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원격의료서비스 수용요인의 구조적 관계 실증연구 (Structural Relationships Among Factors to Adoption of Telehealth Service)

  • 김성수;류시원
    • Asia pacific journal of information systems
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    • 제21권3호
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    • pp.71-96
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    • 2011
  • Within the traditional medical delivery system, patients residing in medically vulnerable areas, those with body movement difficulties, and nursing facility residents have had limited access to good healthcare services. However, Information and Communication Technology (ICT) provides us with a convenient and useful means of overcoming distance and time constraints. ICT is integrated with biomedical science and technology in a way that offers a new high-quality medical service. As a result, rapid technological advancement is expected to play a pivotal role bringing about innovation in a wide range of medical service areas, such as medical management, testing, diagnosis, and treatment; offering new and improved healthcare services; and effecting dramatic changes in current medical services. The increase in aging population and chronic diseases has caused an increase in medical expenses. In response to the increasing demand for efficient healthcare services, a telehealth service based on ICT is being emphasized on a global level. Telehealth services have been implemented especially in pilot projects and system development and technological research. With the service about to be implemented in earnest, it is necessary to study its overall acceptance by consumers, which is expected to contribute to the development and activation of a variety of services. In this sense, the study aims at positively examining the structural relationship among the acceptance factors for telehealth services based on the Technology Acceptance Model (TAM). Data were collected by showing audiovisual material on telehealth services to online panels and requesting them to respond to a structured questionnaire sheet, which is known as the information acceleration method. Among the 1,165 adult respondents, 608 valid samples were finally chosen, while the remaining were excluded because of incomplete answers or allotted time overrun. In order to test the reliability and validity of the assessment scale items, we carried out reliability and factor analyses, and in order to explore the causal relation among potential variables, we conducted a structural equation modeling analysis using AMOS 7.0 and SPSS 17.0. The research outcomes are as follows. First, service quality, innovativeness of medical technology, and social influence were shown to affect perceived ease of use and perceived usefulness of the telehealth service, which was statistically significant, and the two factors had a positive impact on willingness to accept the telehealth service. In addition, social influence had a direct, significant effect on intention to use, which is paralleled by the TAM used in previous research on technology acceptance. This shows that the research model proposed in the study effectively explains the acceptance of the telehealth service. Second, the research model reveals that information privacy concerns had a insignificant impact on perceived ease of use of the telehealth service. From this, it can be gathered that the concerns over information protection and security are reduced further due to advancements in information technology compared to the initial period in the information technology industry, and thus the improvement in quality of medical services appeared to ensure that information privacy concerns did not act as a prohibiting factor in the acceptance of the telehealth service. Thus, if other factors have an enormous impact on ease of use and usefulness, concerns over these results in the initial period of technology acceptance may become irrelevant. However, it is clear that users' information privacy concerns, as other studies have revealed, is a major factor affecting technology acceptance. Thus, caution must be exercised while interpreting the result, and further study is required on the issue. Numerous information technologies with outstanding performance and innovativeness often attract few consumers. A revised bill for those urgently in need of telehealth services is about to be approved in the national assembly. As telemedicine is implemented between doctors and patients, a wide range of systems that will improve the quality of healthcare services will be designed. In this sense, the study on the consumer acceptance of telehealth services is meaningful and offers strong academic evidence. Based on the implications, it can be expected to contribute to the activation of telehealth services. Further study is needed to assess the acceptance factors for telehealth services, such as motivation to remain healthy, health care involvement, knowledge on health, and control of health-related behavior, in order to develop unique services according to the categorization of customers based on health factors. In addition, further study may focus on various theoretical cognitive behavior models other than the TAM, such as the health belief model.

정보시스템의 지속적 사용에서 경험의 역할에 대한 분석 (An Analysis of the Roles of Experience in Information System Continuance)

