• Title/Summary/Keyword: entertainment service

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A Study on the Influencing Factors of Sustainable Use Intention & Addiction of Social Media WeChat (소셜미디어 위챗의 지속 이용의도와 중독의 영향요인 연구)

  • Qiang, YaLi;Bae, Seung-Ju;Kwon, Mahn-Woo;Lee, Sang-Ho
    • Journal of the Korea Convergence Society
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    • v.12 no.12
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    • pp.245-255
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    • 2021
  • This study is an empirical study on how factors such as social factor, entertainment factor on the Wechat social media platform affect users' flow and addiction to use. Researchers thought that despite the increasing addiction of social media Wechat users, existing social media research is limited to service quality and satisfaction, so research on user flow and addiction is necessary. Therefore, the researchers try to through empirical analysis, the WeChat use to addiction path to social factor (social interactivity, payable) and entertainment factor (entertainment, life relevance), examine how WeChat user experience affects the use intention and satisfaction, and determine its role in the user's WeChat addiction and flow, and tested. The results of this study are expected to provide a new theoretical basis for future research on addiction use of social media.

Purchasing Satisfaction of Apparels on Shopping Orientation in Daegu (의복쇼핑성향과 의복구매만족과의 관계 연구 - 대구지역 여성소비자들을 대상으로 -)

  • 최태용;박화순;조은영
    • Journal of the Korean Home Economics Association
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    • v.40 no.8
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    • pp.123-135
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    • 2002
  • The purpose of this study is to examine the relationship between shopping orientation and purchasing satisfaction of apparels. To achieve the purpose, this study was carried out by means of questionnaires with female consumers aged from 20s to 50s in Daegu. The data were analysed by the frequency analysis, percentage, reliability test, factor analysis, Pearson's correlation analysis, cluster analysis, one-way ANOVA and Duncan's multiple range analysis. The statistical package for social science 9.0 for Window was used for the statistical processing of the data. The result of this study is summarized as follows. 1. To examine factors which construct female consumers' shopping orientation for apparels, a factor analysis was done, therefore, which obtained 6 factors. Also A factor analysis was done to examine the motivative factors of satisfaction with purchased apparels, 6 factors were obtained. 2. Based on the average score of shopping-orientation factors for apparels, a cluster analysis was done and it was classified into 3 clusters. There were differences in purchasing satisfaction of purchased apparels between the 3 clusters. 3. The differences in variety, shopping convenience, dignity, brand & preference, and convenient selection between the clusters were entirely p<0.001 which were very significant. There were no differences in the quality and service factors between the brand-/practicality-oriented cluster and entertainment-oriented cluster. With other factors, entertainment-oriented cluster was most satisfied than brand-/ practicality oriented cluster. But, self-reliance-oriented cluster was lowest purchasing satisfaction of apparels.

A Model of User Adoption of Mobile Games (모바일게임 플레이 의도의 영향요인 연구)

  • Han, Kwang-Hyun;Kim, Tae-Ung
    • Asia pacific journal of information systems
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    • v.16 no.2
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    • pp.123-141
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    • 2006
  • Mobile games have emerged as the most innovative entertainment technology, adding new revenue streams, taking advantage of the potential of wireless applications and service offerings. Mobile games, as well as PC games, Video games and online games, offer a unique value for users in providing an exciting digital experience in virtual worlds. The overall trend for mobile games is towards bigger, more colorful, more involving and exciting contents, which might build upon the developing capabilities of mobile phones and networks, in order to bring new styles, concepts and experiences of game play to the users. In this paper, we investigate the factors influencing the usage and acceptance of the mobile games, based on the extended version of the Technology Acceptance Model (TAM). Based on data collected from online survey, we show that perceived usefulness, ease of use are the major determinants for mobile game users to play games. Four factors, including ease of use, self-expressiveness, visibility, and innovativeness are empirically shown to determine the level of perceived usefulness; additionally, innovativeness and facilitating conditions are shown to directly affect ease of use. Based upon the statistical results, some useful guidelines for game development and market penetration strategies are also provided.

