• Title/Summary/Keyword: Service Interactivity

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A Study on the Influence of Characteristics of Service Nature Dynamic Capability on Organizational Innovation of Small and Medium size Manufacturing Firms (서비스 본질 특성과 동태적 역량이 중소제조기업의 조직혁신에 미치는 영향)

  • Lee, JeungSun;Kim, Hyunsoo
    • Journal of Service Research and Studies
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    • v.8 no.1
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    • pp.27-39
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    • 2018
  • This study is an empirical study to examine the effect of the characteristics of service nature of Korean small and medium manufacturing firms on organizational innovation. It is essential to know service in order for Korea, which has a strong image as a fast follower, to enhance the competitiveness of Small and Medium size Manufacturing firms. By analyzing the service characteristics phenomenon, it is possible to understand the service nature characteristics and to strengthen the capacity to meet them. In order to gain a new resource while achieving organizational innovation, the manufacturing industry can produce new demand for the main products with competitive advantage. The characteristics of service nature are derived from relationship, equality, interactivity, and experiential value. In order to enhance the competitiveness of small and medium size manufacturing firms, core competencies required for organizational innovation are set as dynamic competencies, and to prove it. The dynamic capacity was found to affect the relationship, interactivity, and experience value. It is proved that it is an important factor to promote organizational innovation as a capability to identify and actively utilize organizational innovation opportunities ahead of competitors in a rapidly changing environment. It is needed to confirm that large corporations, midsize companies, and overseas companies can achieve the same results.

The Factors and Effects of Metaverse Service Authenticity: Focusing on the Metaverse Education Service (메타버스 서비스 진정성 구성 요인과 효과에 관한 연구: 메타버스 교육 서비스를 중심으로)

  • Daebong Choi;Sangyeon Song;Junsu Bae
    • Journal of Information Technology Applications and Management
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    • v.30 no.6
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    • pp.53-68
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    • 2023
  • Through the COVID-19 pandemic, the demand for non-face-to-face communication systems has surged, leading to an increased prevalence of virtual interactions across various domains, such as tasks, meetings, orders and deliveries, and even student education. Against this backdrop, interest in the metaverse platform has been on the rise, with metaverse services like Zepeto, Roblox, and Minecraft expanding beyond gaming to encompass educational fields as well. This study aims to identify authenticity factors influencing metaverse platform-based educational services and examine their impact. The authenticity components are defined as integrity, empathy, interactivity, presence, and uniqueness. The study investigates the effects of these authenticity components on both service value and service satisfaction. To achieve this, a survey involving 320 metaverse users was conducted, and the model was subjected to statistical validation. The findings of this research underscore that perceiving metaverse education services, still in the early stages of introduction, as authentic educational methods for learners positively influences satisfaction with the educational service.This study holds significance as it lays the theoretical groundwork for enhancing the authenticity of educational services in virtual space. It defines and proposes authenticity elements for customer satisfaction in metaverse educational services, which are still in their nascent stages. Moving forward, it is anticipated that various studies will be conducted to enhance the value of metaverse education services and achieve higher customer satisfaction as customer experiences evolve and deepen.

Types of Media Combination and Strategy of Interactivity in Digital Signage: A Case Study in view of Media Creative (디지털 사이니지의 매체결합 유형과 상호작용 전략 -유형별 미디어 크리에이티브 사례분석을 중심으로)

  • Lee, Hyun-Woo;Kim, Woon-Han
    • Journal of Digital Contents Society
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    • v.17 no.1
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    • pp.33-41
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    • 2016
  • This study aims to suggest practical ways to interact effectively with consumers based on current situation of 'media creative' and media use patterns. Cases of digital signage are reviewed in the perspective of cross media, and the strategic meanings of cross media are explored according to interactivity. Results are collected through 'Naver' search engine service, and can be possibly assorted into five media combined types: SNS-combined, QR codes or Augmented Reality(AR)-combined, Brand App(application)-combined, Online to Offline-combined, and Behavioral factors-combined ones. Some strategic suggestions on media creative are given for effective interaction with consumers.

