• Title/Summary/Keyword: level of theory use

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How Much Do We Understand About Use of E-Commerce in OPAL Generation?: Focused on Diffusion of Innovation Theory (우리는 오팔(OPAL)세대의 이커머스 이용을 얼마나 이해하고 있는가?: 혁신확산이론을 중심으로)

  • Kim, Yesolran;Kim, Tae-Eun
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.22 no.5
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    • pp.129-137
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    • 2022
  • This study compared the sociodemographic characteristics and innovativeness of OPAL generation e-commerce users and non-users based on the innovation diffusion theory, and examined the effect of these personal characteristics on the availability of e-commerce use. The result showed that OPAL generation e-commerce users differed from non-users in gender, age, income level, education level, and functional, hedonistic, social and cognitive innovativeness. In addition, gender, age, educational level, functional and hedonistic innovativeness were found to be significant variables that determined the OPAL generation's use of e-commerce. Based on these results, we presented the theoretical and practical implications of this study.

Generation of Realistic Terrain Based on LOD Simplification and Fractal

  • Min, Hu;Zhen, Wang
    • International Journal of CAD/CAM
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    • v.8 no.1
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    • pp.37-40
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    • 2009
  • Based on the study of Digital Elevation Simplification Model and fractal theory, this paper put forward a new method to simulate complex terrain. That use simplified DEM data to construct terrain frame based on the quad tree at first, and then use fractal to generate the details of every node of the tree. In the process of construction, the LOD theory is used to simplify the terrain and get its typical data. According to the change of view position and direction, the paper gives a new way to judge the visibility of the surface patch. Experimental results show that this algorithm is simple, efficient and supports the real time dynamic simulation of terrain model.

A study on learning action formation levels in the process of mathematics problem solving (수학 문제해결 과정에서 학습행위 형성 수준에 대한 연구)

  • Han, Inki;Kang, Nakyung
    • The Mathematical Education
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    • v.53 no.1
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    • pp.75-92
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    • 2014
  • In this paper, we summarize briefly some of the most salient features of Repkina & Zaika's theory of learning action formation levels. We concretize Repkina & Zaika's theory by comparing various points of view of Uoo, Polya, Krutetskii, and Davydov et al. In this study we are able to diagnose students' learning action formation levels in the process of mathematics problem solving. In addition we use interview method to collect various information about students' levels. As a result we suggest data related with each level of learning action formation, and characteristics of students who belong to each level of learning action formation.

A Study on the Serious Games Design Framework via Potential Outcomes - Focused on Construal Level Interventions

  • Lee, Hye Rim;Jeong, Eui Jun
    • International Journal of Contents
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    • v.10 no.4
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    • pp.53-62
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    • 2014
  • Although many studies have considered the outcomes and impacts of serious games, little is known about the factors which affect a user's perception or interpretation in games during the process of decision making from theoretical perspectives. This study aimed to explore the process of user perception from the perspective of construal level theory, and to suggest a theoretical design approach for the development of effective serious games. In the current study, cognitive and affective learning outcomes were articulated through literature review and synthesized into a series of assumptions with persuasive and educational aspects in serious games. Serious games reflect the potential of the game mechanism for changing players' perception, and helping with knowledge acquisition of the users. The potential to use construal level theory for effective serious games interventions was suggested, and a Serious Games Design Framework was proposed via potential outcomes from recent advanced research. Finally, implications of the application of the suggested model with various-related purposes and directions for future research were discussed. The model could be useful not only for game researchers and designers, but also for game marketers in attracting potential consumers.

Exploring Individual Differences and Flow in Web 2.0 Services (웹 2.0에서 사용자 특성과 플로우 간 관계)

  • Moon, Yun Ji
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.10a
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    • pp.569-572
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    • 2013
  • Using flow theory as our foundation, we empirically tested the impact of three personality traits on the level of flow state experience and three user-generated content (UGC) usage types. Findings indicate that extroversion is positively related to the use of UGCs for entertainment, and negatively related to the use of UGCs for communication and information; neuroticism is positively related to the use of UGCs for entertainment and communication; and psychoticism is negatively related to the use of UGCs for information. In addition, only extroversion has an influence on flow, which is positive, and flow has a positive influence on UGC usage for entertainment and communication. This study extends flow theory by exploring antecedents and outcomes of the flow state experience.

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The Financial Behavior of Investment Decision Making Between Real and Financial Assets Sectors

  • HALA, Yusriadi;ABDULLAH, Muhammad Wahyuddin;ANDAYANI, Wuryan;ILYAS, Gunawan Bata;AKOB, Muhammad
    • The Journal of Asian Finance, Economics and Business
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    • v.7 no.12
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    • pp.635-645
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    • 2020
  • This research was conducted to achieve several objectives and focus research was based on financial behavior theory and prospect theory as grounded theory e.g., investigate the financial decision-making behavior between financial and real assets investment, and confirm the relationship existing between herding behavior and overconfidence factors to the level of loss and regret aversion, and financial literacy into real assets investment decisions. The study used 220 real estate auction respondents as investor samples at the State Assets and Auction Service Office Makassar, South Sulawesi, Indonesia. Data was collected through the use of a questionnaire consisting of 23 questions to measure the variables. Moreover, the research data passed through several feasibility tests like the inner and outer modeling by Partial Least Square - Structural equation model (PLS-SEM) while the hypotheses formulated were also tested to determine the magnitude of the variable relationship. Through the use of the direct and intervening test, loss and regret aversion variables have a positive and significant effect while financial literacy variables have no significant effect. There is a slight difference in the decision-making process for real assets and financial assets investors. Investment decision making behavior in the financial assets sector requires less complicated decisions compared to the decisions related to real assets investments.

