• Title/Summary/Keyword: Online Services

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An Empirical Study of the Piracy Behavior on Digital Content (디지털콘텐츠 불법복제 행동에 관한 연구)

  • Zhang, Xiang-Lan;Shim, Min-Woo;Gim, Gwang-Yong
    • Journal of Information Technology Services
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    • v.9 no.4
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    • pp.37-55
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    • 2010
  • Digital content piracy has been shown to be an emerging societal problem, However, Studies on digital content piracy are very limited. In this paper, we try to find whether Theory of Planned Behavior(TPB) can explain the online digital content piracy in China. In addition to the finding of TPB's usefulness, We also examine the cross-cultural differences between Korea and China in behavior towards online digital content piracy. we argue that cultural factors moderate the strength of the relationships in the TPB model in online digital content piracy. we use a theoretical model of behavior based on the framework of the TPB( Theory of Planned Behavior) and Hofstede's national cultural dimensions. Our results indicate that the general TPB(Theory of Planned Behavior) model of software piracy is broadly applicable to digital content piracy in China. Our findings also show that most of the hypothesized moderating effects of national cultural factors were found to be significant.

The Effect of Online Community's Interactivity, Reward, Commitment and Loyalty on Purchase Intention in Portal Sites (포털사이트에서 온라인 커뮤니티의 상호작용성, 보상, 몰입과 충성도가 구매의도에 미치는 영향)

  • Ahn, Tae-Youn;Kim, Jong-Uk
    • Journal of Information Technology Services
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    • v.5 no.3
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    • pp.25-43
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    • 2006
  • This research studied the interactions of online communities, reward, commitment and loyalty to purchase intention in portal sites based on relevant theories. Data were collected from the users who had purchase experiences in potal sites to analyze the effects of interactions and loyalty. An empirical analysis regarding the hypothesized structural equation model was performed using SPSS 10.0 and PLS Graph 3.0. As the result, the interactivity of communities was found significant to commitment and loyalty, the reward of community was shown to significantly influence commitment, but not loyalty. And the commitment and loyalty of community were shown to have much effects on purchase intention. Finally, trust on portal sites were found to have an interaction effect on purchase intention.

A Comparative Study on the Mutual Influence between Institutional Mechanisms and Trust in Online Platform Environment (온라인 플랫폼 환경에서 제도적 메커니즘과 신뢰 간 상호 영향에 관한 비교 연구)

  • YoonHo Roh;Yeong-Hyeon Hwang
    • Journal of Information Technology Services
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    • v.23 no.2
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    • pp.83-97
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    • 2024
  • This study was conducted to examine the effect of institutional mechanisms on customers' trust and continuous purchase intention in open market platforms, The research frame was expanded by setting institutional situations into positive and negative areas in order to examine the relationship between institutional mechanisms and trust in multiple dimensions. The results of this study confirmed that the feedback system, dispute resolution, and intermediary trust factors affect trust in positive areas, and dispute resolution, information security, and intermediary trust affect buyer trust in negative areas. For the relationship between trust and repurchase intention, it was confirmed that if the institutional situation is positive, trust leads to repurchase intention, and in negative areas, trust does not lead to repurchase intention. The results of this study show that institutional mechanisms are a key factor in building trust in online platforms according to institutional circumstances and play a role in offsetting trust in platforms in negative areas.

Online Readers' Advisory Services for Adult Patrons: Analysis on American Public Libraries' Service Cases (성인 이용자를 위한 온라인 독서지원서비스에 관한 연구 - 미국 공공도서관 사례를 중심으로 -)

  • Choi, Sang-Hee
    • Journal of Korean Library and Information Science Society
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    • v.40 no.4
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    • pp.61-80
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    • 2009
  • Readers' advisory service has become more important for public libraries as one of the critical service areas in terms of supporting libraries patrons' reading. This study aims to discover major types of readers' advisory services provided through public libraries' web sites. Contents of 200 public libraries' home pages in U. S. were analyzed and nine areas were identified as the major readers' advisory areas. This study also proves that American public libraries are diversly communicating with their patrons and providing user-oriented advisory services. The identified key factors of readers' advisory services will help for Korean public libraries to develope their own services.

