• Title/Summary/Keyword: Time Behavior

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Factors Influencing Subscribers' Voluntary Payment Behavior on an Online News Site: Focusing on the Role of Appreciation (온라인 뉴스 사이트에서 독자의 자발적 구독료 지불행위에 영향을 미치는 요인에 대한 연구: 공감의 역할을 중심으로)

  • Lee, Hyoung-Joo;Rhee, Hosung Timothy;Yang, Sung-Byung
    • Knowledge Management Research
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    • v.14 no.4
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    • pp.1-17
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    • 2013
  • As online communities proliferate, online news sites have received great attention in news media research. Although most of the online news sites provide contents for free, some have adopted the Pay-What-You-Want (PWYW) model by offering a voluntary payment option to the readers. In this study, we investigate the factors which influence subscribers' voluntary payment behavior on an online news site. Drawing upon both the Stimulus-Organism-Response (SOR) framework and the Elaboration Likelihood Model (ELM), we hypothesize that appreciation has a direct effect on the subscribers' voluntary payment behavior, whereas central factors (positive emotional content, cognitive content) and peripheral factors (news sharing, news article length) of the news articles have indirect impacts on voluntary payment behavior through the enhanced appreciation. Based on an empirical analysis of 172 news articles from the Korean online news site that adopted the PWYW pricing model (i.e., Ohmynews.com), we find that appreciation plays a critical role in voluntary payment behavior and that peripheral factors have significant impacts on appreciation. However, the impacts of central factors on appreciation are not found. By identifying influencing factors of subscribers' voluntary payment behavior on online news sites for the first time, this paper suggests a prospective alternative profit model for online news providers faced with fierce competition.

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Resource-Based Relative Value for Estimation of Nursing Behavior in Neonatal Intensive Care Units (신생아집중치료실 간호수가 산정을 위한 간호행위별 상대가치 산정)

  • Moon, Sun-Young
    • Child Health Nursing Research
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    • v.12 no.1
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    • pp.15-24
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    • 2006
  • Purpose: This study was done to define nursing behavior in neonatal intensive care units so as to estimate resource-based relative value-. Method: Participating in this study were 292 nurses in neonatal intensive care units. The study surveyed physical and mental labor, stress and time involved in nursing work. Tool used in this study was a nursing labor per relative value tool. For analyzes, the relative value of each nursing behavior was calculated, where the mean value of the three components, labor intensity and component-by-component explanatory power were in percentage terms. Results: 1. Nursing behaviors in neonatal intensive care unit were classified and defined at three levels: 5 main domains, 17 mid-domains, and 42 small domains. 2. The per component explanatory power of intensity involved in nursing labor showed physical effort to be 32.45%, mental 32.86%, and stress 34.69%. 3. The reliability of nursing labor factors was very strong, Cronbach's alpha value of 0.96. Conclusion: In this research, which is a first in defining nursing behavior in neonatal intensive care units, individual nursing behavior were broken down using resource-based relative value for nursing cost, and each nursing behavior was successfully translated to a numerical value.

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A Computer Model for Simulating the Bicycle Rider's Behavior in a Virtual Riding System

  • Ding, Wei-long;Ding, Xiao;Chen, Kai;Wan, Zang-xin;Xu, Yan;Feng, Yuan-jing
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.14 no.3
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    • pp.1026-1042
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    • 2020
  • People are increasingly demanding to experience realistic behavior of virtual characters in computer games. In this article, we build a computer model for simulating a bicycle rider's behavior in a virtual riding system. A method to calculate the speed of a bicycle rider is proposed to improve the reality in a virtual riding system. In this method, the property of physical energy is introduced, and the bicycle-riding speed is calculated in real time according to the relationship between the rider's physical energy and bicycle-riding speed. Then based on the analysis of the behavior of a cyclist in a real competition, various behaviors of the virtual rider are designed and a behavior-tree for the virtual bicycle rider is constructed accordingly. On the basis of these, a virtual riding system is developed. The experiments results show that our system can simulate the behavior of a virtual bicycle rider, and thus encourage exercise on a stationary bicycle.