  • 이웅규
    • Asia pacific journal of information systems
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    • 제21권4호
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    • pp.45-62
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    • 2011
  • The notion of information systems (IS) continuance has recently emerged as one of the most important research issues in the field of IS. A great deal of research has been conducted thus far on the basis of theories adapted from various disciplines including consumer behaviors and social psychology, in addition to theories regarding information technology (IT) acceptance. This previous body of knowledge provides a robust research framework that can already account for the determination of IS continuance; however, this research points to other, thus-far-unelucidated determinant factors such as habit, which were not included in traditional IT acceptance frameworks, and also re-emphasizes the importance of emotion-related constructs such as satisfaction in addition to conscious intention with rational beliefs such as usefulness. Experiences should also be considered one of the most important factors determining the characteristics of information system (IS) continuance and the features distinct from those determining IS acceptance, because more experienced users may have more opportunities for IS use, which would allow them more frequent use than would be available to less experienced or non-experienced users. Interestingly, experience has dual features that may contradictorily influence IS use. On one hand, attitudes predicated on direct experience have been shown to predict behavior better than attitudes from indirect experience or without experience; as more information is available, direct experience may render IS use a more salient behavior, and may also make IS use more accessible via memory. Therefore, experience may serve to intensify the relationship between IS use and conscious intention with evaluations, On the other hand, experience may culminate in the formation of habits: greater experience may also imply more frequent performance of the behavior, which may lead to the formation of habits, Hence, like experience, users' activation of an IS may be more dependent on habit-that is, unconscious automatic use without deliberation regarding the IS-and less dependent on conscious intentions, Furthermore, experiences can provide basic information necessary for satisfaction with the use of a specific IS, thus spurring the formation of both conscious intentions and unconscious habits, Whereas IT adoption Is a one-time decision, IS continuance may be a series of users' decisions and evaluations based on satisfaction with IS use. Moreover. habits also cannot be formed without satisfaction, even when a behavior is carried out repeatedly. Thus, experiences also play a critical role in satisfaction, as satisfaction is the consequence of direct experiences of actual behaviors. In particular, emotional experiences such as enjoyment can become as influential on IS use as are utilitarian experiences such as usefulness; this is especially true in light of the modern increase in membership-based hedonic systems - including online games, web-based social network services (SNS), blogs, and portals-all of which attempt to provide users with self-fulfilling value. Therefore, in order to understand more clearly the role of experiences in IS continuance, analysis must be conducted under a research framework that includes intentions, habits, and satisfaction, as experience may not only have duration-based moderating effects on the relationship between both intention and habit and the activation of IS use, but may also have content-based positive effects on satisfaction. This is consistent with the basic assumptions regarding the determining factors in IS continuance as suggested by Oritz de Guinea and Markus: consciousness, emotion, and habit. The principal objective of this study was to explore and assess the effects of experiences in IS continuance, with special consideration given to conscious intentions and unconscious habits, as well as satisfaction. IN service of this goal, along with a review of the relevant literature regarding the effects of experiences and habit on continuous IS use, this study suggested a research model that represents the roles of experience: its moderating role in the relationships of IS continuance with both conscious intention and unconscious habit, and its antecedent role in the development of satisfaction. For the validation of this research model. Korean university student users of 'Cyworld', one of the most influential social network services in South Korea, were surveyed, and the data were analyzed via partial least square (PLS) analysis to assess the implications of this study. In result most hypotheses in our research model were statistically supported with the exception of one. Although one hypothesis was not supported, the study's findings provide us with some important implications. First the role of experience in IS continuance differs from its role in IS acceptance. Second, the use of IS was explained by the dynamic balance between habit and intention. Third, the importance of satisfaction was confirmed from the perspective of IS continuance with experience.

가정교과가 연계된 다문화가정 청소년의 한국문화 체험 프로그램의 개발과 평가 - 자아정체감 및 사회적응력 향상을 위하여 - (Development and Evaluation of the Home Economics-Relevant Korean Culture Experience Program for Adolescents with Multicultural Backgrounds - for the Improvement of Self-Identity and Social Adaptation -)

  • 이신숙;김소라
    • 한국가정과교육학회지
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    • 제25권4호
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    • pp.63-77
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    • 2013
  • 본 연구의 목적은 다문화 가정의 청소년을 대상으로 한국의 전통문화를 바르게 알고 직접 체험해 봄으로써 자아정체감을 정립하고 사회적응력을 향상시키기 위해 가정교과와 연계된 프로그램을 개발하는 것이다. 나아가서 개발된 프로그램의 유용성을 알아보기 위해 프로그램의 효과성을 살펴보았다. 먼저 총 12회기로 구성된 프로그램을 개발하였는데 한국문화 체험을 주제로 하는 본 프로그램은 주제를 중심으로 크게 5개의 마당인 어울마당, 한글마당, 놀이마당, 요리마당, 역사마당으로 이루어져 있다. 개발된 프로그램을 통해 전남 동부권에 소재한 S시 거주 다문화가정 청소년과 그들의 어머니로 구성된 총 18명을 대상으로 총 3개월에 걸쳐 프로그램을 진행하였다. 프로그램을 수행하면서 프로그램의 효과성을 알아보기 위해 참여자의 자아정체감과 사회적응 정도, 참여만족도를 측정하였다. 본 프로그램 활동을 통한 효과성 평가인 사전 사후검사와 만족도 검사의 결과는 다음과 같다. 첫째, 다문화 가정 청소년의 자아정체감은 프로그램 참여 전 평균 3.03점에서 참여 후 3.33점으로 0.3점이 향상되었고 사회적응력은 참여 전 평균 3.11점에서 참여 후 3.41점으로 0.3점이 향상된 것으로 나타났다. 둘째, 프로그램 참여 만족도에서는 먼저 중간만족도가 중앙치인 3.00점을 상회하는 점수인 평균 3.30을 나타내 만족도가 약간 높은 것으로 나타났으나 최종만족도에서는 평균 4.03점을 나타내 프로그램 참여도에 대한 만족도가 매우 큰 것으로 나타났다. 이러한 결과를 볼 때 가정교과와 연계된 본 프로그램이 다문화가정 청소년의 자아정체감과 사회적응력 향상을 도모하는 효과성 있는 프로그램으로 평가되었고 프로그램 수행에 있어 가정교과가 중요한 역할을 담당하고 있음을 알 수 있다.

