• Title/Summary/Keyword: online communication

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The Effect of Perceived Enjoyment and User Characteristics on Intention of Continuous Use of Mobile Social Network Games: Focusing on Mediating Effect of Flow Experience (모바일 소셜 네트워크 게임에 대한 지각된 즐거움과 이용자 특성이 지속적 이용의도에 미치는 영향: 플로우 경험의 매개효과를 중심으로)

  • Youm, Dongsup
    • Journal of Digital Convergence
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    • v.15 no.9
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    • pp.415-425
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    • 2017
  • The purpose of this study is to examine the effect of perceived enjoyment and user's characteristics on the intention of continuous use when users play social network games on a mobile device. In addition, the study empirically investigated the mediating effect of flow experience in this process. To fulfill the purpose, this study conducted a survey on 244 college students and collected data. When the collected data was analyzed, the followings were known. First, perceived enjoyment, and both self-efficacy and innovation propensity of user's characteristics turned out to have a positive (+) effect on the intention of continuous use in mobile social network game. Second, in the process, it was known that flow experience played a mediating role. These findings are expected to be useful data in developing game contents of high quality or making a marketing strategy for continuous improvement of online social network game industry. In addition, future studies are expected to generalize the research to various age groups.

Types of Media Combination and Strategy of Interactivity in Digital Signage: A Case Study in view of Media Creative (디지털 사이니지의 매체결합 유형과 상호작용 전략 -유형별 미디어 크리에이티브 사례분석을 중심으로)

  • Lee, Hyun-Woo;Kim, Woon-Han
    • Journal of Digital Contents Society
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    • v.17 no.1
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    • pp.33-41
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    • 2016
  • This study aims to suggest practical ways to interact effectively with consumers based on current situation of 'media creative' and media use patterns. Cases of digital signage are reviewed in the perspective of cross media, and the strategic meanings of cross media are explored according to interactivity. Results are collected through 'Naver' search engine service, and can be possibly assorted into five media combined types: SNS-combined, QR codes or Augmented Reality(AR)-combined, Brand App(application)-combined, Online to Offline-combined, and Behavioral factors-combined ones. Some strategic suggestions on media creative are given for effective interaction with consumers.

A Behavioral Study of Cyworld Mini Homepage Users' Fashion Consciousness and Their Online Clothing Purchase Patterns in Relation to the Level of Self-disclosure (싸이월드 미니홈피 사용자의 자기노출 정도에 따른 패션 의식 및 온라인 의복 구매행동 연구)

  • Kim, Yeon-Ji;Kim, Chil-Soon
    • The Research Journal of the Costume Culture
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    • v.18 no.5
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    • pp.991-1002
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    • 2010
  • Nowadays, personal media is a new tool for communication as digital cameras and mobile phones are developing rapidly. We are concerned over Cyworld users who could have different personal characteristics which will influence on buying patterns in on line shopping behaviors. The purpose of this research was to observe fashion attitudes and purchase behavior of Cyworld mini homepage users, for establishing marketing strategies by understanding consumers. For this study, one line survey was used for 500 male and female subjects who are 20 to 40 years old. Only reliable 441 questionnaires were used for analysis. The SPSS program was used for frequency, K-means cluster, t test, and chi-square test. A total of 441 respondents were clustered on the basis of 8 item self-disclosure scale, using the K-means procedures. The results indicated that respondents were clustered into two segments; 267 respondents(active attitude towards self-disclosure) and 164 ones(not active). We examined fashion attitudes in mini home page and buying behavior by self-disclosed variable. Those who are involved actively in self expression and self-disclosure considered more fashion style and trend. The major motivates of web surfing was finding a good design, and good price. High self-disclosure group tends to search many shopping mall for right design and low self disclosure group tends to search them for the right price. High self-disclosure group tend to shop the fashion products more, while low self disclosure group tend to purchase books more through the internet. We realized that active group in self-disclosure purchased their clothing accidently when they visit Cyworld.

