• Title/Summary/Keyword: Online information

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Effects of Online Information Characteristics of Food Service Franchise on Enjoyment, Anxiety, and Visit Intention (외식프랜차이즈 기업의 온라인 정보특성이 즐거움, 불안, 방문의도에 미치는 영향)

  • Kang, Byoung-Seoung;Woo, Sung-Keun;Lee, Shin-Hwa
    • The Korean Journal of Franchise Management
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    • v.10 no.1
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    • pp.7-17
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    • 2019
  • Purpose - Generally, the consumer's decision-making process for restaurant selection is simple and familiar. However, online information becomes important because the decision-making process of consumers becomes complicated in new restaurants and special situations. Because consumers can search for information online, information retrieval is now possible in selecting new restaurants. In particular, consumers often make decisions based on online information when making restaurant reservations. Research design, data, and methodology - All items were measured based on previous studies. The data were collected from customers who had visited the store by visiting the web page of the food service franchise within the last 3 months for the panel of the online survey institute. The questionnaires were surveyed from July 2 to July 11, 2018 for about 10 days. A mail and a message were sent to 2,000 people, and 310 people were asked to complete the questionnaire. Total of 303 data were used in the questionnaire, excluding 7 insufficient data. Results - The findings of this study are as follows: Consensus, vividness, and neutrality have positive effects on enjoyment. Consensus have positive effect on anxiety, but vividness and neutrality did not have significant effect on anxiety. Also, enjoyment has a positive influence on intention to visit, and anxiety has a negative influence on visit intention. Conclusions - First, franchise companies online advertising in a variety of ways, but they are mixed with other customers' WOM and offered to consumers. In this case, the information provided by the company may be distorted. Therefore, a restaurant franchise company needs to operate an official online channel to provide accurate information to its customers. Second, it is necessary to make contents so that other customers can participate in online channels of food service franchise companies. Third, food service franchise company should produce enough online contents to experience indirectly even if the customer does not visit the store directly. Fourth, food service franchise company needs to prepare a way for many customers to participate in many official contents.

A Study of Changing Factors and Gratifications in Online Newspaper (온라인 신문의 이용 변화에 관한 연구)

  • Kim, Chae-Hwan;Ann, Su-Geun
    • Korean journal of communication and information
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    • v.26
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    • pp.105-134
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    • 2004
  • This longitudinal study examines changing factors readers of online newspaper on 1999 and 2004. In terms of Users and Gratification approach, this survey explore changing what is motives of online newspaper readers, using and satisfying of online news during five years. The factor analysis of Online newspaper's reading motive statements yielded three interpretable factors: 'informativeness-convenience', 'inter-activity', 'entertainment'. First, 'informativeness-convenience' on 2004 was lower than '99 in online newspaper reading motives and satisfying, but factor of 'interactivity' and 'entertainment' measured thar 2004 was higher than '99 in chat of online newspaper. A level of reading online newspaper on 2004 is lower than '99, 'people' and 'opinion' is highest reading online newspaper item. Bur that of '99 is 'top news' and 'political news'. 'Top news', 'economics' and 'infor-mation/science' is highest satisfying level of online news item on '99, but that of order changed into 'people'. 'opinion' and 'broadcasting/enter-tainments' on 2004. In conclusion, this study shows online newspaper readers perceived interactive service and entertainment factor.

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Evaluation of Accuracy and Adequacy of Kimchi Information in Major Foreign Online Encyclopedias (주요 해외 온라인 백과사전 김치 정보의 정확성과 적정성 평가)

