• Title/Summary/Keyword: informativity

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Strategy of CSR Storytelling with the application of Greimas Actantial Model -focusing on Hyundai Motor Company's CSR website (그레마스 행위소 모델을 통해 본 기업의 CSR스토리텔링 전략-현대자동차 CSR홈페이지를 중심으로)

  • HONG, Sook-Yeong
    • Journal of Digital Convergence
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    • v.14 no.10
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    • pp.119-128
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    • 2016
  • This study is designed with an intention to understand CSR story strategies that the corporates use, focusing on analyzing the method of composition of Hyundai Motor Company's CSR website stories. When analyzing based on interactivity, ease of use, newest, and informativity, interactive dialogue feature was mostly lacking. It is not the most up-to-date data and lacks the newest. However, as sharing information feature was presented, information spread quickly. When applying Greimas' Actantial Model into the 'CSR News' that conveys the news about corporate philanthropic activities, it turned out that the CSR strategies were authenticity, consistency and flexibility. When doing CSR storytelling, a corporate should not only use pre-existing executives and staff members but should use new icons including civic organizations and the youth if possible, and perform its role as a supporter. At the same time, a corporate must build strategical storytelling to the new values and engage in systematic corporate philanthropic activities that meets the need of the time period.

Application of AHP to the Selection Factors of Kiosk as Technology-Based Self-Service

  • Hyun, Ho-Suk;Lee, Hyung-Seok
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.12
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    • pp.309-321
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    • 2021
  • In this study, we proposed a hierarchy process analysis model for Kiosk known as technology-based self-service, In addition, we deduced the selection factors based on the literature review and calculated the weight of the factors. To estimate the priorities of selection factors, we used the data collected from consumers who have used Kiosks at cafe or fast food restaurant. The results of the study showed that the convenience among the factors in the first stage, consisted of safety, design, convenience, informativity, and responsiveness, revealed the most important factor in both cafe and fast food restaurant. Synthetic calculation of the first stage factors and the second stage factors showed that simple procedure was the most important factor. The results of comparing the priorities between cafe and fast food restaurant showed that consumers assessed their priorities differently in simple procedures, nutritional information, and fast menu provision.

A Study on the Service Quality of Audiobook Using Revised IPA (수정된 IPA 기법을 적용한 오디오북 서비스품질에 관한 연구)

  • Lee, Tae Won;Sung, Haeng Nam;Kwon, Jin Taek
    • The Journal of Information Systems
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    • v.30 no.4
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    • pp.329-347
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    • 2021
  • Purpose The purpose of this study is to examine the review of previous studies based on audiobooks, 1) using the IPA method, we examine the quality of audiobooks that listeners perceive as important and the quality of preferred audiobooks, 2) improvement directions for activating audio content and audiobook platform, to seek ways to establish strategic plans for the audiobook market. Design/methodology/approach This study conducted and experiment using three factors(usability, information and interaction) used in web service quality(WebQual). Usability consists of the availability of time, such as the use of audiobooks for hobbies and the ease of search. Information consists of the trends of the times, topics of converation and the latest trends. Interaction consists of the proportion and depth of celebrities. After that, grid analysis was performed using the traditional IPA method and the revised IPA method. It was judged that identifying and analyzing the preference for service provision and new content was more valuable than the Performance used in the existing method. Findings According to the results of the empirical analysis, it was found that the conversation material corresponding to informativity did not affect the audiobook during the online quality analysis. It is believed that improvements can be found through content production related to entertainment, webtoons, and general common sense that can increase listeners' interest. In addition, it was found that the advertising effect of celebrities corresponding to interactivity did not affect the results of this study, which should increase the concentration and immersion of listeners by increasing the technology for audiobooks.

