• 제목/요약/키워드: Usage motivation

검색결과 223건 처리시간 0.027초

Anonymous and Non-anonymous User Behavior on Social Media: A Case Study of Jodel and Instagram

  • Kasakowskij, Regina;Friedrich, Natalie;Fietkiewicz, Kaja J.;Stock, Wolfgang G.
    • Journal of Information Science Theory and Practice
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    • 제6권3호
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    • pp.25-36
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    • 2018
  • Anonymity plays an increasingly important role on social media. This is reflected by more and more applications enabling anonymous interactions. However, do social media users behave different when they are anonymous? In our research, we investigated social media services meant for solely anonymous use (Jodel) and for widely spread non-anonymous sharing of pictures and videos (Instagram). This study examines the impact of anonymity on the behavior of users on Jodel compared to their non-anonymous use of Instagram as well as the differences between the user types: producer, consumer, and participant. Our approach is based on the uses and gratifications theory (U>) by E. Katz, specifically on the sought gratifications (motivations) of self-presentation, information, socialization, and entertainment. Since Jodel is mostly used in Germany, we developed an online survey in German. The questions addressed the three different user types and were subdivided according to the four motivation categories of the U>. In total 664 test persons completed the questionnaire. The results show that anonymity indeed influences users' usage behavior depending on user types and different U> categories.

Study on the Effect of the Usability and Usefulness of Mobile Application Programs on Buying Intention

  • Oh, Young-Sam
    • 유통과학연구
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    • 제11권11호
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    • pp.41-47
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    • 2013
  • Purpose -This paper aims to understand how easy and convenient it is for consumers to use mobile services. A mobile service combines hardware and software with information technology. To specifically meet the needs of users of mobile applications, the context of usability was identified in consumer mobile services. Research Design, Data, and Methodology - For usability measurement and evaluation, appliances and software were the main target: this applied to an expanding range, such as a Personal Digital Assistant (PDA), mobile phones, and wired and wireless integrated services. This study extended the Technology Acceptance Model (TAM) by examining the roles of two characteristics of mobile applications'usage: usability and usefulness. Results - The study tested the research model using a structural equation modeling (SEM) technique. Results showed no significant differences between the two models. Usability comprised learnability, efficiency, memorability, errors, and satisfaction: the motivation for using a mobile application was understood as being the usefulness and easy-of-use of the mobile application. This empirical study validated the proposed research model and hypotheses, and found that the hypotheses could be supported. Finally, the phenomena derived from the causal relationships in usability were identified, and their implications considered.

인지 심리적 모형을 기반으로 한 초등 수학 교육용 기능성게임 디자인 설계전략 (Design Framework for Math Educational Serious game Based on Cognitive Psychology)

  • 최은영
    • 만화애니메이션 연구
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    • 통권45호
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    • pp.299-320
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    • 2016
  • 교육 패러다임의 변화에 따라 기능성게임을 이용한 교육방법에 대한 관심이 증가하고 있다. 하지만 교육용 기능성게임의 학습효과에 중점을 둔 결과 지향적 게임 디자인 설계는 게임의 재미적인 요소와 몰입감을 간과한 경우가 많으며, 지속적 학습참여와 같은 내재적 요인들을 반영하지 못했다. 교육용 기능성게임의 지속적인 사용 및 확장과 학습 효과를 높여주기 위하여 학습자의 학습 성향 및 인지확장에 대한 변화를 반영한 게임디자인 설계가 필요하다. 본 연구에서는 인지심리학 모형을 바탕으로 한 게임디자인 설계전략을 문헌 리뷰를 통하여 분석 및 제시하고자 한다. 이는 학습자 및 학습효과에 질적 양적측면에서 긍정적 영향을 미칠 것으로 판단된다.

의류상품 수준에 따른 브랜드 유형별 소비자 행동 연구 (Consumer Behavior on Brand Types according to Clothing Goods Level)