Impact social networking service characteristics and audience' relationship experiences on the degree of acceptance (소셜네트워크서비스 특성과 수용자 관계성경험이 수용의도에 미치는 영향)

  • Joung, Jin-Tak
    • Journal of Digital Convergence
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    • v.15 no.4
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    • pp.107-115
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    • 2017
  • This study examined the SNS Factors and user awareness evaluate the relationship affect the degree of acceptance SNS. Additionally, the effect on the SNS uses the social media attributes and user relationship was confirmed what the critical factors applied. Through literature analysis, SNS characteristic factors were selected to interactivity and exchange views and usability, and relationship factors were selected the flow and attachment orientation. And these factors and verified the effect on the SNS also acceptable. It was accomplished by a regression analysis to achieve the purpose of research. results were as follows. First, the interactivity and exchange of ideas and useful characteristics had a significant impact on the SNS acceptance. Second, SNS relationship characteristic of flow and attached propensity has had a significant impact on the SNS acceptance. Third, SNS relationship factors are more influential than the SNS features a great degree of acceptance. These results will provide suggestions for necessary to have any experience as well as SNS should emphasize what characteristics you want the communicator to accommodate the height of SNS also allows the use of SNS users.

IP기반 미디어에서 인지적 몰입을 촉진하는 요인에 관한 연구: 다차원적 상호작용성을 중심으로

  • Lee, Ji-Eun;Shin, Min-Soo
    • 한국경영정보학회:학술대회논문집
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    • 2008.06a
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    • pp.718-731
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    • 2008
  • 본 연구는 상호작용성의 속성과 이용자에게 주어진 통제력에 따라 상호작용성을 4 가지 차원으로 나누고, 이것이 어떤 경로를 거쳐 이용자 만족에 이르는지를 규명하는 것을 목적으로 한다. 이를 위해 상호작용성을 최적화하는 킬러 콘텐츠로 e 러닝을 선정하고, 상호작용성에 영향을 미치는 선행요인으로 서비스, 콘텐츠, 미디어 품질을 도출 하였으며, 상호작용성과 이용자 만족을 매개하는 변인으로 사회적 현존감과 인지적 몰입을 포함하는 연구모델을 제시하고자 한다.

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Digital Broadcast : Preparations and Effect Prospect (긴급제언 - 디지털 TV방송의 준비와 파급전망)

  • Park, Byeong-Ryeol
    • Journal of the Korean Professional Engineers Association
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    • v.43 no.2
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    • pp.39-44
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    • 2010
  • Digital broadcast in Korea being under way for almost 10 years and due by the end of 2012 is greatly changing the style of life. Having such a potential impact on life means it hardly permits any mistake in cooperated works of viewers, broadcasters, manufacturers and government for smooth transition. Now the early phase of digital transition is capturing the viewers with unseen features like HDTV, interactive data broadcasting, and multimedia service. But what will really thrill us is still to come with its capability far beyond high definition and interactivity.

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An Evaluative Analysis of 'U-KNOU Campus' System and its Mobile Platform

  • Seol, Jinah
    • Journal of Internet Computing and Services
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    • v.20 no.5
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    • pp.79-86
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    • 2019
  • This paper is an overview of key elements of Korea National Open University's smart mobile learning system, and an attempt to evaluate its main services relative to the FRAME model and the Mobile Learning Development Model for distance learning in higher education. KNOU improved its system architecture to one based on xMOOC e-learning content delivery while also upgrading its PC-based online/mobile learning services to facilitate an easier and more convenient access to lectures and for better interactivity. From the users' viewpoint, the upgraded 'U-KNOU Campus' allows for a more integrated search capability coupled with better course recommendations and a customized notification service. Using the new system, the students can access not only the school- and peer-issued messages via online bulletin boards but also share information and pose questions to others including to the school faculty/officials and system administrators. Additionally, a new mobile payment method has been incorporated into the system so that the students can select and pay for additional courses from anywhere. In spite of these advances, the issue of device usability and content development remain; specifically U-KNOU Campus needs to improve its instructor-learner and learner-to-learner interactivity and mobile evaluation interface.

