• Title/Summary/Keyword: interactivity.

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A study on the Selection Attributes of Accommodation Applications

  • Kim, Kyu-dong;Jeon, Se-hoon;Kim, Jeong-lae
    • International journal of advanced smart convergence
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    • v.8 no.4
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    • pp.130-137
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    • 2019
  • We conducted this study to identify the composition factors for consumers' selection attributes of accommodation applications and to identify the differences in the selection attributes perception of accommodation applications based on demographic characteristics and use status. According to the study, 6 factors were derived as the components of the selectivity of accommodation application and were named convenience, interactivity, economic efficiency, transaction reliability, product reliability and informativeness. And the respondents differed in their selection attributes perception of the accommodation application they used. In particular, it was found that the highest perception of informativeness and interactivity, and the lowest perception of product reliability. Finally, there were differences in the selection attributes perception of the accommodation application they used by demographic characteristics and use status. Based on the results of this study, we should strive to derive the effective marketing strategy needed for travel industry-related companies.

The Factors Affecting the Performance of Knowledge Management Systems: Focused on the Quality of Community-of-Practice (지식경영시스템의 사용자 성과에 영향을 미치는 요인: 실행공동체 특성요인을 중심으로)

  • Ryu, Il;Koh, Joon;Kim, Jaejon;Park, Seong-Jong
    • Knowledge Management Research
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    • v.7 no.1
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    • pp.31-47
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    • 2006
  • In order to manage organizational knowledge efficiently, Knowledge Management System(KMS) is considered as mandatory. This study aims at developing a KMS performance model to predict user satisfaction as well as KMS usage, considering the unique features of KMS. By analyzing 261 surveys with LISREL, we found that community of practice(CoP) characteristics - participation and interactivity among users - significantly affects KMS user satisfaction. This implies that the development of KMS should focus on facilitating users' interactivity and participations such as CoP activity, which differs from the general information system context. We also found that KMS usage is influenced by CoP interactivity, not by CoP participation, and that KMS usage as well as user satisfaction leads to user performance. Interpretations and implications of the findings are discussed.

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Study of previous Factors of Switching barrier at Online shop (온라인 쇼핑몰 전환장벽의 선행요인 연구)

  • Park, Soo-Min;Yoo, Chul-Woo;Choe, Young-Chan
    • Journal of Agricultural Extension & Community Development
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    • v.15 no.3
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    • pp.433-460
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    • 2008
  • The objectives of this study were to figure out the relationships of factors, e-quality, interactivity, trust and switching barrier, to affect the online customers loyalty. Moreover, e-quality was considered because of the problem of ssability originated from the environment that a lot of information and products are given at online business. This study employs a survey method to empirically test the proposed research model. A survey questionnaire was developed and 100 responses were collected. The data were analyzed using PLS method, a structural equation modeling method. The results of the study indicate that e-quality, interactivity, and trust influence switching barrier and that the switching barrier affects virtual relationship, which has an positive effect on loyalty. This study provides valuable theoretical and practical perspectives that e-quality is the most influential factor on virtual relationship and that, of the three factors of switching barrier, the virtual relationship is the most effective one to prevent customers online from changing their main online shop for products.

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Visual Information for Inducing Interactivity and Presence (유도된 상호작용성을 통한 가상환경에서의 현실감 제고)

  • Lee, Jayeon;Kim, G. Jounghyun
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2003.05a
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    • pp.70-77
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    • 2003
  • 가상환경에서의 실재감을 증대시키는 방법 중에 하나는 상호작용을 이용하는 방법이다. 즉, 사용자가 가상환경에 변화를 줄 수 있게 하여, 사용자와 가상환경 사이의 결속감을 통해, 사용자가 가상환경 속에 있는 듯한 느낌을 주는 것이다. 그러나, Architectural Walkthrough 혹은 Navigation 시스템은 기능적으로 가상객체와에 affordance 와 그 밖의 interactivity cue를 적용하여 사용자로 하여금 시각적으로만 상호작용감을 유발하게 하여, 사용자의 실재감을 높이기 위한 방법에 대한 것이다. 두 개의 가상환경에 대하여 아무런 visual cue가 없는 경우, 텍스트를 이용한 직접 표현 방법, 객체가 simulation 된 trace 그리고 affordance cue 등 총 4가지 방법들, 즉 총 8가지 실험 조합에서 사용자가 느끼는 상호작용성과 실재감을 측정하였는데 interactivity유도를 위한 간접적인 visual cue가 쓰였을 경우 통계적으로 유의하게 상호작용성 및 실재감이 증대하는 결과를 보여주었다. 이는 적은 모델링만의 노력으로, 실제 인터액션에 대한 구현 없이 가상환경에서 어느 정도의 실재감을 높일 수 있는 방법을 제시하고 있다.

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A Study on the Relationship of Distraction Factors, Presence, Flow, and Learning Effects in HMD-based Immersed VR Learning (HMD기반 몰입형 VR 학습에서 방해요인, 프레즌스, 몰입, 학습효과 사이의 관계에 관한 연구)

  • Kwon, Chongsan
    • Journal of Korea Multimedia Society
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    • v.21 no.8
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    • pp.1002-1020
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    • 2018
  • Virtual reality (VR) technologies, which have been improved of late, offer experiences closer to reality than before. While VR technologies are expected to be an effective medium if used in learning content that cannot be offered in real life, distraction factors in VR technologies may prevent the users' presence and flow, making these technologies ineffective. Therefore, this study, through experiment and observation, analyzed the effect of distraction factors on the user's experience perception and learning effect when using HMD-based immersive VR. Experimental results revealed that the distraction factors were shown to have a negative, albeit not generally significant (except for tactile interactivity), effect on vividness, tactile interactivity, locomotive interactivity, presence, and flow. Ultimately, they were shown to have a negative effect on learning.