  • 김미경;이선재
    • 복식문화연구
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    • 제10권5호
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    • pp.493-503
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    • 2002
  • This study examined consumer characteristics and consumers' clothing purchase behavior for each of the four fashion brand types. The ultimate purpose of this study is to suggest the most effective marketing strategy for competitive advantage in fashion brand strategy. The subjects selected for the final analysis are 412 women of age 20 thru 34 in Seoul and areas. The data were analyzed using frequency, percentage, factor analysis, chi-square test, ANOVA, duncan test. The results of our study indicate that it is possible to meaningfully describe and contrast four brand types based on consumer's characteristics and purchase behavior. 1. The clothing brand is classified into four types : Designer brand 10.9%, National brand 27.2%, Middle-price brand 36.2%, Low-price brand 25.7%. 2. There are significant diferences according to four brand types in the demographic traits such as age education and income the average monthly spending on clothing. 3. There are an important discrimination according to tow brand types in their clothing purchase behavior such as information usage, clothing choice criterion and brand choice motivation. 4. Based on the result of this analysis and the review of literature, the brand strategy is suggested that characteristic and products development is efficient way to each brand consumers' purchase need. Therefore each brand which pursue an added value must frame marketing strategy on the basis of the target consumers' sensitivity characteristic according to the fashion consciousness.

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디지털콘덴츠 보호를 위한 워터마킹 기술 (Watermarking Technique for the Digital Contents Protection)

  • 송학현;김윤호
    • 디지털콘텐츠학회 논문지
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    • 제5권1호
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    • pp.66-72
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    • 2004
  • IT기술의 발달과 인터넷의 등장은 네트웍을 통한 정보전달에 혁명을 가져오면서 많은 디지털콘텐츠들이 제작되어 공급되고 있다. 이러한 디지털 콘텐츠의 특성상 제자 유통 및 관리상에서 무한정 복제 및 해킹을 통한 손상 등의 문제가 심각하게 대두되고 있다. 이러한 문제들을 극복하기 위한 수단으로 제시되는 디지털 지적 재산권 보호를 위한 DRM(Digital Rights Management)기술이 의 하나인 디지털 워터마킹(Digital Watermaking)은 저작권 정보 구입자 정보 등 저작권 보호에 필요한 정보를 디지털 콘텐츠에 몰래 숨겨놓는 기술이다. 지금까지 디지털 워터마킹 기술에 관한 연구는 주로 특정성 있는 워터마크 삽입과 검출 등의 관점에서 연구되어 왔는데 본 고에서는 광범위한 응용 및 활성화가 예상되는 디지털콘텐츠시장 전민 세계표준화동향 디지털콘텐츠 지적 재산권 보호를 위한 워터마킹의 현황을 살펴보고 새로운 워터마킹 방식을 제시하였다.

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영상 콘텐츠 지적재산권 보호 워터마킹 기술 (Watermarking Technique for the Digital Contents Protection)

  • 송학현;김윤호;류광렬
    • 한국정보통신학회:학술대회논문집
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    • 한국해양정보통신학회 2004년도 춘계종합학술대회
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    • pp.144-148
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    • 2004
  • 디지털 콘텐츠 산업이 핵심 신성장산업으로 등장하고 있으나 디지털 콘텐츠의 제작, 유통 및 관리상에서 디지털자료의 특성상 무한정 복제 및 해킹을 통한 손상 둥의 문제가 심각하게 대두되고 있다. 이러한 문제들을 극복하기 위한 수단으로 제시되는 디지털 지적 재산권 보호를 위한 DRM(Digital Rights Management)기술의 하나인 디지털 워터마킹(Digital Watermarking)은 저작권 정보, 구입자 정보 둥 저작권 보호에 필요한 정보를 디지털 콘텐츠에 몰래 숨겨놓는 기술이다. 지금까지 디지털 워터마킹 기술에 관한 연구는 주로 특정성 있는 워터마크 삽입과 검출 등의 관점에서 연구되어 왔는데 본 고에서는 광범위한 응용 및 활성화가 예상되는 디지털콘텐츠시장 전망, 세계표준화 동향, 디지털콘텐츠 지적 재산권 보호를 위한 워터마킹의 현황을 살펴보고 새로운 워터마킹 방식을 제시하였다.

