• 제목/요약/키워드: interactivity.

검색결과 774건 처리시간 0.029초

IPTV in Korea: The Effect of Perceived Interactivity on Trust, Emotion, and Continuous Use Intention

  • Shin, Geena;Ahn, Joong-Ho;Kim, Taeha
    • Asia pacific journal of information systems
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    • 제23권3호
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    • pp.55-76
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    • 2013
  • The principal objective of the work is to confirm the effects of perceived interactivity, trust, and emotion on intentions to use IPTV service. The empirical investigation into IPTV service users suggests that (i) the perception of interactivity should be directly related with trust, (ii) Users' trust should bolster users' emotion in a positive or negative aspect, and (iii) such emotion is verified to affect the intention to use IPTV continuously. More specifically, we demonstrate that positive and negative emotions influence user intentions positively and negatively. Additionally, we find that the trust mediates perceived interactivity and emotions, and both trust and emotion mediate the relationship between perceived interactivity and intentions to use IPTV. The work indicates that trust and emotion of users should be considered from IS perspective in an attempt to build the intention to use IPTV. IPTV firms should consider in their IPTV design and offering strategy how to enhance positive emotions for user retention and eventually bolster intentions to use IPTV continuously.

Korean vs. American Corporate Websites: Interactivity, Comparative Appeals and Use of Technology

  • Cho, Chang-Hoan;Cheon, Hong-Sik
    • 마케팅과학연구
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    • 제11권
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    • pp.79-101
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    • 2003
  • 본 연구는 한국회사와 미국회사의 웹사이트의 상호작용, 비교광고 및 기술사용에 대한 미교문화적분석을 시도하는 것이다. 고관여와 저관여, 권력간격 그리고 개인주의-집단주의를 문화분석기준을 이용하여 분석함으로써 한국과 미국의 웹사이트의 상호작용을 비교 평가하였다. 본연구의 결과에 의하면 미국의 웹사이트들은 고객-메세지와 고객-광고주의 상호작용을 강조한 반면에 한국의 웹사이트는 고객-고객의 상호작용을 강조하고있는 것으로 발견되었다. 비교광고에 대한 연구결과에 의하면 미국의 개인주의와 한국의 집단주의에 대한 편향성때문에 미국 웹사이트은 한국 웹사이트들과 비교하여 직, 간접적인 비교광고를 더욱 많이 사용하는 것을 발견하였다. 기술분석의 결과에 의하면 두 나라의 웹사이트들은 이 분야에있어서 차이가 없는 것으로 나타났다.

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지각된 상호작용성의 매개역할이 모바일 콘텐츠 사용자의 태도 및 행동의도에 미치는 영향 (The Effect of Perceived Interactivity's Mediator Role on Mobile Contents Users' Attitude and Behavioral Intention)

  • 이성호;안중호;장정주
    • Asia pacific journal of information systems
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    • 제16권3호
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    • pp.205-227
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    • 2006
  • This study suggests major characteristics of the ubiquitous environment, which include pervasive connectivity, context awareness, and playfulness, by surveying mobile contents users. Also, this empirical study attempts to validate nine hypotheses and all the ubiquitous factors of mobile contents have positive effect on perceived interactivity. It is revealed that perceived interactivity is an intermediary factor which positively affects users' perceived performance, satisfaction and continuous use intention. Hypotheses of positive relationships among users' behavioral outcome factors are also accepted. Results show that ubiquitous characteristics of mobile contents influence the users' attitude and behavior through the intermediary role of perceived interactivity among users and messages and devices. This study contributes to the literature by presenting and empirically verifying the effect of ubiquitous factors of mobile contents and perceived interactivity on uses' attitude and behavior intention. Based on study results, user-oriented theoretical bases are provided for various mobile contents service, the issue of policy-making and business planning are addressed, and managerial implications are discussed.

AR관광 어플리케이션 사용의도에 영향을 미치는 요인에 관한 연구 (Study On Factors Affecting Intention to Use AR Tourism Application)

  • 류정혜
    • 디지털산업정보학회논문지
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    • 제14권4호
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    • pp.135-148
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    • 2018
  • The purpose of this study is to investigate the effect of perceived interactivity on intention to use augmented reality tourism application in mobile environment. The analysis results revealed that perceived interactivity has a positive (+) effect on perceived usefulness and ease, perceived ease has a significant effect on perceived usefulness, perceived usefulness and perceived ease are related to perceived ease of use (+) Effect on the growth rate. This study attempted to expand the theoretical aspects from an integrated point of view as the existing interactions studies have been studied with an intolerant perspective in the online or mobile environment. The results of this study can be summarized as follows: First, the constructivist factors of perceived interactivity are derived through a comprehensive study of previous studies, and the second-order and reflective constructs are measured to confirm that the perceived interactivity consists of five sub-dimensions. Through such verification, the structure of perceived interactivity was systemized by clarifying the relationship between the factors. In addition, the four components of the perceived interactivity derived from the present study have differentiated effects on the TAM, respectively.