A Study on the Selection Factors of Mobile Fashion Shopping Apps

  • Jung, Na-Eun;Lee, Hyung-Seok
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.2
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    • pp.229-236
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    • 2022
  • In this study, we proposed a hierarchical model of a mobile fashion shopping apps to find out factors that consumers consider when choosing a mobile fashion shopping apps, and also derived priorities by calculating the weights of the selection factors. To estimate the priorities of selection factors, we analyzed survey data collected from consumers who are currently using a mobile fashion shopping apps. As a result of this study, the first-step selection factors of the mobile fashion shopping apps consisted of economics, informativity, convenience, reliability, and additional service, and economics factor revealed to be the most important. Additionally, in the result of synthesizing the weights of the first-step and second-step selection factors, the coupons and discount event factor was found to be the most important. In the fierce competition of various mobile fashion shopping apps, the findings of this study not only proposed the evaluation model of mobile fashion shopping apps using the AHP technique but provided the priority of consumers' selection factors for mobile fashion shopping apps.

A Comparative Study between Korea and China on the Informativity of University Promotional Videos (대학홍보영상 정보성의 한·중 비교 연구)

  • Liu, Cui;Lee, Bo-Hui
    • The Journal of the Korea Contents Association
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    • v.22 no.5
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    • pp.327-337
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    • 2022
  • With the fierce competition between universities and the diversification and rapid development of multimedia, university promotional videos have become one of the effective means for universities to instill a better brand image, increase their competitiveness, and attract more new students. There were not many studies on university promotional videos in the field of advertising promotion, and there were no comparative studies on university promotional videos in Korea and China. Accordingly, this study aims to analyze promotional videos of the top 30 universities in Korea and China by referring to the world university rankings released by the 2021 World University Rankings (QS) World University Evaluation Agency and explore the differences between the two countries. According to the results of the study, it was found that there were some significant differences between Korea and China's university promotional images in each analysis category. This study is meaningful in that it will serve as a reference for the production of promotional videos for schools in the future while presenting the differences between Korean and Chinese university promotional videos.

Impact of YouTube Content Characteristics on Fashion Information Acceptance: Comparison by Information Provider (유튜브 콘텐츠 특성이 패션 정보 수용에 미치는 영향: 정보 제공 주체별 비교)

  • Yubin Lee;Sumin Kim;Kyu-Hye Lee
    • Journal of Fashion Business
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    • v.28 no.3
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    • pp.16-33
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    • 2024
  • This study investigated the role of YouTube in providing fashion information and explored how fashion companies and individual YouTubers used this platform to communicate with consumers and disseminate fashion contents. This research identified two main types of YouTube information providers: fashion companies and fashion YouTubers. It focused on characteristics of YouTube fashion information (such as informativity, novelty, usefulness, authenticity, and enjoyment) and their impact on consumer needs satisfaction, information satisfaction, and information acceptance. An online survey was conducted with female consumers aged 20 to 39 years, analyzing responses to assess how YouTube fashion information affected consumer behavior and decision-making. Using SPSS for statistical analysis, results indicated that usefulness and enjoyment significantly influenced information acceptance, particularly with fashion companies showing a stronger impact from usefulness, while authenticity and enjoyment were more influential for fashion YouTubers. Moreover, mediating effects of consumer needs satisfaction and information satisfaction on the relationship between fashion information characteristics and information acceptance were examined. Findings revealed that various characteristics had different mediating effects based on whether the information provider was a fashion company or a fashion YouTuber. Notably, enjoyment and authenticity played crucial roles in mediating consumer needs satisfaction. Overall, this study provides insights into how YouTube serves as a vital channel for fashion information, influencing consumer satisfaction and behavior. It also offers practical implications for fashion marketers on how to leverage YouTube effectively to meet consumer needs and enhance information acceptance, thereby proposing strategic marketing recommendations for fashion companies and YouTubers.

Study for applying the augmented reality onto postage stamps (우표의 증강현실 적용에 관한 연구)