Organizational Behavior of Established Firms to a Disruptive Innovation : The Case of NEC's Behavior in the Japanese Laptop Computer Industry

  • Wi Jong-Hyun
    • Journal of Technology Innovation
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    • v.14 no.2
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    • pp.29-48
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    • 2006
  • This paper analyzes organizational behavior of an established firm when disruptive innovation, a change in product architecture, occurs on a previous product. For the analysis, the paper analyzes and compares the behavior of an established fm through product trajectories between NEC (an established firm) and Toshiba (a new entrance) in the Japanese laptop computers industry. An established firm that has developed and produced a previous product is difficult in adapting to a disruptive innovation due to accumulated immense knowledge through a previous product. By using regression model in the product trajectory analysis, the paper analyzes the behavior of established firms. Product trajectory means a pattern of product strategy shown in a series of products. Two facts found in the paper are as follows. First, though NEC was able to develop a laptop computer at the same time with Toshiba, it was restricted by the resources of a previous product in the early stage. Second, possibility of teaming trap in the adapting process was found. The paper found the risk that too much commitment in one evolution stage would prohibit the adapting behavior in the next evolution stage.

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Fish Schooling Behavior Simulator for the Contents Production of Cyber Underwater Environment (가상 해저 환경 콘텐츠 제작을 위한 Fish 군중행동 시뮬레이터)

  • Kim, Jong Chan;Cho, Seung Il;Kim, Eung Kon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.1 no.1
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    • pp.27-35
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    • 2006
  • Crowd behaviors on cyber underwater environment are often produced in entertainment contents, such as films and games. It is easy for us to come in contact with the scenes appearing a lot of characters as digital films and animation works are increased gradually, owing to developing of computer graphics. Though the processing a scene of crowd and the behavior system of crowd, related to the processing techniques of crowd behavior in cyber space, have been implemented so far, the research for developing the natural crowd behavior simulator can not be still satisfying. In this paper, we designed a realistic and efficient Fish Schooling Behavior Simulator for the contents production of cyber underwater environment, which showed each type of fish behavior in cyber underwater smartly, and which generated the animating the behavior automatically, reducing the time and cost.

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An Analysis of Adolescents' Perceived Risk on Conformity Behavior of Fashion Brand (의복구매시 청소년의 지각된 위험이 패션브랜드 동조행동에 미치는 영향)

  • Jun, Dae-Geun
    • Journal of the Korean Home Economics Association
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    • v.46 no.10
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    • pp.71-81
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    • 2008
  • This study aimed to identify the effects of adolescents' perceived risk on fashion brand conformity behavior. To analyze conformable fashion brand behavior with consideration to their reference group, 6 dimensions of perceived risk were adopted as explanatory variables. Reference group means people that a person refers to when evaluating his values & behaviors. Data were collected from 672 male and female students aged between 14 and 18. Factor analysis on perceived risk resulted in 6 dimensional structures: socio-psychological, time loss, functional, fashionability loss, performance and opportunity loss risk. Fashionability loss risk positively affected adolescent fashion brand conformity behavior according to their favorite celebrities. Performance risk positively affected in consideration to their parents, while opportunity loss risk had a negative effect on the same reference group. However, socio-psychological and fashionability loss risk positively affected adolescent fashion brand conformity behavior in consideration to their friends, while performance loss risk had negative effect on the same reference group. Adolescent groups divided by the 6 dimensions of perceived risk showed meaningful differences in their fashion brand conformable behavior in consideration to their reference groups.

Behavior Patterns and Visualization by Playing Experience in FPS Game (FPS게임의 플레이경험에 따른 행동패턴과 시각화)

  • Choi, GyuHyeok;Kim, Mijin
    • Journal of Korea Game Society
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    • v.16 no.4
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    • pp.35-44
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    • 2016
  • To apply the player's experiences to the design process of the game levels set by the developer, gameplay behavior analysis is needed. The player's behavior which is different by how much he got experiences from the play has generally been studied by one computational approach based on numerical data and the other HCI(human-computer interaction) approach through heuristic analysis. For the analysis of the player's behavior with the level design patterns in FPS(first-person shooter) games, in this paper those methods are used to code 12 main types of action, which in turn is simply categorized into 5 kinds of behavior pattern. Along with it, an optimized visualization is proposed to intuitively compare the flow of behavior pattern with the time of playing game.