AI기반 음성인식 서비스 특성과 상호 작용성 및 이용 의도 간의 구조적 관계 (The Structural Relationships of between AI-based Voice Recognition Service Characteristics, Interactivity and Intention to Use)

  • 이서영
    • 한국IT서비스학회지
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    • 제20권5호
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    • pp.189-207
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    • 2021
  • Voice interaction combined with artificial intelligence is poised to revolutionize human-computer interactions with the advent of virtual assistants. This paper is analyzing interactive elements of AI-based voice recognition services such as sympathy, assurance, intimacy, and trust on intention to use. The questionnaire was carried out for 284 smartphone/smart TV users in Korea. The collected data was analyzed by structural equation model analysis and bootstrapping. The key results are as follows. First, AI-based voice recognition service characteristics such as sympathy, assurance, intimacy, and trust have positive effects on interactivity with the AI-based voice recognition service. Second, the interactivity with the AI-based voice recognition service has positive effects on intention to use. Third, AI-based voice recognition service characteristics such as interactional enjoyment and intimacy have directly positive effects on intention to use. Fourth, AI-based voice recognition service characteristics such as sympathy, assurance, intimacy and trust have indirectly positive effects on intention to use the AI-based voice recognition service by mediating the effect of the interactivity with the AI-based voice recognition service. It is meaningful to investigate factors affecting the interactivity and intention to use voice recognition assistants. It has practical and academic implications.

The Effect of Physical Therapist's Expertise and Interactivity on Revisit Intention Based on Trust

  • Gyeongseop Sim;Hojin Shin;Donghoon Kim
    • The Journal of Korean Physical Therapy
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    • 제35권3호
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    • pp.77-82
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    • 2023
  • Purpose: This study aimed to examine how the expertise and interactivity of a physical therapist impact a patient's intention to revisit a hospital based on trust. Methods: We surveyed 274 patients who received physical therapy in Seoul and Gyeonggi Province to assess their reliability and revisit intentions based on their expertise and interactivity. SPSS 22.0 was used for frequency analysis and reliability verification, while AMOS 18.0 was used for confirmatory factor analysis and model verification. Results: Physical therapist interactivity significantly impacted patients' intentions to revisit based on trust. The physical therapist's expertise had a significant effect on trust but did not demonstrate a significant effect on the intention to revisit. Conclusion: The interactivity of physical therapists has an important effect on patients' intentions to revisit a hospital based on trust. Although therapist-centered expertise can generate trust in patients, it positively affects the intention to revisit the hospital. Therefore, it is suggested that physical therapists' patient-centered expertise and interactivity build patients' trust and are important for revisiting intention.

상호작용성(Interactivity)과 리좀(Rhizome)적 작품체계: 디지털 이미지를 중심으로 (Interactivity and Rhizomatic Art Systems: Focusing on the Digital Images)

  • 박연숙
    • 미술이론과 현장
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    • 제9호
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    • pp.33-57
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    • 2010
  • Focused on the performance of interactivity in the appreciation of media art, this study is associated with the continually changed art texts and a participator's physical reactions to savor the art. Digital works of art emphasizing interactivity usually decentralize and disperse the responsibility and the central role for creating and producing the art works. Proper procedure of the work is generated by actions such as clicking the mouse, controlling the joy stick or actual movement of anticipators' bodies. The art works are influenced by participators' interactivity, which makes the leading roles and the responsibility for creating art scattered and divided. These features are similar with those of the 'Rhizome' which Gilles Deleuze(1925~1995) and Felix Guattari(1930~1992) have discussed. In their argument, 'Rhizome' is an interval or being 'between', which keeps changing. 'Rhizome' is a state in which the individual and the work of art never reach the conclusion, only a phenomenon of eternally altering. Like 'Rhizome', this sort of art work has the decentralized system, opens for several directions, and activates the system which is changeable as linked items increased or decreased. These works stimulate the individual to perform and act while appreciating the art piece. In terms of processing and preceeding, interactivity is the important equipment and catalyzer. Through these procedures, the pieces can be the 'floating work of art' combined and condensed with the whole participators' reactions. The 'floating work of art' is neither the expression of an individual nor that of one particular group. Multidimensional influence of the web is the web which is constantly reorganizing and producing in its connective state. This connective state is activated by interactivity. The Rhizomatic system embodies the floating work of art process. Due to each individual perceiving art in individualistic terms, there is no dominating powers or central points. I regard this art works possessing above traits as the work of art with Rhizomatic system. The work of art with the Rhizomatic system is embodied through interactivity and because physical action activates the process of appreciation, a participator can actually experience and practice the philosophy. Ultimately the Rhizomatic speculation occurs during the interactivity of appreciating the Rhizomatic art pieces. The Rhizomatic system penetrates into the intuitive area beyond our recognition and thoughts, as we are engaged in the connective process. With the methods and manners of interactive art, we can possibly reconsider the system as a tool in which the participator is directly able to link experience and theory to the philosophies of Deleuze and Guattari.