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Awareness and Utilization of the Internet Resources and Services for Academic Activities by the Academics of Tertiary Institutions in Adamawa State, Nigeria

  • Suleiman, Idris;Joshua, Dauda
    • International Journal of Knowledge Content Development & Technology
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    • v.9 no.2
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    • pp.7-31
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    • 2019
  • This study was conducted to investigate the awareness and utilization of the Internet resources and services for academic activities by the academic staff of tertiary institutions in Adamawa State. The researchers adopted a quantitative research method using cross-sectional survey design to collect data from the respondents. Multi-stage sampling techniques were used. Three hundred and thirty-three (333) copies of the questionnaire were administered to the respondents in the eight (8) sampled institutions and two hundred and ninety-two (292) respondents representing (87.6%) were returned and found useful. The data collected were analyzed using descriptive and inferential statistics by the use of SPSS version 20.0. The findings revealed that respondents were aware of all the Internet resources, (e-books, e-journals, and online databases), but regarding the Internet services, they were mostly aware of only the e-mail. The study further found that online database and e-mail as the most Internet resources and services utilized by the respondents. There are inverse and weak relationship between awareness and utilization of the Internet resources and services by the academic staff of tertiary institutions in Adamawa State. The study recommends increase awareness and use to other Internet resources such as the e-books and e-journal and Internet services, especially Usenet, Discussion group and Telnet by the management of the institutions through training, workshops/conferences for better academic activities.

Service Issues and Policy Directions for Promoting the O2O Industry in Korea (국내 O2O 서비스 이슈 진단 및 산업활성화 정책 방향 제안)

  • Kim, Dongsoo;Kim, Kwanho;Choe, Donguk;Jung, Jae-Yoon
    • The Journal of Society for e-Business Studies
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    • v.21 no.4
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    • pp.137-150
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    • 2016
  • A variety of O2O (Online to Offline) services such as Uber, Airbnb, and KakaoTaxi that create new values by connecting offline and online have emerged in the world. O2O services support the convenience of online services and the real-life capability of offline services simultaneously. Thanks to the development of ICTs such as mobility, IoT (Internet of Things), Fin-tech, and big data technologies, the market size of O2O industry is growing very rapidly. This paper reviews various O2O services and industry trends in Korea. In addition, important issues on O2O services and industry promotion are reviewed and presented. Specifically, legislative issues regulating the O2O industry in Korea, interest conflicts between new O2O platform providers and existing traditional offline service providers, current technology infrastructures for O2O services, and negative or side effects of O2O services are reviewed and summarized. Finally, comprehensive policy directions are proposed based on these reviewed issues. It is expected that the proposed policy directions would be adopted by the government and this research could consequently contribute to strengthening the competitiveness of the O2O industry in Korea.

A Study on the Impacts of users' Needs for Cognition(NFC) on the Online Brand Community and Brand Loyalty (사용자의 인지욕구 특성이 온라인 커뮤니티 충성도와 브랜드 태도에 미치는 영향에 관한 연구)

  • Lee, Sun-Ro;Cho, Jung-Hyun;Cho, Sung-Min
    • Asia pacific journal of information systems
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    • v.17 no.4
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    • pp.1-29
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    • 2007
  • The brand-based online community recently plays an important roles for consumers to facilitates searching and sharing information among them. Firms often find such a brand community as a critical channel to gain collective intelligence for developing new ideas and products. As a new web platform such as web 2.0 has been introduced, consumers could more easily participate in the new social networks created by sharing mutual value and belief among themselves. Accordingly firms began to recognize potentials of online brand assets and pay attention to the importance of online brand community loyalty. Previous research related to online community tends to focus on identifying the antecedents of community loyalty and their subsequent impacts on brand. They, however, tend to neglect the importance of individual characteristics of online community users. As integrating the fragmented variables with an individual characteristics, therefore, this study reexamined the impacts of interactivity, information, reward, and personalization services provided by an online brand community on the sense of community, community loyalty, and brand attitude. Also, this study investigated how users' individual characteristics(need for cognition: NFC) can play moderating roles among the variables identified in the previous research. A field survey was administrated and 671 valid samples were collected. In order to test the hypothesis we conducted the multi-sample structural equation modeling(MSEM) between two groups(a group with high vs. a group with low level of NFC). Results show that previously identified variables such as interactivity, information, reward, and personalization services have significant effects on the sense of community as previous research demonstrated. Subsequently, the sense of community positively influences the community loyalty and brand attitude. However, when considering the NFC as a moderating variable, we found that the effect of interactivity and reward service on the sense of community was stronger for a group with a lower level of NFC compared to a group with a higher level, while the effect of information providing service on the sense of community was stronger for a group with a higher level of NFC compared to a group with a lower level. This research revealed that NFC can affect the degree of individual perception on the sense of community which has been considered as an important indicator for the community loyalty and brand attitude. Hence, when firms developing customer relation strategy through building an online brand community, they need to reflect customers' NFC and accordingly provide varying degree of interactivity, information, reward, and personalization services.