  • Sung Hoon Park;Chang Hyeon Lee
    • Journal of the Korean Society of Food Culture
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    • v.38 no.4
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    • pp.203-216
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    • 2023
  • Kimchi, a centuries-old Korean fermented food, has gained global popularity due to increased interest in Korean cuisine. However, little is known about the actual status of kimchi information provided by major foreign online encyclopedias. In this study, we analyzed the content and quality of kimchi information in major foreign online encyclopedias, such as Baidu Baike, Encyclopædia Britannica, Citizendium, and Wikipedia. Our results revealed that the kimchi information provided by these encyclopedias was often inaccurate or inadequate, despite kimchi being a fundamental part of Korean cuisine. The most common inaccuracies were related to the definition and origins of kimchi and its ingredients and preparation methods. Our findings highlight the need for more accurate and reliable information about kimchi in major foreign online encyclopedias. This is particularly important in the context of promoting Korean food culture and increasing international awareness of kimchi. To achieve this, the collaborative efforts of Korean food experts and online encyclopedias are needed to ensure the accurate representation of kimchi in these resources. In conclusion, our study shows that foreign online encyclopedias often contain incomplete, inaccurate information about kimchi. This shortcoming must be addressed to promote a more accurate and comprehensive understanding of kimchi and Korean cuisine.

A Structured Analysis Model of Customer Loyalty in Online Games (고객 충성도(Customer Loyalty)에 영향을 미치는 온라인 게임의 중요 요소에 대한 LISREL 모델 분석)

  • Choi, Dong-Seong;Park, Sung-June;Kim, Jin-Woo
    • Asia pacific journal of information systems
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    • v.11 no.3
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    • pp.1-21
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    • 2001
  • In recent years, the market for online computer games has become an important part in the entertainment industry. New online games have been introduced every month and the numbers of game players who are playing online games have grown rapidly. However, only a few online games have been successful in making a good profit among many online games. Why are most players playing only a few online games repeatedly? To answer the question, this research focuses on the customer loyalty and their optimal experience(flow) in playing specific online games. This research hypothesizes that customer loyalty for specific online game can be increased by customers' optimal experience(flow) in playing it, and they would feel optimal experience because of mechanic and social interaction in online games. In order to validate the hypothesis, this research analyzes online survey data of players of various online games. According to this survey results, players' optimal experience is affected by their mechanic interaction between a player and an online game system, and their social interaction with other players who participated in the online game. And their optimal experience during playing the online game affects the degree of customer loyalty to the game. This paper ends with conclusions of the survey results and study limits.

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A Security Assessment on the Designated PC service

  • Lee, Kyungroul;Yim, Kangbin
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.12
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    • pp.61-66
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    • 2015
  • In this paper, we draw a security assessment by analyzing possible vulnerabilities of the designated PC service which is supposed for strengthening security of current online identification methods that provide various areas such as the online banking and a game and so on. There is a difference between the designated PC service and online identification methods. Online identification methods authenticate an user by the user's private information or the user's knowledge-based information, though the designated PC service authenticates a hardware-based unique information of the user's PC. For this reason, high task significance services employ with online identification methods and the designated PC service for improving security multiply. Nevertheless, the security assessment of the designated PC service has been absent and possible vulnerabilities of the designated PC service are counterfeiter and falsification when the hardware-based unique-information is extracted on the user's PC and sent an authentication server. Therefore, in this paper, we analyze possible vulnerabilities of the designated PC service and draw the security assessment.

End User Online Searching (최종이용자 온라인 탐색)

  • 장우권
    • Proceedings of the Korean Society for Information Management Conference
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    • 1995.08a
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    • pp.45-48
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    • 1995
  • Since the early 1970s online searching has provided end-users with commercial and governmental bibliographic databases by trained intermediaries through the developed Vendor/Agency Systems. Recently, the situation has begun to change. The era of end-user searching is coming. End Users are the “information consumers” as the final user of an IT product or set of information. This study on end-user online searching is presented with the following aspects: development, characterization, training, end user online search services in university libraries, role of the intermediaries and librarians, the future.