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수정된 원형/행동경향 모형을 통한 SNS이용자들의 상호작용성이 이용저하에 미치는 영향 (Effects of SNS Users' Perceived Interactivity on Using Reluctant Intention Using Modified Prototype/willingness Model)

  • 박수홍;조희영;양회창
    • 통상정보연구
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    • 제16권3호
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    • pp.3-23
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    • 2014
  • 본 연구는 최근 SNS의 폭발적인 성장에도 불구하고 공개형 SNS에 비해 폐쇄형 SNS가 활성화되고 있는 것이 장기적으로는 SNS 콘텐츠를 제공하는 기업이나 SNS를 이용해 마케팅전략을 구사하는 기업들에 모두 부정적인 영향을 미칠 것이라는 점에 주목하고 SNS 이용저하의 원인을 찾고자 하였다. 연구수행을 위해 대학생 이상의 남녀 성인 총 205명을 대상으로 설문을 실시하고 이중 불성실한 응답을 한 8명을 제외한 197명의 유효설문지를 분석에 활용하였다. 수정된 원형/행동경향 모형에서 제안한 두 가지의 경로인 즉흥적이거나 상황에 반응하여 행동하는 행동경향의 경로와 합리적으로 생각하여 행동하는 경로가 각각 존재한다는 것을 확인하였다. 이론적 근거와 수정지수를 사용한 수정모형 분석결과 상호작용성은 즉흥적이거나 상황에 반응하여 행동하는 행동경향 경로 뿐 아니라, 합리적으로 생각하여 행동하는 행위의도 경로에 영향을 미치는 양면성을 지니고 있다는 것을 확인할 수 있었다.

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인터넷 브랜드와의 관계정도에 따라 상호작용성이 소비자-인터넷 브랜드 관계, 재구매 의도에 미치는 영향 (The Effects of Interactivity on Consumer-Internet Brand Relationship and Repurchase Intention According to Relationship Tendency with Internet Brand)

  • 채진미
    • 한국의상디자인학회지
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    • 제14권4호
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    • pp.191-204
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    • 2012
  • The purpose of this study is to investigate the effect of interactivity on consumer-internet brand relationship and consumer's repurchase intention according to relationship tendency with internet brand. The survey was limited to the respondents over 20 years old living in Seoul and other metropolitan areas who had purchased fashion products in internet shopping mall. Questionnaire was collected from February 1, 2012 to February 12, 2012 and 562 useful data were analyzed using Amos 19. The results of this study were as follows: First, after respondents were divided into the strong relationship group and the weak relationship group, the path model was verified according to each group. All the paths except 'affective commitment${\rightarrow}$ repurchase intention' were accepted for the strong relationship group, while three paths were accepted for the weak relationship group. As for the weak relationship group, people-people interactivity dimension had a significantly positive effect on consumer-internet brand relationship. Also it showed stronger effect on each consumer-internet brand relationship dimension for both groups compared with contents-people interactivity. Second, respondents were divided into 'more than one year' group and 'less than one year' group according to relationship period. All the paths were accepted for 'more than one year' group, while three paths were accepted for 'less than one year' group. Both interactivity dimensions showed stronger effect on 'trust' than on 'affective commitment'.

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뉴미디어 콘텐츠의 우연적 상호작용성: 영화 리컷과 게임 모딩 (Contingent Interactivity of New Media Contents: Film Re-cut and Game Modding)

  • 김무규
    • 한국콘텐츠학회논문지
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    • 제19권6호
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    • pp.481-490
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    • 2019
  • 본 연구의 목적은 뉴미디어의 특성을 이해하기 위해 활용되는 상호작용성 개념의 폭넓은 함의를 인지하고 그것을 구체화시키는 것이다. 이미 제안된 여러 상호작용성의 유형들을 참고하여 우연적인 상호작용성(contingent interactivity)을 고려하였다. 우연성이란 수행이나 선택이 필연적이거나 확정적인 것으로 간주할 수 없는 상태를 말하며, 또한 주체의 활동이 다양하게 이루어질 수 있는 잠재성을 말한다. 이러한 관점에서 우연적 상호작용이란 메시지나 콘텐츠를 대하는 사용자들의 관여가 필연적인 것이 아니고 실험적이거나 창의적인 경우를 말한다. 상호작용은 콘텐츠의 완성이나 특정한 현실의 몰입을 지향하지 않는다. 오히려 우연적 수행의 결과는 최종적 콘텐츠가 아니며 또 다른 사용자들의 상호작용을 유도하는 특성을 지닌다. 본 연구는 이렇게 개념화된 우연적 상호작용성의 의미를 영화 리컷과 게임 모딩의 두 가지 사례로 고찰하였다. 두 가지 경우 모두 상호작용을 행하는 주체가 우연적인 상황에 놓여있으며, 아울러 리컷이나 모딩을 통해 개별적인 콘텐츠들이 지속적으로 창출되도록 한다는 점을 이해할 수 있다.