A Study on College Students' Menu Choice Behavior by Food Choice Factor (음식 선택 요인에 따른 대학생의 메뉴 선택 행동에 관한 연구- 대전.충남 지역 대학생을 중심으로 -)

  • Kim, Keun-Jong;Chun, Myung-Sook
    • Culinary science and hospitality research
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    • v.13 no.4
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    • pp.186-198
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    • 2007
  • Recently, the desire of the students has been changing variously as time passes and its speed is being accelerated. In this respect, this paper aims to demonstrate college students' menu choice behavior. In order to attain the object of this paper, college students in Chung-Nam Province including Daejeon city have been studied. There are many kinds of manu choice factors in food-industry. One of the methods of this study is Khan's food choice factor. The results of this analysis suggest that hypothesis 1-1, the environmental factors for college students were verified as significant effects on menu choice behavior of other people and also hypothesis $1{\sim}2$, self oriented for menu choice behavior showed significant effects. As a result, Khan's food choice behavior should be comparative to each factor focused on diversified environments. And also each factor is not strongly affected in relation to food choice factor. Therefore, students' menu choice behavior will be measured by verifying factors.

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Use of Beauty Products and their Consumption: A Behavioral Research in the Higher Grades of Elementary schools (초등학교 고학년의 뷰티제품 사용실태와 소비행동)

  • Barng, Keejung;Kim, Youn
    • Journal of Fashion Business
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    • v.20 no.4
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    • pp.172-188
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    • 2016
  • This study is conducted in grades 4, 5, and6 of Elementary schools located in Seoul. The results would be recognized by the Consumer Behavior Survey and the Use of Beauty. Students in the higher grades of elementary schools are exposed to beauty products for the first time. This is a crucial age, where they start becoming interested in their appearance. This behavior is being exploited to increase the desire to use beauty products. Although the initial use is self-motivated, choosing a quality product is highly influenced by peers, reasonable pricing, and internet impact. The higher the grade of the elementary school, we observed an increase in this trust and impulsiveness in the consumer behavior. More than 2 million students spent considerable amounts of money, and showed trends of consumer behavior of the impulsive type. The results of this study can provide a significant base to further study trends of beauty usage in higher grades of elementary schools, and give an indication of the consumer behavior based on the beauty culture and use of health products.

Mitigation of Budgetary Slack Behavior Through Islamic Religiosity and Budget Control: An Empirical Study of Indonesian Local Companies

  • LAKASSE, Syarifuddin;HAMZAH, Muh. Nasir;ABDULLAH, M. Wahyuddin;SYAHRUDDIN, Syahruddin
    • The Journal of Asian Finance, Economics and Business
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    • v.8 no.8
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    • pp.355-363
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    • 2021
  • This study aims to obtain empirical evidence about the cognitive effect of Islamic religiosity and budget control in reducing budgetary slack behavior. This study involved 176 managers as respondents in 10 local companies in Eastern Indonesia. Managers who are respondents in thus study work and are spread across 14 provinces in Indonesia. Probability sampling method has been used for this study from the total population with certain criteria. Data analysis has been done using Warp PLS-SEM technique. The results showed that Islamic religiosity cognitive and budget control had a direct negative effect on budgetary slack behavior. The two variables also fully mediate the relationship between participatory budgeting and budget-based compensation schemes on the behavior of budgetary slack in a negative and significant way. These results mean that the two variables are proven to reduce budgetary slack behavior. This empirical evidence at the same time corrects the agency theory's assumptions about opportunistic human nature and always maximizes every potential economic profit. In addition, the results also show that Islamic religiosity cognitive is stronger in reducing budgetary slack behavior. These results can be used to improve the company's budget control system by incorporating elements that motivate religious goals so that it is more effective in reducing budgetary slack behavior.