A Study on the Design and Implementation of Web Based Collaborative Learning Systems for Improving Interactivity among Learners (e러닝환경에서 학습자간 상호작용활동 증진을 위한 웹기반 협동학습시스템의 설계 및 구현에 관한 연구)

  • Lee, Dong-Hoon;Lee, Sang-Kon;Lee, Ji-Yeon
    • Journal of Information Technology Services
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    • v.6 no.3
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    • pp.195-207
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    • 2007
  • This study describes the design and implementation of web based collaborative learning system to improve interactivity among learners. Based on suggestions from previous studies, the system is composed of three main parts : the community module, the learning module, and the administrative module. The study participants were 254 university students from two different institutions. They were divided into 43 groups and asked to complete an online TOEIC preparation module using the learning system over 4 weeks. Survey data were collected at three points from each participant-before and 3 weeks after the beginning of the online module and at the completion of the module. The result indicates that the usage of this system is positively related to the learners' collaborative learning activities, the level of sense of community, and learner satisfaction both at the individual and group levels.

The Expression Tendency of Interactivity in Fashion Design (복식 디자인에 나타난 상호 작용성의 표현 경향)

  • Kwon Jung-Sook
    • Journal of the Korea Fashion and Costume Design Association
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    • v.7 no.3
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    • pp.1-6
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    • 2005
  • 'Interaction' here means an action that reciprocally affects each other. In this action each change and movement does not exist independently but acts upon each other. The interaction of fashion design has undergone a lot of changing experiences. Besides it assumes the role of an appreciator that participates in the formation of work. This interaction breaks down the distinction between the designer as the maker and presenter of dress and the passive dresser and appreciator as its passive receivers.. Finally, it integrates the creator, receiver and technology altogether. The interaction tendencies of fashion design treated in this study are classified into four types. First, the mechanism that is included as a part of work and the cognitive response that the observer experiences. Second, the response that fashion design displays towards the stimulus of circumstances. Third, the changeability of manipulation of fashion design. Fourth, the control that mechanism acts upon dynamic status by technology. As in may other fields of our life, interaction in fashion design reflects the change and interactivity of our thinking and ideas.

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On Optimal Conditions in Setting Up Tasks for the Elementary Classroom: A Case Study of Two Classes

  • Kim, Jin-Seok
    • English Language & Literature Teaching
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    • v.18 no.3
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    • pp.121-134
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    • 2012
  • The purpose of this study is to investigate the optimal conditions for designing tasks appropriate to the elementary classroom based on the correspondence with the national curriculum, integration among four skills (listening, speaking, reading, and writing), authenticity, and interactivity. For this study, two primary English teachers volunteered to participate in the case study conducted in the spring semester of the 2012 school year. Each class observed was composed of 29 and 30 sixth graders (12-year-old learners). Data were collected through classroom observation and lesson plans. Optimality theory was used to analyze data from the lessons. From the findings, the overall ranking of constraints is Curriculum ${\gg}$ Integration ${\gg}$ Authenticity ${\gg}$ Interactivity. It is also shown that for teacher 'L', the tasks such as 'guessing game', 'photo of me', and 'role play' were appropriate to help students ask questions and give reasons for their choices. As for teacher 'C', the tasks such as 'hand spans', 'transport survey', and 'picture telling' needed to be considered in order to help students understand and write comparative sentences.

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The Effect of Online Community's Interactivity, Reward, Commitment and Loyalty on Purchase Intention in Portal Sites (포털사이트에서 온라인 커뮤니티의 상호작용성, 보상, 몰입과 충성도가 구매의도에 미치는 영향)

  • Ahn, Tae-Youn;Kim, Jong-Uk
    • Journal of Information Technology Services
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    • v.5 no.3
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    • pp.25-43
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    • 2006
  • This research studied the interactions of online communities, reward, commitment and loyalty to purchase intention in portal sites based on relevant theories. Data were collected from the users who had purchase experiences in potal sites to analyze the effects of interactions and loyalty. An empirical analysis regarding the hypothesized structural equation model was performed using SPSS 10.0 and PLS Graph 3.0. As the result, the interactivity of communities was found significant to commitment and loyalty, the reward of community was shown to significantly influence commitment, but not loyalty. And the commitment and loyalty of community were shown to have much effects on purchase intention. Finally, trust on portal sites were found to have an interaction effect on purchase intention.

The Effects of Subjective Norm and Social Interactivity on Usage Intention in WBC Learning Systems (웹기반 협동학습 시스템에서의 주관적 규범과 사회적 상호작용이 지속적 사용의도에 미치는 영향)

  • Lee, Dong-Hoon;Lee, Sang-Kon;Lee, Ji-Yeon
    • Journal of Information Technology Services
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    • v.7 no.4
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    • pp.21-43
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    • 2008
  • This paper develops the research model for the understanding of learner's usage intention in web based collaborative learning(WBCL) system. This model is based on the Davis' Technology Acceptance Model(TAM) and Social Interactivity Theory. Data is collected 225 University students from two different institutions. They were divided into 46 groups and asked to complete an online TOEIC preparation module using WBCL systems over 4 weeks. Data were collected at three points for each participant-before, 3 weeks after, and at the end of the online module. The result show that TAM based Belief factors(Usefulness, Ease of use, Playfulenss) are important determinants of usage intention in WBCL systems. The study also found the external factors of the extended TAM to be subjective norm, leader's enthusiasm in WBCL context.