• Title/Summary/Keyword: Service Interactivity

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The Effect Relationship between SNS Tourism Information Service Quality and Information Sharing Intention (SNS 관광정보 서비스품질과 정보공유의도 간 영향관계)

  • Kwak, Dae-Young
    • The Journal of the Korea institute of electronic communication sciences
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    • v.11 no.2
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    • pp.229-236
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    • 2016
  • The objectives of this study are to suggest useful directions for promotion of SNS tourism information service to the service providers through investigating the effect relationship between SNS tourism information service quality and the information sharing intention. To achieve the objectives, as a conceptual framework of the study, the literature on SNS tourism information service quality and information sharing intention were reviewed, and the empirical studies on the perception of the service users about the services was conducted. The findings showed that the 'easy acquisition' and 'interactivity' factors of SNS tourism information service quality have an effect on the information sharing intention. Accordingly, the service providers are required to enhance the service quality related to the information acquisition and interaction between users.

Effects of Mobile App Service Characteristics on User Satisfaction and Continuance Usage Intention (모바일 앱 서비스 특성이 사용자 만족과 지속적 사용의도에 영향을 미치는 요인)

  • Kim, Byung Gon;Kim, Ki Won;Seo, Hong Il
    • Journal of Information Technology Applications and Management
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    • v.26 no.3
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    • pp.99-120
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    • 2019
  • The purpose of this study is to provide information necessary for establishing a new strategy for customer service improvement by deriving factors affecting user satisfaction and continuous use intention of mobile app service user characteristics, system characteristics, and social characteristics. The results of this study are summarized as follows. First, reliability, innovation, familiarity, convenience, and self-efficacy among the characteristics of mobile app are analyzed as factors that have the greatest influence on user's perceived usefulness. Second, convenience, mobility, and visibility are some of the characteristics of mobile app service. Third, identity, security, and expectation agreement among mobile app service characteristics are analyzed as negative factors that do not affect users' perceived usefulness. Fourth, interactivity, familiarity, and self-efficacy among the characteristics of mobile app service were analyzed as positive factors that have the greatest effect on user's perceived ease of use. Fifth, reliability, mobility, visibility, and convenience among mobile app service characteristics are analyzed as factors that have some positive effects on perceived ease of use of app users. Sixth, identity, innovation, and security among the characteristics of mobile app service are negatively influenced by mobile app users' perceived ease of use. Seventh, the perceived usefulness of mobile app users is analyzed as a factor that has a very positive effect on user satisfaction. Eighth, the perceived ease of use of mobile app users is analyzed as a factor affecting perceived usefulness positively. Ninth, the perceived ease and expectation of mobile app users are positively influenced on user satisfaction. The tenth, the perceived usefulness of the mobile app users was analyzed as a factor having a very positive influence on the persistent intention to use. For the eleventh, the perceived ease of use of mobile app users was analyzed as a factor having a positive effect on the persistent intention to use. The twelfth, mobile app user satisfaction was analyzed as a factor having a very positive effect on the persistent intention to use.

Factors Influencing New Media Subscription Based on Multigroup Analysis of IPTV and DCTV

  • Kang, Sang-Ug;Park, Seungbum;Lee, Sangwon
    • ETRI Journal
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    • v.36 no.6
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    • pp.1041-1050
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    • 2014
  • As the Internet Protocol TV (IPTV) service enters the broadcasting market, the competition intensifies. This paper explains the factors influencing new media subscription and their influential differences on IPTV and digital cable TV (DCTV). We use the information systems success model and gratification opportunity theory to develop our research model. We sample 621 people and collect their responses through web-based measuring software. Structural model analysis shows that the willingness to subscribe to a new broadcasting medium is influenced by three characteristics of the medium: media richness, interactivity, and video quality. Multigroup analysis reveals that motivation to use a medium partially differs between IPTV and DCTV. This research concludes that the IPTV service is not attractive enough to act as a substitute for the already existing DCTV. In addition, for the IPTV service to proliferate, its business model should be promoted with new and differentiated revenue structures and services. The managerial implications in this study help new media businesses set business goals and product functionality, and allocate resources for the continued diffusion of IPTV.