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Quality Evaluation of Online Health Information Related to Young Child (영유아 온라인 건강정보의 질 평가)

  • Son, Hyun-Mi;Je, Minji;Sohn, Young-Sil
    • Child Health Nursing Research
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    • v.24 no.1
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    • pp.91-100
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    • 2018
  • Purpose: This study was to evaluate the quality of online health information related to infants and preschoolers accessible through mobile applications and websites. Methods: Using combinations of the terms 'infant', 'preschooler', and 'health' as the main keyword or categories, the researchers searched relevant mobile applications and websites in Korean application markets and popular search engines. Twelve mobile application and 14 websites were finally selected according to our inclusion criteria and evaluated using DISCERN instrument. Results: The overall quality score of online health information available through mobile applications was 2.00 of 5 points, the reliability score was 2.15, and the quality score was 1.76. The overall quality score of online health information available through websites was 2.29, the reliability score was 2.40, and the quality score was 1.82. Conclusion: The quality of online health information related to young children was found to be low and to have potentially significant drawbacks according to DISCERN criteria. Therefore, it is necessary to establish a system to evaluate and regulate the quality of online health information. Additionally, factors that readers can use to judge the quality of health information, such as references and the benefit versus risks of the information, should be provided.

Visual and Verbal Presentations of Haptic Information in Online Fashion Stores and Consumers' Imagery Information Processing

  • Tae-Youn Kim;Yoon-Jung Lee
    • Journal of the Korean Society of Clothing and Textiles
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    • v.48 no.1
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    • pp.172-191
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    • 2024
  • This study investigated how the visual and verbal presentation format of haptic information on apparel products in online stores affects consumers' imagery information processing. This includes the quantity and vividness of mental imagery, the ease of evoking mental imagery, and the evocation of imagination imagery. Additionally, the study explored consumer satisfaction with the information and online store. The study also tested a conceptual model to examine the effects of three imagery types on imagination imagery (as elaborated imagery) and how this imagination imagery affects consumer satisfaction. Employing a 2 × 3 × 2 between-subjects factorial design, twelve one-page websites were created for the experiment. 528 women in their 20s and 30s were randomly assigned to one of the 12 treatment conditions and answered the questionnaire. The results demonstrated significant differences in the three types of mental imagery, consumers' evocation of imagination imagery, and their satisfaction with information and online stores based on presentation format. The SEM analysis revealed that the quantity and vividness of mental imagery influenced the evocation of imagination imagery, affecting consumers' satisfaction with the information. These findings suggest that online retailers must provide close-up pictures or descriptive text of apparel products to elicit positive consumer responses.

A Study of Factors Influencing Reading the Online Papers (인터넷 신문 이용의 영향 요인 연구)

  • Lee, Eun-Mee
    • Korean journal of communication and information
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    • v.21
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    • pp.177-201
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    • 2003
  • This study was designed to explore behaviors of readers of online papers. First, the factor analysis of the online paper motive statements yielded three interpretable factors : informativeness, convenience, economicalness. For online paper use habits, a similar factor analysis procedure resulted in three factors : active utilization, news seeking, information seeking. Informativeness motive and active utilization habit were strongly related, convenience motive and news seeking habit related. Online papers and newspapers were found to be in complementary relationship. Internet access and newspaper reading, active utilization and news seeking habits were significant predictors of online paper use. The result of this study showed online paper readers perceived interactive services online papers offered. and want to utilize those effectively. This study suggests that online papers need to develop various interactive services to attract readers.

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Comparing the Effects of Two Methods of Education (Online versus Offline) and Gender on Information Security Behaviors

  • Minjung Park;Sangmi Chai
    • Asia pacific journal of information systems
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    • v.30 no.2
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    • pp.308-327
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    • 2020
  • The importance of information security is increasing, and various efforts are being made to improve users' information security behaviors. Among these various efforts, information security education is mainly aimed at providing users with information security knowledge and improving information security awareness. This study classified the types of information security education into offline and online to examine the effects of each education method on attitudes toward information security (perceived severity, vulnerability, self-efficacy and response-efficacy) and information security behaviors. A survey was conducted for users with information security education experiences. The results obtained by comparing the differences in the path coefficients of personal information security behaviors according to information security education experiences showed that security behaviors were more significant in the online experience group than the offline group. In addition, gender differences were analyzed, and it was found that females had a greater impact on information security attitudes than males. This study also found that among Internet users with online information security education experience, females tend to have more information security behavior than males, but there were contrasting results among users with offline information security education experiences. The results of this study finally address the necessity of reflecting users' personalities in the systematic design of information security education in the future. Furthermore, the results of this study support the need for an appropriate education system that sufficiently understands education types to maximize the effects of information security education.