  • Lee, Ki Ho
    • Cartoon and Animation Studies
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    • s.33
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    • pp.503-529
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    • 2013
  • The commemorative AR postage stamps which are the world first presented at The YEOSU EXPO 2012 has had meaning of communicating with future in this present from a convergence that the most analog medium is using now and that the AR is cutting edge of digital technology. The AR stamps printed 10 kind out of 33 commemorative stamps. These have great significance that is artistic value than that is world first. The applied AR images are not only expressed 3D real images but also artic represented and signifying each stamp images from visualized creativity process, and build 'new art space' that is new concept between on real(analog) and virtual(digital). This study analyzes meaning of images and then makes concept of AR contents design. The processing is designed and considered the meaning of architectures and environments, and the regional specific feature of the Yeosu with surrealistic graphic concept. The 10 of deducted images were expressed after AR coding such as visual arts. This study realized markerless 3D image tracking AR stamps and deducted research result are; the first, it was able to figure out how to realize AR in the process of registering the reference images, coordinating transformation, and hybriding AR on the stamps for the mobile devices. The second, it was able to be seeked a possibility of new virtual exhibition space. The third, it was able to know possibility of satisfaction of immersing with visual formativeness and usability with informativity.

A Study on the Effect of Social Commerce Service Quality and Service Provider Physical Environment on the Social Commerce Loyalty -Focused on the Social Commerce for Group Purchase- (소셜커머스 서비스품질과 서비스제공 업체의 물리적환경이 소셜커머스 충성도에 미치는 영향 -공동구매형 소셜커머스를 중심으로-)

  • Choi, Tae-Ho;Yun, Dae-Hong;Ock, Jung-Won
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.11
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    • pp.322-331
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    • 2016
  • This study examines the effects of social commerce service quality and the service provider's physical environment on customer loyalty based on trust and satisfaction. Study results are as follows: First, correlation analysis results for social commerce service quality and social commerce trust find that informativity and interactivity exert statistically significant effects on social commerce trust. Second, service provider's physical environment and service provider satisfaction correlation analysis results demonstrate cleanliness, ambience, and interactivity exert statistically significant effects on service provider satisfaction. Lastly, the correlation between social commerce trust, service provider satisfaction, and social commerce loyalty, was statistically significant. Results of this study are expected to provide general understanding of group purchase decisions in social commerce and to provide value input in strategy development for social commerce with respect to group purchase and service provider.

Usability Evaluation Checklisks of Software GUI on Weapon System (무기체계 소프트웨어 GUI에 대한 사용성 평가 체크리스트 개발)

  • Kim, Du-Jeong;Cho, Hyun-Su;Kang, Tae-Ho
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.11
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    • pp.214-222
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    • 2016
  • As information becomes more sophisticated with the advancing technology of our times, the usability of software is considered an important factor. However, the research on usability of weapons system software graphical user interfaces (GUIs) remains insufficient. For this reason, this paper focuses on developing checklists for the usability of GUIs in weapons systems. In the first step, design principles are collected from various design guidelines on usability and from career soldiers. In the second step, a survey is conducted for factor analysis, and in the third step, factor analysis is conducted on 12 principles, with two principles excluded, as a result, due to less correlation with weapons system usability. In Step 4, the weights for design characteristics and design principles are derived using AHP. In the final step, the checklists are developed by mapping the GUI design factors and from the results of factor analysis. This research could be utilized as a foundation for usability evaluation of GUIs in weapons systems.

User Value Factors of Internet of Things(IoT) Service (사물인터넷 서비스의 사용자 가치 요인)

  • Park, Joo Hyun;Ryoo, Han Young
    • Journal of the HCI Society of Korea
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    • v.11 no.2
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    • pp.23-30
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    • 2016
  • The Internet of Things(IoT) market is growing exponentially as a core growth engine of the future. Major companies of the world are competitively providing the IoT services to dominate the IoT market first and create ecosystem around their companies. In order to establish the IoT services and contribute to the related industry, they will need to make efforts to provide the IoT services that the users desire, and which the users can have new experiences with. Thus, we attempted to draw out the user value factors to help successful IoT service development. For this purpose, we explored the meaning and concept of IoT, drew out a trend matrix of IoT through the literature review related to IoT and conducted a survey through the user values established by the literature related to IoT and the focus group interviews. As a result, we identified thirteen user value factors of the IoT services, which are manageability, relationship, familiarity, expandability, simplicity, entertainment, safety, economic feasibility, compensation, automation, rapidity, informativity and environment-friendliness. This study is expected to be used as a basic material in understanding the IoT services and as standards or assessment items to develop the IoT services that the users want.