Content Curation Strategies of University Libraries for Research and Learning Support (연구·학습 지원을 위한 대학도서관의 콘텐츠 큐레이션 전략)

  • Oh, Sunhye
    • Journal of Korean Library and Information Science Society
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    • v.53 no.3
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    • pp.287-314
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    • 2022
  • The purpose of this study was to present a content curation strategy of the university library to support user learning and research. As a method to achieve the purpose of the study, first, the concept of content curation was examined through literature research. After that, implications were found by analyzing the cases of content curation services such as university libraries, national libraries, and content companies. As a result of the study, five strategies for successful content curation of university libraries were proposed: providing high quality contents, performing preemptive information service roles, keep content up to date, securing interactivity through user participation, and developing personalization algorithms.

Forecasting Future Broadcasting Service Market based on the Consumer Preferences for the Attributes of New Convergence Broadcasting Services (신규 융합형 방송서비스 속성에 대한 소비자 선호 분석을 통한 미래 방송서비스 시장 예측)

  • Koh Dae-Young;Kim Tai-Yoo;Lee Jong-Su
    • Journal of Technology Innovation
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    • v.14 no.1
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    • pp.227-254
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    • 2006
  • Under the recent trend of telecommunications and broadcasting convergence, much more various forms of new convergence broadcasting services are being introduced than ever before. Owing to the unique advantages, new convergence broadcasting services are expected to bring drastic changes to the current broadcasting service market. In this research, we attempt to examine what kind of attributes critically affect the competition among new convergence broadcasting services, and how much competitive they will be, based on the quantitative information about consumer preferences for the important attributes of new convergence broadcasting services. Conjoint survey was used in order to obtain stated preference data of consumers. From the results, some implications are obtained as follows. First, even though new convergence broadcasting services have many unique advantages, still price is the most important for the consumers. Second, it is expected that considerable consumer valuation exists for the unique advantages of new convergence broadcasting services like mobility and dual-way interactivity, which will add the competitiveness of those services in the future. Third, since midterm advertising puts negative utility on consumers, broadcasting services with midterm advertising will not be preferred to those with neither advertising nor midterm advertising. Fourth, service coverage and the number of consumers using the same broadcasting service have a significant feedback effect on the competition between broadcasting services from the dynamic aspect. Lastly, the consumer preference can be affected by demographic variables like age and gender, and broadcasting service usage patterns such as channel switchover for escaping advertisement and frequency of using other recorded media. Main findings of our research might become useful information for both telecommunication and broadcasting companies, contents providers, advertisers, and policy and regulation makers to cope with the uncertain environment of telecommunication and broadcasting convergence.

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A Design and Implementation of Ontology for Service Interoperability in Collaboration (협업에서 서비스 상호운용을 위한 온톨로지 설계 및 구현)

  • Hwang, Chi-Gon;Shin, Hyo-Young;Jung, Kye-Dong;Choi, Young-Keun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.16 no.12
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    • pp.2777-2784
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    • 2012
  • To support complex business environment. the enterprise information system requires prompt and flexible response to altered conditions. The development of collaboration among information systems in accordance with changes in enterprises' business environment brings about the problems of duplication of the existing business services and increase in costs of maintenance. In order to supplement and resolve such problems, researches on ontology are under way. Ontology can support the semantic interoperability of Web service by describing the resources of particular business domains and the relationships among them. This thesis suggests ontology that supports interoperability among services. The constructed ontology is designed into the service area, the meta area, and the instance area, which can support the collaboration efficiently by providing the link between the interactivity among businesses and the data. The register and call of constructed ontology are carried out with the interaction of the three areas, that is, the service area, the instance area and the meta area that supports the common elements. The efficiency of the proposed ontology is evaluated by comparing with an existing Web service ontology.