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콜 대리업체 서비스에서 O2O 방식이 적용된 대리운전 사업 모델로의 소비자 전환 의도에 관한 연구: 카카오 드라이버를 중심으로 (Factors which Influence Customers' Intention to Switch from Call-Based Driver-for-hire Services to App-Based Driver-for-hire Services Based on Online to Offline (O2O) Business Model: Focusing on Kakao Driver service)

  • 김대원;정혜승
    • 한국전자거래학회지
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    • 제21권3호
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    • pp.51-78
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    • 2016
  • O2O(online to offline)가 온라인 상거래(e-commerce)의 새로운 트렌드가 되면서, 다채로운 분야에서 O2O와 기존 산업 간의 결합이 진행되고 있다. 본 연구에서는 이 중 대리운전 산업과 O2O 방식이 접목된 서비스(앱 대리)에 대한 소비자 수용 의사를 탐색했다. 구체적으로 본 연구에서는 기존의 대리운전 서비스 방식인 콜 대리 서비스(콜 대리)에서 O2O 방식이 접목된 앱 대리로의 소비 전환의도를 발생시키는 기제를 확인하고자 했다. 소비전환 의도에 대한 이론적 논의와 확장된 통합기술 수용이론을 토대로 변인을 도출하고, 설문 문항을 고안했다. 설문 조사는 기존의 콜 대리 서비스 경험을 보유한 500명을 대상으로 실시됐다. 연구 결과, 기존의 대리운전 서비스 체계인 콜 대리에 대한 불만족은 콜 대리에서 앱 대리로의 소비 전환의도를 높이는 요인으로 확인됐다. 콜 대리에 대한 충성도와 콜 대리에서 앱 대리로의 전환비용은 콜 대리에 대한 불만족과 콜 대리에서 앱 대리로의 소비 전환 의도 간 관계에서 조절변인으로서 기능을 하지 못하는 것으로 나타났다. 앱 대리 사용 시 기대되는 효과, 앱 대리 사용 과정의 편의성, 앱 대리 사용 과정에서 확보될 수 있는 도움이나 앱 대리 사용에 대한 사용자 개인의 지식의 정도, 그리고 앱 대리의 소비자 가격의 합리성에 대한 기대가 콜 대리에서 앱 대리로의 소비 전환 의도를 제고하는 요인으로서 유의한 영향을 미치는 것으로 확인됐다. 성별, 연령, 그리고 앱 대리 사용 경험은 전술한 앱 대리 선택에 영향을 미치는 요인과 앱 대리로의 소비전환 의도 간의 관계에서 조절 효과요인으로서는 유의하지 못한 것으로 파악됐다.

제7차 가정과 교육과정에 따른 학교 인성교육 내용 체계화 방안 (The Systematization of Personality Education Contents in the 7th Curriculum for Home Economics)