The Effect of Congruency between User Participation and Producer Response on User Generated Content (컨텐츠 유통 플랫폼에서 이용자 참여와 생산자 반응의 적합성 효과에 관한 연구)

  • Son, Jung-Min;Lee, Jun-Seop
    • Journal of Distribution Science
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    • v.13 no.8
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    • pp.73-80
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    • 2015
  • Purpose - This study's objective is to analyze the content of the communications between users and producers based on the construal level theory. User generated content refers to content created in an online-based service where users and producers communicate interactively with each other. In a user generated content platform, the messages sent and received between the many players, the users and producers who use the content, may be analyzed at the psychological level based on construal level theory. Research design, data, and methodology - This study gathered user and producer participation through a snow-bowling sampling method. The data analyzed includes 125 video clips and 2,912 comments. The period of the data collection was from September 2014 to December 2014. The collected data was analyzed using a t-test and two-way ANOVA. Results - This study obtained the following research results. First, users who were a short social distance from producers responded to user participatory activities stated in concrete language rather than abstract language. In contrast, users who were at a longer social distance from producers tended to respond to the content requesting user participation through abstract language. Second, if users and producers were at a short social distance from each other, user preference increased more when a producer response to user participation was expressed concretely rather than when it was expressed abstractly. In contrast, if the users were at a longer social distance, users' preferences increased more when producer response was expressed abstractly rather than when it was expressed concretely. Conclusion - This study found that the effect of suitability, in which the social distance and the content were in congruence at the construal level, could be observed. Therefore, based on this, academic and practical implications were drawn. The three main insights of the study are as follows. First, firms can use psychological factors to analyze the message content of users in their distribution platforms. This study reveals managerial implications for marketing managers who want to take make use of this analysis of user and producer communications. This study indicates that the main factors include the concrete and abstract scores and social distance between users and producers. Second, we also provide the strategic guidelines to maximizing user preferences and other outcomes. The main dependent variable in this study is the user preference shift; the variable increases through the congruence effect; and the construal level is determined by the social distance between the users and producers and the type of producer response. The outcomes here from users can be utilized to develop several systemic strategies. One process to use the outcomes could be: (1) firms could measure the users and producers social distance; (2) calculate the concreteness or abstractness of the messages; and, (3) predict the user preference outcomes by the congruence between user and producer social distance and the abstractness or concreteness of the message content.

Country-Specific Digital Inequalities in Older People's Online Health Information Seeking in Europe: Impact of Socio-Demographic and Socio-Economic Factors

  • Shutsko, Aliaksandra
    • Journal of Information Science Theory and Practice
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    • v.10 no.4
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    • pp.38-52
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    • 2022
  • Since older people are traditionally considered disadvantaged when it comes to Internet use, it is useful to examine whether older individuals use the Internet for health information seeking (HIS). This study aims to investigate digital inequalities in terms of Internet use by older population for HIS in the European region. As methods, we applied secondary data analysis (of Eurostat data) to investigate the influence of age, educational level, sex, and countries' wealth. Cluster analysis combined with multidimensional scaling was used to find out those countries exhibiting similarities in older people's online HIS. The main results are: Older individuals do not equally use the Internet in general and for HIS in particular. Older Internet users with higher level of education and of the female sex are more likely to use the Internet for health information.

A Study on the Restructuring of a Textbook for Inquisitive Learning - Focused on the 4th Grade in Elementary School - (탐구학습을 위한 교과서 재구성에 관한 소고 - 초등학교 4학년을 중심으로 -)

  • Kim, Won-Deok;Rim, Hae-Kyung
    • Journal of Elementary Mathematics Education in Korea
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    • v.11 no.1
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    • pp.81-98
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    • 2007
  • In order to help students learn geometric concepts in mathematics in an easy and interesting way, the present study restructured the textbook so that it utilizes GSP based on van Hiele's theory. In addition, we purposed to examine how effective the restructured textbook is in enhancing students' van Hiele level and to lay a base for the active use of GSP in learning figures in elementary school. In conclusion, the results of this study is expected to solve problems in the structure of the current textbook such as the violation of continuity in van Hiele's theory and inconsistency between the level of textbook contents and students' level through the restructuring of the textbook using GSP and provide helps for effective figure learning. In addition, this research is expected to be an opportunity for the active use of GSP in teaching figures in elementary school.

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Consumers' Channel Selection Behavior Based on Psychological Distance Cue: Regulatory-Focus as Moderator

  • Jungyeon Sung;Sangcheol Park
    • Asia pacific journal of information systems
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    • v.29 no.2
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    • pp.248-267
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    • 2019
  • As merging online and offline channels into one single platform, individuals could easily and frequently switch between online and offline channels. In order for understanding such unique behaviors, this study attempts to explore why and how consumers choose their channels to search and purchase a product. We have drawn on multiple theories that have been used to explain individuals' judgment and decision making (i.e., construal level theory and regula-tory focus theory) in order to develop and tested two-way ANOVA based models of how both regulatory focus (e.g., promotion vs. prevention) and product types (e.g., experience goods vs. searching goods) including the psychological distance cue separately and jointly affect individuals' channel selection behavior (e.g., intention to use single channel vs. intention to use cross-channels). Our results have indicated that consumers with promotion-focus are more likely to use a single channel in experience goods rather than in searching goods when there exists the psychological cue. Based on our findings, the implication for both research and practice are discussed.