The Effect of Product Scarcity and Purchase Behavior in Location-Based Application Services (위치기반 어플리케이션 서비스에서 제품의 희소성과 구매행동과의 영향)

  • Wang Ming;Hyeokjun Kwon;Jaewon Choi
    • Information Systems Review
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    • v.20 no.2
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    • pp.209-226
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    • 2018
  • Location-based services have distinctive service characteristics compared to the past online commerce used on the desktop. In any place, mobile communication devices can be used to access online and utilize online shopping, and it is more convenient for users. In addition, by providing shopping and service information specific to each location, it is possible to provide convenience to the consumers according to their locations. In addition, it provides scarcity of information as well as location, thereby increasing consumers' desire to purchase. In this study, we investigated the effect of scarcity on the Purchase intention of consumers in location-based services. The steps of scarcity are: first, a step without scarcity, Second, providing time limit information, Third, providing quantity limitation information, Fourth, the experiment was designed to provide time and quantity limitation, and 4 groups were analyzed through experimental stimuli The purpose of this study is to verify the moderating effect of the dependent variable on the degree of scarcity by adding 'ubiquity', 'interactivity' and 'privacy' which are characteristics of location-based service. As a result of the analysis, scarcity of time and scarcity of quantity limitation scarcity stimuli showed a moderating effect on ubiquity, interactivity and consumer's purchase intention, and these variables also directly or indirectly affected positively. Consumer confidence was found to have a negative effect on consumers' purchase intentions.

Application of Variant Game Elements System for Phonics Education (파닉스 적용 사례로 본 게임 요소 가변 시스템)

  • Seo, Eun-Hye;Kyung, Byung-Pyo;Ryu, Seuc-Ho;Lee, Wan-Bok
    • Journal of Korea Game Society
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    • v.10 no.2
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    • pp.113-121
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    • 2010
  • This study proposes an educational game system that fit for portable internet environment as a solution to disadvantages of conventional education systems such as lack of understanding learners' learning level and one-way learning. The study analyses conventional e-Learning contents and platforms and proposes a new system adequate for high contents reusability and user-demand service. The learning contents that mainly consist of animations and games can be adjusted to learners' level, and therefore, learners can study according to various scenarios, not constrained in a fixed pattern. Our system is expected to bring much more fun to learners and the education can be conducted more effectively. To show the effectiveness of our system, an example of english pronunciation game was illustrated. As a result, the week points of the conventional e-Learning was overcame and new features of the interactivity was adopted to build a more effective educational game system.

Application of Interactive Digital Comics Directing for Comics Frame-Manner (칸 연출을 기반으로 한 인터랙티브 디지털 만화 연구)

  • Kim, Chee-Hoon;Hur, Young
    • The Journal of the Korea Contents Association
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    • v.8 no.7
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    • pp.153-160
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    • 2008
  • It devides that a comic book is based on paper and the other one is serviced through the medium of internet. Each one called conventional form of comic book and digital one. Currently digital comics are published on the various portals and WEB sites and they become one of the comic media and service. However, it is simply uploaded scan-images of comic book on monitors instead of paper. This is just only difference of output form of comics and it does not bring out any digital feature. Now we need a new comic research and experiments that are applied characters of digital for the conventional comic directing. Thus this research presents that the new possibility of digital comics with the core of digital contents, interactivity is applied for comic frame-manner and user customized storytelling.

Design and Implementation of Interactive Multi-view Visual Contents Authoring System (대화형 복수시점 영상콘텐츠 저작시스템 설계 및 구현)

  • Lee, In-Jae;Choi, Jin-Soo;Ki, Myung-Seok;Jeong, Se-Yoon;Moon, Kyung-Ae;Hong, Jin-Woo
    • Journal of Broadcast Engineering
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    • v.11 no.4 s.33
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    • pp.458-470
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    • 2006
  • This paper describes issues and consideration on authoring of interactive multi-view visual content based on MPEG-4. The issues include types of multi-view visual content; scene composition for rendering; functionalities for user-interaction; and multi-view visual content file format. The MPEG-4 standard, which aims to provide an object based audiovisual coding tool, has been developed to address the emerging needs from communications, interactive broadcasting as well as from mixed service models resulting from technological convergence. Due to the feature of object based coding, the use of MPEG-4 can resolve the format diversity problem of multi-view visual contents while providing high interactivity to users. Throughout this paper, we will present which issues need to be determined and how they can be realized by means of MPEG-4 Systems.