties of online game on flow. As a result, graphics, sounds, scenarios, game speed, manipulability, and item difficulty were identified as properties of online game, which were influential factors to flow. As a result, the hypotheses on scenarios, game speed, and item difficulty were adopted as significantly influential factors to flow, Attribute of online game. Meanwhile, the hypotheses on graphics, sounds, and manipulability, which were expected to significantly impact flow, were rejected.

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Developing a Social Presence Scale for Measuring Students' Involvement during e-Learning Process

  • KANG, Myunghee;CHOI, Hyungshin
    • Educational Technology International
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    • v.9 no.2
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    • pp.1-15
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    • 2008
  • One of the challenges that online learners face is feeling of isolation and diminishing desire of maintaining active participation during e-learning. Social presence, that is considered to be a vital factor in e-learning, is recently started to receive a support from the field. Although research indicated a significant role of social presence in both learning process and learning outcome, there is no widely accepted measurement scale of social presence. This study, therefore, developed a new scale to measure social presence based on the existing theories and validated it against 723 participants. Nineteen self-report items with three dimensions, co-presence, influence, and cohesiveness, were identified and validated using Exploratory Factor Analysis (EFA) in a preliminary and a follow-up study.

A Research on the University Students's Perception on the Learning Presence, Learning Immersion, and Learning Environment under the Non-face-to-face Lecture Circumstance - Focusing on Students from Department of Flight Operation - (비대면 강의 상황에서 대학생들의 학습실재감, 학습 몰입 및 학습 환경에 대한 인식 연구 - 항공운항학과 학생들을 중심으로 -)

  • Lee, Sujeong;Choi, Jincook
    • Journal of the Korean Society for Aviation and Aeronautics
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    • v.30 no.3
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    • pp.1-9
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    • 2022
  • In this study we conducted a research regarding the effect on learning immersion and perception of the learning environment by learning presence of students in the Department of aeronautical science and flight operation in the context of non-face-to-face lectures caused by COVID-19. The relationship between learning presence (cognitive presence, emotional presence, and social presence) and learning commitment showed a high correlation. The learning immersion was also found to increase when cognitive presence, emotional presence, and social presence increased in multiple regression analysis to find out the effects of cognitive presence, emotional presence, and social presence, which are sub-factors of learning presence. The advantage of non-face-to-face classes was to be the ease of learning, and the disadvantage of non-face-to-face classes was the most difficulty of the learning process in the content analysis of the non-face-to-face class environment.

Identifying Factors Affecting Chatbot Use Intention of Online Shopping Mall Users (온라인 쇼핑몰 챗봇 사용자의 활용의도에 영향을 미치는 요인에 대한 실증 연구)

  • Kim, Taeha;Cha, Hoon S.;Park, Chanhi;Wi, Jong Hyun
    • Knowledge Management Research
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    • v.21 no.4
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    • pp.211-225
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    • 2020
  • We investigate factors affecting chatbot use intention of online shopping mall users. We identify theoretical foundations from the literature and postulate that accuracy, personalization level, intelligence, intimacy, social presence, and piracy concern should affect intention to use more or negative intention to use. Based on 300 responses from online shopping mall chatbot users in Korea, we run the statistical analysis to assure the reliability and validity of the measurements. From the multiple regression analysis, we find that personalization level, intelligence, social presence, and privacy concerns significantly affect intention to use more. In contrast, we find that accuracy and privacy concerns significantly affect negative intention to use. This work will present pragmatic implications upon the design and management of chatbot in order to not only incent customers to use more but reduce factors that may cause negative use intention. Among functional factors, personalization and intelligence increases the intention to use more while accuracy decreases negative intention to use. Among emotional factors such as intimacy and social presence, we find that only social presence significantly increases intention to use more. Privacy concerns is found to decrease intention to use and increase negative intention to use.

A Study on the Influence of the Presence and Transportation on Emotional Response and Satisfaction from Seeing a Musical (뮤지컬 관람 경험의 실재감과 전송이 감정반응 및 만족도에 미치는 영향)

  • Kim, Ji-Soo;Jun, Jong-Woo
    • The Journal of the Korea Contents Association
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    • v.22 no.6
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    • pp.223-237
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    • 2022
  • The purpose of this study is to examine the influence of the presence and transportation of the experience of seeing a musical upon satisfaction and verify the mediating effect of emotional responses. For this study, the researcher surveyed the audiences of a musical and analyzed the response from 339 participants. The data were analyzed using SPSS 23.0 and AMOS 23.0 programs. The findings of this study are as follows; First, the presence and transportation of the experience of seeing a musical had a significant impact on emotional responses. Second, the presence and transportation in the experience of seeing a musical had a significant impact on satisfaction. Third, the emotional responses to the musical had a significant impact on satisfaction. Fourth, emotional responses were shown to have a mediating effect in the relationship between the presence and transportation of the experience and the satisfaction with it. As the share of online performances in performing art industries is increasing and the paradigm of seeing a performance is changing, this study implies that it provided a set of basic data for the industry and producers of such events, who are now seeking a new profit model through not only in-person events but also online performances in the future.