Deriving the Success Factors for Retailing Mobile Services: A Comparison of Mobile Service Types (모바일서비스의 성공 영향요인 도출과 서비스 유형별 비교분석)

  • Kim, Keun-Hyung;Kim, Si-Yeon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.10 no.3
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    • pp.586-592
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    • 2006
  • Mobile Services are that function of information system are served in mobile environment. So, Success model for the mobile services might be derived through mixing success model of information system with mobile attributes. There are many kinds of mobile services. Specially, commerce, communication entertainment and information services are representative types in mobile services. In this paper, we do not only derive important factors that influence success of mobile services, but also analyze how the factors influence the success of mobile services. We also analyze whether measures of the factors might differ significantly among the types of mobile services.

A Study on Travel Guidance Service Algorithm Based on Mobile Augmented Room (모바일 증강현실 기반 여행 가이드 서비스 알고리즘에 관한 연구)

  • Koh, Wan-Ki;Kim, Jeong Hyo;Kim, Je-seok
    • Journal of Korea Game Society
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    • v.18 no.3
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    • pp.5-16
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    • 2018
  • As the augmented reality market has rapidly grown in recent years, various platform interfaces have emerged. In addition, it provides recommended travel information for each user based on a smartphone. Based on the recommended travel information, it provides the information of a tour path. Even though it is implemented in mobile devices and does not have continuous communication with servers, it needs new technologies that can provide additional entertainment services such as cultural and historical sites in corresponding regions while still providing guides depending on user movements

A Study on the Influence of Tourism Experience Factors on the Memory, Satisfaction and Loyalty of Tourist Attractions (관광체험요소가 관광지의 기억, 만족 충성도에 미치는 영향에 관한 연구)

  • Park, Wan Gu;Kim, Yong Beom;Choi, Yu-Jin
    • Journal of the Korea Safety Management & Science
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    • v.19 no.2
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    • pp.147-157
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    • 2017
  • The tourism experience factor is an essential source of competitive advantage in the tourism industry and is an important factor for predicting future tourism behavior. Tourism experience elements can be composed of areas of education, entertainment, aesthetics and deviance (Pine and Gilmore, 1998). This study examines the effect of tourist experience factors on tourist loyalty and it is meaningful to see if the experiential economic theory of Pine and Gilmore (1999) is applicable. In order to achieve the purpose of this study, we conducted a questionnaire survey on tourists using experiential tourism factors. As a result, it was found that recreational experiential factors had a significant effect on memory. Memory has a significant effect on both visitor satisfaction and tourist loyalty. This study has academic significance because it focuses on the tourism experience factor which is the core of experiential economic theory. Practical significance is that a lot of experiential contents should be found in order to better match the tourist experience factor to the requirements of visitors to the tourist site. As a result, it is expected to generate revenue and improve its competitiveness.

Application of Human Machine Interface and Augmented Reality Technology to Flight Operation (인간-기계 인터페이스 및 증강현실 기술의 항공운항 분야 적용)

  • Park, Hyeong Uk;Chung, Joon;Chang, Jo Won;Joo, Seonghyeon;Hwang, Young Ha
    • Journal of the Korean Society for Aviation and Aeronautics
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    • v.27 no.2
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    • pp.54-69
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    • 2019
  • The primary objective of this paper is to introduce the application of Human-Machine Interface (HMI) and Augmented Reality (AR) technologies in flight operations. These include: self-check-in, baggage handling, airport security and surveillance, airport operations monitoring, In-Flight Entertainment and Connectivity (IFEC), cockpit design, and cabin crew support. This paper investigates the application status and development trends of HMI and AR technologies for airports and aircraft. These technologies can provide more efficient in-flight passenger service and experience by using AR devices. This paper also discusses the developments such as; the Integrated Control Application (ICA) for the IFEC interface, AR flight simulation training program using the fixed-based simulator, and the AR aircraft cabin interior concept test program. These applications present how HMI and AR techniques can be utilized in actual flight operations. The developed programs in this paper can be applied to their purpose within aircraft interiors and services to enhance efficiency, comfort, and experience.