A Research about Smartphone Characteristics and Service Quality and Commitment (스마트폰 특성 및 서비스 품질과 몰입에 관한 연구)

  • Cho, Hyen Suk;Yang, Seong-Bok
    • Journal of the Korea society of information convergence
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    • v.7 no.2
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    • pp.1-5
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    • 2014
  • In this study, the smartphone features and service quality to analyze the effects of immersion. Smartphone attribute convenience, entertainment, and a ubiquity. The quality of service is composed of interactivity and personalization. Empirical analyzed. Results of the characteristics entertaining smartphone has a significant impact on both the affective commitment and normative commitment. Ubiquity have had a significant effect on normative commitment. Personalization of service quality has a significant impact on affective commitment and normative commitment. Entertainment and of smartphone features, let's highlight of the personalization of service quality. Emotionally can increase the normative commitment.

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An Evaluation of Contract Foodservice's Web sites by Importance and Performance Analysis - For Students Majoring in Food & Nutrition - (위탁 급식 업체 웹사이트 이용 실태 및 중요도.수행도 분석 -식품영양학전공 학생을 중심으로-)

  • Park, Sang-Hyun;Jung, Hyeon-A;Joo, Na-Mi
    • The Korean Journal of Food And Nutrition
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    • v.20 no.4
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    • pp.516-524
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    • 2007
  • This study was conducted to evaluate contract foodservice's websites. The survey sample consisted of students majoring in food and nutrition having good knowledge of foodservice. The questionnaire requested information related to demographics, internet usage, contract foodservice company websites, and the evaluation of the websites. The data were analyzed using SPSS for windows(version 12.0). The results are summarized as follows. From the results of the factor analysis in evaluating the contract foodservice's websites, 7 factors were generated and were defined as technology & interactivity, customer service, interface, design & convenience, contents, communication, and offering of information. Of these, technology & interactivity(p<0.05), customer service(p<0.01), interface(p<0.05), design & convenience(p<0.001), content(p<0.01), communication(p<0.01), and offering of information(p<0.01) had a significant effects in terms of the on satisfaction with a website. Since the beta of the "design & convenience" factor(0.319) was the largest, it had the greatest effect on satisfaction. In the importance performance analysis, the respondents showed high recognition on the importance, but low recognition on the performance, of aspects such as menu composition, attraction of the website, offering a FAQ section, and the operation of Q&A. Also, the importance score for 'offered relevant websites' was significantly higher than the performance score. Therefore, contract foodservice companies should take into account these aspects for improving their websites.

Effect of the Strength of Weak Ties & Emotional Perception on the Social Network Game's Diffusion (Strength of Weak Ties와 감성적 인식이 소셜네트워크게임(SNG)의 확산에 미치는 영향 연구)

  • Song, Myung-Bean;Yoo, Hyun-Gyu;Jo, Eun-Ae;Lee, Sang-Ho
    • Journal of Digital Convergence
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    • v.12 no.5
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    • pp.69-78
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    • 2014
  • This study deals with the digital policy proposal through the path modeling study on the effect of the strength of weak ties & emotional perception leading to the user's satisfaction, WOM between game users, and the verification on the effect of the emotional real name SNS on the social network game's diffusion. Researcher confirmed that the effect of the strength of weak ties & emotional perception led to the user's satisfaction, WOM of SNG. Even though weak tie, researchers estimate that the users emotionally interact with the real name relation effect of SNS. And effective factors for WOM are not a tie relationship or emotional interactivity of weak tie antecedently but user's satisfaction. As a result, though antecedent factors (weak tie & interactivity) had a positive effect as real name SNS, eventually powerful factor of making buzz was the SNG user's satisfaction. Thus researchers expect the practical policy proposition for government & corporation, which means SNG service providers more carefully manage the service satisfaction for WOM with SNG user's experience.