The Effect of the Products' Review on Consumers' Response

  • Feng, Zhou
    • The Journal of Industrial Distribution & Business
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    • v.7 no.2
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    • pp.13-20
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    • 2016
  • Purpose - The purpose of this research is to discover whether the presence of the product average rating introduces biases or change the way people perceive information. We posit that review's overall rating has a predisposition effect on consumers' perception towards detailed review information. Research design, data, and methodology - To test these hypotheses, we conducted an empirical study on a real-world setting of online shopping platform. We choose the Amazon website to test our results. The data we use were collected by the Stanford Network Analysis Project1 (McAuley et al., 2013). Results - With a dataset containing reviews of seven product categories from amazon.com., our findings could possess more generalizability as they are produced on the typical and influential online market. Second, as our research provides alternative views of consumers' shopping behavior, it is better to test our hypotheses by data from the same source. Conclusions - Our study reveals the impact of the collective rating presence on consumers' diagnosticity perception and sheds light upon some of the conflictive results in prior studies. Our research generates implications to both theories and business practices, and suggests future directions for the research question.

Antecedents and Consequences of Perceived Fairness of Assessment in an Online Class (비대면 수업의 성적평가에 대한 지각된 공정성의 선행요인 및 결과요인)

  • Sungmi Lee;Hee Sang Cha
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.3
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    • pp.385-390
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    • 2023
  • The purpose of this study is to identify the antecedents and consequences of perceived fairness of assessment in an online class, such as Google classroom. Based on an extensive literature review, a research model and research questions were designed. We found that the perceived interactivity of contents and social presence were found to be antecedents of perceived fairness of assessment. Further, perceived fairness of assessment was found to have a substantial influence on class satisfaction and achievement.

Engineering College Students' Experience of Online Discussion Activities Using the Visual Dashboards (공과대학 학생들의 시각적 대시보드를 활용한 온라인 토론활동 경험)

  • Jin, Sung-Hee;Yoo, Mina;Kim, Tae-Hyun;Kim, Seong-Eun;Yi, Hyunbean;Choi, Haknam
    • Journal of Engineering Education Research
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    • v.24 no.1
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    • pp.24-33
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    • 2021
  • As online learning continues to be extended, many engineering colleges are engaged in online learning activities. One of the core competencies required of engineering students in a knowledge-convergence society is communication skills. Online discussion activities are frequently used in educational field to improve communication skills. Efforts are being made to provide visual dashboards in online discussion activity systems to more effectively support online discussion activities. However there is less qualitative studies on students' experience in discussion activities. The purpose of this study is to explore the experience of engineering students participating in discussion activities using online discussion systems and visual dashboards. We interviewed 15 students who participated in online discussion activities to achieve their research objectives about their experience in utilizing the online discussion system, their perception of visual dashboards, and their experience in discussion activities. As a result of the study, students' perception of the use of the online discussion activity system, the visual dashboard, and the perception of a sense of social presence were understood. To be more effective in providing tool support, such as discussion activity systems and visual dashboards in online discussion activities, instructors need to understand the nature of learners' online discussion activities.

An Exploratory Study for Investigating Relationship between Players′ Intention to Play, Flow and Interactivity in On-line Games (온라인 게임의 향후 이용의도, 플로우, 상호작용성에 관한 실증적 연구)

  • 엄명용;김태웅
    • Journal of Technology Innovation
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    • v.12 no.1
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    • pp.241-269
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    • 2004
  • Online game business has emerged as the most lucrative entertainment industry, with over 10 million players in South Korea. The popularity of online games can be attributed to the availability of broadband network and the presence of numerous PC Bangs and around the country, which have pushed online games into the mainstream entertainment culture. The age distribution of online game players is expanding and a variety of new games are under development to target certain age groups. While the interactive entertainment market continues to expand, with many new online game publishers entering the market, relatively little is known about which factors influence online game players' behavioral intentions to play continuously n this area. It appears that in this extremely attractive and growing services segment, academics, as well as practitioners, would benefit from investigating the relationships among the players' intentions to play, flow, and the impacts of several other key game-related constructs n consumer behavioral intentions. Several types of interaction in on-line games and their relationship with the flow construct are investigated, and the resulting conceptual model is proposed. Based on data collected from online questionnaire survey, the validity of the simultaneous equation model has been tested and interesting conclusions have been developed concerning the relationships between the players' behavioral intentions to play, flow, and interactions. Other interesting results concerning game development strategy are also provided.

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Are Online and Offline Delinquency Mutually Exclusive? Blurred Boundaries between Cyber Space and the Real-World

  • Ko, Nayoung;Hong, Myeonggi;Hwang, Jeeseon;Chang, Jeonghyeon;Hwang, EuiGab
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.15 no.8
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    • pp.3048-3067
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    • 2021
  • This study examines the similarities and differences between the causes of juvenile delinquency in online and offline environments and in personal characteristics. The study utilizes data from the '2014 Survey on Juvenile Victimization in Korea'. The population of this survey is students attending middle and high schools across the country. While this paper is based on the Self-Control theory, opportunity factors based on the Routine Activity theory and the Situational Action theory are also applied. Results show that the causes of offline delinquency are low self-control, routine activity and frequent gaming and SNS use. The causes of online delinquency are high self-control, existence of communication with unknown persons and the spectrum of personal information online. The common element of offline and online delinquency was the presence of delinquent peers. These results show that while online and offline delinquency cannot be explained with the same methodology, at the same time they are not mutually exclusive.