Aesthetic Characteristics of Graphic Factor in Contemporary Fashion Design Categorized by Media Source -Focusing on Play-Instinct Visual Expression- (현대 패션 디자인의 그래픽 요소에 나타난 매개 소스별 미적 특성 -유희본능적 시각 표현을 중심으로-)

  • JeKal, Mee;Lee, Youn-Hee
    • The Research Journal of the Costume Culture
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    • v.19 no.5
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    • pp.945-956
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    • 2011
  • The purpose for this paper is to categorize and analyze the aesthetic characteristics of graphic factors in contemporary fashion design by media source. Focused on play-instinct visual expression in contemporary fashion design and adopted media source following the way of communication design. A variety of literatures and online sites for graphic factors in contemporary fashion was studied. The standard of media source is classified as graphic media-source: photography media-source, typography media-source, illustration media-source. With this standard, expressed ways are as followings. First, graphic media-source in play-instinct expressional fashion design is mostly borrowing existed character or using designer's brand logo. Second, photography media-source in play-instinct expressional fashion design is placed photograph of social issued people in front of shirt. Third, typography media-source in play-instinct expressional contemporary fashion design is mostly expressed social messages or designer's name in brand. Fourth, illustration media-source is the best way to express play-instinct visual expression. Based on these, aesthetic characteristics of graphic factor in contemporary fashion by media source are classified as three: social words, playfulness and information transference. Frequency ratio using media source per aesthetic characteristics is different and these are able to categorize expression way and image feature. In conclusion, expressional way of graphic factors in contemporary fashion design became diverse as social and cultural changing. Frequency of graphic factor use in contemporary fashion is increased than before. This paper suggested that fashion design is one of the way of communicating with people and should be analyzed graphic factors in contemporary fashion design.

A Study about Cross-Cultural Content Analysis on Global Website in Korea, US, Japan, China (글로벌 웹 콘텐츠의 문화 특성 연구 - 한국, 미국, 일본, 중국 4개국을 중심으로)

  • Oh, Jung-Min;Moon, Nam-Mee
    • Journal of the Korea Society of Computer and Information
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    • v.15 no.3
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    • pp.45-53
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    • 2010
  • When the user's role is getting more important in contents communicated online, we must know that the cultural trait of content that is reflecting user's mental model, needs and tastes. An attempt to study about cross-cultural characteristics focused on contents of global website give us the best chance to understand user. This paper takes a look if there are any linkages between certain country and its preferable contents and analyze that whether this preference is result from the cultural differences or not. This analysis is based on Hofstede's and Schwartz's framework. So, this content analysis examines cultural influence on the contents of global website in Korea and U.S and Japan and China. The results provide CIC(Cultural Index of Content) which is extended framework adding interaction. We expect that it can help service providers and content creators to have some new ideas.

Developing the Korean Wave through Encouraging the Participation of YouTube users : The Case Study of the Korean Wave Youth Fans in Hong Kong (유투브(YouTube) 이용자들의 참여에 따른 한류의 확산: 홍콩의 10-20대 유투브(YouTube) 이용자조사를 중심으로)

  • Song, Jung Eun;Jang, Wonho
    • The Journal of the Korea Contents Association
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    • v.13 no.4
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    • pp.155-169
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    • 2013
  • This research aims to consider the participatory behaviors and the relationship building of the Hong Kong Korean Wave fans on YouTube and to explores the effect of the behaviors in order to spread the Korean Wave. Furthermore, this research seek ways of developing the Korean Wave contents based on fan participation on YouTube. The research conducted both Focus Group Interview and three rounds of email interviews with the Korean Wave fans in Hong Kong. They actively participated in expressing themselves, replying to other comments, and providing video contents as a fan. Also, the fans delivered the YouTube video contents to other Social Network Services(SNS), including facebook, and online fan pages in order to build ties with friends and other the Korean Wave global fans in daily lives. Their YouTube participation contributes to creating two-way communication between the Korean Wave and its global fans by spreading and re-creating the Korean Wave contents.

Moderate Effects of Managerial Response on Hotel Ratings of Japanese Tourists (일본인 관광객의 숙박 후기 평점에 대한 관리자 응답의 조절효과)