Mining Loot Box News : Analysis of Keyword Similarities Using Word2Vec (확률형 아이템 뉴스 마이닝 : Word2Vec 활용한 키워드 유사도 분석)

  • Kim, Taekyung;Son, Wonseok;Jeon, Seongmin
    • Journal of Information Technology Services
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    • v.20 no.2
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    • pp.77-90
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    • 2021
  • Online and mobile games represent digital entertainment. Not only the game grows fast, but also it has been noted for unique business models such as a subscription revenue model and free-to-play with partial payment. But, a recent revenue mechanism, called a loot-box system, has been criticized due to overspending, weak protection to teenagers, and more over gambling-like features. Policy makers and research communities have counted on expert opinions, review boards, and temporal survey studies to build countermeasures to minimize negative effects of online and mobile games. In this process, speed was not seriously considered. In this study, we attempt to use a big data source to find a way of observing a trend for policy makers and researchers. Specifically, we tried to apply the Word2Vec data mining algorithm to news repositories. From the findings, we acknowledged that the suggested design would be effective in lightening issues timely and precisely. This study contributes to digital entertainment service communities by providing a practical method to follow up trends; thus, helping practitioners have concrete grounds for balancing public concerns and business purposes.

Exploratory Analysis to Investigate the Process Effectiveness of IT Convergence based Service Industry Model (IT융합 서비스 산업 모델의 프로세스 효과성 탐색)

  • Han, Hyun-Soo;Moon, Tae-Eun
    • Journal of Information Technology Applications and Management
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    • v.19 no.4
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    • pp.227-242
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    • 2012
  • It is a daunting task to theorize the process effectiveness of IT convergence based service model. Despite the criticalness of investigating process enhancement impact of IT-convergence based service model, the theoretical research in this field is relatively scarce, possibly due to the too wide and comprehensiveness of research scope. In this vein, we conducted exploratory study to understand the contributional impact of IT convergence based service model on resolving service process limitations. We first identified five IT convergence based service models in the area of typical service industry, which include entertainment, learning, location based services, tourism, and healthcare. Our research model classified value creation factors of the IT convergence model in twofold. The one is defined as basic value creation factor of the IT convergence, which is treated as the second-order factor that consists of two first-order factors of mobile functionality and Internet with digital contents merging functionality. The other is defined as service process limitations resolving factor which are comprised with the two first-order factors of simultaneousity and perishability. Both the second-order factors are modeled, each respectively, with the two first-order factors in formative manner. Using PLS, empirical validation is executed to analyze each value creating factor's contribution impact on the relative advantage, as well as the mediating effect of basic value creation factor on resolving service process limitations. On the basis of the insights revealed from this paper, further theory building research could be elaborated in the area of IT convergence applications for service industry.

A Study on the Influence of Consumers Functional Recognition on Their Switching Behaviors, using Food Providers' Web Sites (외식기업 온라인 웹사이트를 이용하는 소비자들의 기능별 지각 수준이 전환 행동에 미치는 영향)

  • Choi, Eun-Joo
    • Culinary science and hospitality research
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    • v.16 no.2
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    • pp.31-48
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    • 2010
  • The purpose of this study was to examine the influence of food service web site users' functional recognition extent on switching behaviors. For this, a survey of web site users was carried out. As for analytic methods, frequency analysis was used to examine respondents' demographic features. In addition, simple regression analysis and multiple regression analysis were carried out used to look into the influence of functional recognition of food providers' web sites on switching behaviors. Study findings are as follows: all the functional variables such as entertainment, advertisement & public relations, communication and purchase decision-making function have significant influence on users' switching behaviors. When users' recognition extent of food providers' online web sites is high, their switching behavior is also high. In particular, the following clause have the greatest influence upon users' switching behaviors pattern. In the function of entertainment, (1) it is easy to search on web site; in the advertisement function, (2) the image of restaurant can easily be recognize; In the communication function, (3) the image of new products can be seen with ease; and in the purchase decision-making function, (4) web sites are easily accessible.

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