Development of the Packaging Specification Design System Based on Web Online Packaging IT Service (온라인 기반의 패키징 IT 서비스를 위한 패키징 디자인 사양 설계 시스템 개발에 관한 연구)

  • You, Yeon-Hwa;Jang, Dong-Sik;Park, Sang-Hee;Shim, Jin-Kie;Lee, Jun-Young
    • Journal of Information Technology Services
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    • v.11 no.2
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    • pp.275-289
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    • 2012
  • Although the specification of packaging box is one of the most important process to be considered before deciding cost in terms of production and logistics, there are no efficient services in our country at this time as such the making decision only through the empirical knowledge. In this research, we have developed the packaging specification design system based on the web online packaging IT service. The developed system was advanced from the existing-inefficient process of deciding the specification of packaging box, and which can decide the specification of packaging box considering the efficiency of logistics through use of IT based tool. Therefore, this study shows applied cases of normalized packaging process through the obtained packaging design simulation program. The packaging specification design system can provide the simulation and user interface. Those could calculate the specification of packaging box(packaging box size, packaging box quantity, packaging box pattern, packaging compressive strength, packaging cost etc.) considering the efficiency of logistics.

A Study on In-Flight OTT Service Strategies: From the Perspective of Age-Driven Variances in Binge-Watching Patterns (항공기 기내 OTT 서비스 전략에 관한 연구: 연령에 따른 콘텐츠 몰아보기 시청유형 차이의 관점에서)

  • Younghwa Lee;Yinnan Li
    • Journal of the Korean Society for Aviation and Aeronautics
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    • v.32 no.2
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    • pp.82-99
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    • 2024
  • The aim of this study is to propose strategies for in-flight OTT services by examining differences in binge-watching patterns through online video streaming services based on age. Additionally, it investigates how the moderating effects of need for cognition and critical media literacy influence the relationship between age and binge-watching. Data from the 2020 Korean Media Panel Survey conducted by the Korea Information Society Development Institute were utilized, with moderating effects analyzed using Process Macro Model 1. Results indicate that as age increases, the frequency of binge-watching content rises while the duration decreases. Moreover, moderating effects of need for cognition and critical media literacy in the age-binge-watching relationship were confirmed. This study analyzed binge-watching behaviors among online video streaming service users, confirming the influence of age, binge-watching habits, need for cognition, and critical media literacy. Theoretical and practical implications include insights for in-flight service providers, content marketers, and online video streaming service operators.

A Study on Extended Technology Acceptance Model for On-Line Games : Japanese Experiences (확장된 기술수용모형을 이용한 온라인 게임 성공요인 분석 - 일본 게이머를 중심으로)

  • Um, Myoung-Yong;Jo, Sung-Han;Kim, Tae-Ung
    • THE INTERNATIONAL COMMERCE & LAW REVIEW
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    • v.29
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    • pp.173-196
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    • 2006
  • Online game business has emerged as the most lucrative entertainment industry, with over 10 million players in South Korea and over 30 million in Japan in 2005. The popularity of online games can be attributed to the availability of broadband network, pushing 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 Japan, relatively little is known about which factors influence online game players' behavioral intentions to play continuously in this area. This study investigates major factors which influence the acceptance of online game services based on the theoretical backgrounds of the technology acceptance model(TAM) and the flow theory. This paper extended the Davis' TAM model by including the flow concept as another major factor toward the intention to play online game. Based on data collected from online questionnaire survey, we show that the proposed model provides an adequate fit to the data, and that the flow experience is another important factor influencing the intention to play online game, as well as the perceived ease of use.

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