  • JANG, Juhyeok
    • The Journal of Industrial Distribution & Business
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    • v.10 no.7
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    • pp.83-89
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    • 2019
  • Purpose - It is a very important issue for the Korean tourism industry to increase tourism revenue by attracting foreign tourists. Although Japanese tourists have been an important part of the Korean tourism industry for a long time, the level of tourist satisfaction including accommodation has been at the worst compared to other foreign visitors, which strongly requires concrete solutions. Therefore, this study focuses on improving the satisfaction level of Japanese visitors in the use of accommodation, and find out the influence of the managerial response. Research design, data, and methodology - In this study, customer review and managerial response of hotels in Seoul were collected from "Rakuten Travel" which is the most representative online travel agency in Japan. As a result of collecting data from 2016 to 2018, 6,190 customer reviews and 1,241 managerial responses from 120 hotels were used for analysis. In addition, information on the properties of 120 hotels, such as the number of rooms, classification, types of hotel facilities, types of room facilities, accessibility and prices, were collected. To test the hypotheses, moderated multiple regression analysis was conducted with SPSS 22.0. Results - It was found that only 25 sites, 20.8% of the total 120 sites, were implementing managerial response and average response rate was 66.42% among them. As a result of examining the main effects of the hotel attributes on the ratings, accessibility and price are confirmed as effective variables. We also found that the response rate has a significant moderate effect in both the accessibility and price. In other words, there was a significant difference in the influence of accessibility and price on the ratings depending on the response rate. Also, it was confirmed that the response rate is not a pure moderator variable but a quasi moderator variable. Overall, the evidences partially supported the hypothesis. Conclusion - It was possible to provide important suggestions to the hotel managers who were concerned about managing tourist satisfaction with accessibility problems. It was found that the accessibility problem could be overcome by increasing the response rate. It was also confirmed that high ratings can be more effectively achieved for high priced hotels by increasing the response rate.

Investigation on Methods to Improve the Reliability of Education Satisfaction Surveys: Focused on the S University Case (교육수요자 만족도조사의 신뢰성 제고방안 탐색: S대학교 사례를 중심으로)

  • Ahn, Su-Hyun;Lee, Sang-Jun
    • Journal of Digital Convergence
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    • v.15 no.12
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    • pp.71-77
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    • 2017
  • In order for the consumers of education and university to be mutually communicating well, satisfaction surveys with a correct system are essential. This study points out the causes for insincere responses found in the process of education satisfaction surveys while discussing possible methods to elicit sincere responses from the students. As a result of analyzing S University, it was observed that enforced online evaluation methods did have a high response rate but also monotonously insincere responses showed to have a high ration among them. A second study was carried out in order to improve the research method after confirming the reliability of the research. Study results sowed that through a representative sample survey, monotonous response patterns decreased and the data distribution satisfied normal distribution. Moreover, a focus group interview was carried out in order to understand the root causes and possible solutions to the problem. Lastly, this study revealed the need of diversified attempts and research in order to secure reliability in education satisfaction surveys while proposing methods of improvement.

Design and Evaluation of U-Publication: Tag-Embedded Publication System and Business Model (U-Publication 시스템과 비즈니스 모델의 설계와 분석)

  • Park, A-Rum;Lee, Kyoung-Jun
    • Journal of Intelligence and Information Systems
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    • v.14 no.3
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    • pp.41-57
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    • 2008
  • U-Publication, the Tag-Embedded publication, is one of U-Media. U-Media is defined as a media where human creates and consumes content through not only human cognitive and perceptual processes but also through the interactions between surrounding digital systems. U-Media provides information by generating, collecting, and attaching the content itself and the related information based on the interaction of the bio-systems incorporating digital information and devices embedded in humans, and surrounding objects including external digital devices. Using U-Publication, readers consume its content not only in offline but also online through a mobile RFID reader which touches and connects the URLs embedded in the RFID tags attached to it. Readers can consume the additional content though the hyperlinks attached to U-Publication and perform commercial activity as well as consumer the printed content. This paper defines the RFID-Tagged publication, proposes its related business models, and evaluates the alternative business models through a simulation study.

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A Study on the Implementation of Ontology Retrieval Service Platform Based on RDF (RDF 기반 온톨로지 검색 서비스 플랫폼 구현에 관한 연구)

  • Shin, Yutak;Jo, Jaechoon
    • Journal of Convergence for Information Technology
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    • v.10 no.1
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    • pp.139-148
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    • 2020
  • As the internet and computer technology are developed, there is a need for service of traditional culture that can effectively search and create culture, history, and tradition-related materials in online contents. In this paper, we developed an RDF-based ontology retrieval service platform and verified usability and validity. This platform is divided into triple search, keyword search, network graph search, story search and management, curation management module. Based on this, the search results can be visualized based on the relationship between data, network graph search and story search can be used to easily understand the relationship between the keywords. An platform evaluation was conducted for verification, and it was evaluated that an intelligent search that can easily identify the relationship between information and shorten the analysis and search time than the existing search function.