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H2-MHR PRE-CONCEPTUAL DESIGN SUMMARY FOR HYDROGEN PRODUCTION

  • Richards, Matt;Shenoy, Arkal
    • Nuclear Engineering and Technology
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    • 제39권1호
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    • pp.1-8
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    • 2007
  • Hydrogen and electricity are expected to dominate the world energy system in the long term. The world currently consumes about 50 million metric tons of hydrogen per year, with the bulk of it being consumed by the chemical and refining industries. The demand for hydrogen is expected to increase, especially if the U.S. and other countries shift their energy usage towards a hydrogen economy, with hydrogen consumed as an energy commodity by the transportation, residential and commercial sectors. However, there is strong motivation to not use fossil fuels in the future as a feedstock for hydrogen production, because the greenhouse gas carbon dioxide is a byproduct and fossil fuel prices are expected to increase significantly. An advanced reactor technology receiving considerable international interest for both electricity and hydrogen production, is the modular helium reactor (MHR), which is a passively safe concept that has evolved from earlier high-temperature gas-cooled reactor (HTGR) designs. For hydrogen production, this concept is referred to as the H2-MHR. Two different hydrogen production technologies are being investigated for the H2-MHR; an advanced sulfur-iodine (SI) thermochemical water splitting process and high-temperature electrolysis (HTE). This paper describes pre-conceptual design descriptions and economic evaluations of full-scale, nth-of-a-kind SI-Based and HTE-Based H2-MHR plants. Hydrogen production costs for both types of plants are estimated to be approximately $2 per kilogram.

Digital Entrepreneurship in Indonesia: A Human Capital Perspective

  • MUAFI, Muafi;SYAFRI, Wirman;PRABOWO, Hadi;NUR, Sofyan Ashari
    • The Journal of Asian Finance, Economics and Business
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    • 제8권3호
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    • pp.351-359
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    • 2021
  • Digital technology has become a new economic and social force, reshaping traditional business models, strategies, structures, and processes. This is a challenge for human capital to develop continuously in this dynamic era; one of the solutions is digital entrepreneurship. Digital entrepreneurship focuses on creating new ventures and transforming existing businesses by developing novel digital technologies or novel usage. Further, digital technology has also enabled the growth of the sharing economy, linking owners and users, and disrupting the previous dualism of businesses and customers. This paper provides a novel contribution regarding the emerging concept of Digital Entrepreneurship. Based on a qualitative literature review and interview with university staff, lecturers, and students in four large public and private universities in West Java and DIY Province, an interpretative framework for Digital Entrepreneurship has been proposed, which comprises of the following components: motivation (the rationale for the adoption of digital technology for academic entrepreneurship), stakeholders (the stakeholders involved through digital technology to achieve the academic entrepreneurship goal), process (the processes of academic entrepreneurship supported by digital technologies), and business form (the emerging forms of digital academic entrepreneurship). This research also shows several alternative government policies to improve digital entrepreneurship in the academic environment.

Mobile News Engagement in a South Asian Context: Roles of Demographics, Motivations, and News Type Preferences in News Exposure and Participation in Bangladesh

  • Alam, Md. Asraful;Kim, Kyun Soo
    • International Journal of Contents
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    • 제17권2호
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    • pp.48-64
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    • 2021
  • This study examines mobile news engagement-conceptualized as news exposure and participation-in the context of South Asia which has experienced tremendous growth in mobile-Internet users without receiving much attention from communication scholars. Along with demographic characteristics, this research incorporates motivational factors (grounded on uses and gratifications-U&G-approach) and news type preferences to explore their roles in mobile news engagement among urban citizens in Bangladesh. Results of a self-administered survey (N = 504) revealed that participants' mobile news engagement partially varied depending on their demographic differences, particularly gender, age, and education. Our study also unveiled that individuals' motivation for sharing information seemed to be a strong predictor of mobile news exposure and participation. In addition, Bangladeshi respondents were more likely to be interested in the hard news in terms of expressing views on news comments and sharing news via mobile platform. Conversely, preference for soft type news had a significant influence on news exposure through mobile browsing. This study provides insights into the understanding of global phenomena of mobile news engagement by unpacking the case of Bangladesh where mobile news usage seems to be an evolving state.

의학교육을 위한 메타버스의 교육적 가능성 탐색 (Exploring the educational potential of metaverse for medical education)

  • 홍현미;윤영현;김영전
    • Journal of Medicine and Life Science
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    • 제20권1호
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    • pp.8-14
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    • 2023
  • Interest in the metaverse is increasing as learners participate in learning with presence, improving learning motivation, and interaction. Currently, the use of metaverse in medical education remains in a test-phase of introduction within some companies, while some medical school professors are beginning to utilize it. Therefore, it is difficult to ascertain whether the metaverse has educational potential when used in medical education. This exploratory study investigates the possibility of the educational use of the metaverse. Both the educational usefulness and the examples of its educational usage in domestic and foreign medical schools are explored. As the metaverse is expected to be introduced and utilized more actively in the future, some of its advantages and limitations in medical education have been identified. In light of the vast potential of the metaverse in medical education, the method of educating and preparing medical students should be developed by preparing a new educational foundation.