  • 왕석순
    • 한국가정과교육학회지
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    • 제16권2호
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    • pp.13-26
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    • 2004
  • 이 연구는 가정과교육에서 인성교육을 체계화시켜 강화할 수 있는 방안을 마련하기 위하여, 제7차 기술ㆍ가정교육과정의 가정과교육 영역에서 “인성교육의 목표와 내용”을 분석, 제시하되, 가정과 수업상황에서 효율적으로 활용할 수 있는 교수ㆍ학습 활동을 함께 개발하여 제시하고자 하였다. 그 결과, 제7차 기술ㆍ가정 교육과정의 가정과교육 영역의 모든 영역에서 인성교육이 구현될 수 있는 결과가 도출되었다. 특히 가정과교육에서는, 첫째, 평등 및 인권존중의 가치와 관련한, 평등 가족 형성을 위한 인성교육, 둘째, 환경보호와 관련한 다양한 가치를 인식하고 실천할 수 있는 인성교육, 셋째, 길리건(Gilligan)등의 주장하는 보살핌의 윤리에 관련된 덕목들-즉, 자선, 자비, 용서, 우애, 사랑, 희생, 양보, 대화, 타협 등의 가치들에 대한 인성교육을 실천할 수 있는 것으로 나타났다. 특히 이러한 보살핌의 가치들은 과거 전통적인 가정과 교육에서 비판되어 온 가족 이기주의적 보살핌의 가치를 벗어나 타인과 이웃, 공동체에 대한 보살핌의 윤리로 확대되고 있다. 한편, 다른 교과와는 차별적으로 가정과교육에서 수행되는 인성교육은, 이상에서 논의한 다양한 가치들을 가족원들과의 일상적인 매일의 생활에서 펼쳐지는 다양한 실제적인 역할 수행관계를 통하여 습득시킴으로써, 단순한 앎의 지식이나 감정으로서 머무는 것이 아닌 경험을 통한 실천적 행위로 발전시킬 수 있는 특성을 가진다. 이러한 특성은 도덕적 행위의 목표도달에 가정과교육이 매우 유효한 역할을 할 수 있는 교과임을 입증해 주는 결과이다. 이 연구의 결과는 학교교육에서 가정과교육이 타 교과와는 구별된 목표와 내용, 방법을 통해 인성교육을 효과적으로 수행할 수 있는 교과임을 입증해 주고 있는데, 이는 가정과교육이 학교교육에서 필수교과로서 자리매김 되는 중요한 당위성을 제공해준다. 추후연구는 가정과 교육 영역에서 수행될 수 있는 특성 있고 실천적인 인성함양프로그램(교수-학습 활동안)이 개발되어야 하고, 이러한 프로그램에 대한 실증적 자료가 축적되는 경험적 연구가 수행되어야 할 것이다.

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Staphylococcus aureus에 대한 한약재의 항균활성 (Antimicrobial Activity of Medicinal Herbs against Staphylococcus aureus)

  • 조재용;임상철;최일
    • 한국자원식물학회지
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    • 제19권4호
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    • pp.491-496
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    • 2006
  • 18종의 한약재 MeOH 추출물과 EtOH 추출물의 Staphylococcus aureus에 대한 항균력을 조사한 결과 하고초, 소목, 오배자 및 향유는 5mg/ml 수준에서 항균활성을 나타내었으며 지실, 금은화 및 황금 등은 10mg/ml, 오미자, 초두구 및 희렴 등은 30mg/ml 이상에서 항균성을 보였다. 최소저해농도는 MeOH추출물에서는 $1{\sim}34mg/ml$, EtOH추출물에서는 $1{\sim}46mg/ml$ 농도에서 항균활성을 보였으며 분획 층 중 EtOAc층에서 성장억제효과가 가장 높게 나타났다. 항균력이 가장 우수한 것으로 확인된 소목, 오배자 및 황금추출물의 미생물 증식억제 효과를 조사하기 위해 증식배지에 각각의 추출물을 0, 100, 300 및 500ppm의 농도로 첨가하여 균주의 증식을 조사한 결과 배양후 24시간에 소목 추출물 무첨가구의 $OD_{620}$값이 0.4인 반면 100ppm 이상의 추출물 첨가 시 $0.02{\sim}0.03$정도로 균증식이 현저히 억제되었고, 오배자 추출물 무첨가구의 $OD_{620}$값이 0.4인 반면 300ppm 이상의 추출물 첨가 시 $0.02{\sim}0.03$정도로 균증식이 현저히 억제되었으며 황금 추출물 무첨가구의 $OD_{620}$값이 0.4인 반면 300ppm 이상의 추출물 첨가 시 $0.02{\sim}0.07$ 정도로 균증식이 현저히 억제되었다. 이상의 결과로 볼 때 제대염, 부종성 피부염 및 관절염 등의 다양한 가축질병을 일으키는 Staphylococcus aureusi의 감염을 예방하거나 또는 치료할 수 있는 한약재 추출물 사료첨가제의 개발 가능성을 확인 할 수 있었다.

<마법소녀 마도카☆마기카>에서 마녀에 관한 연구 (The Research on Witch in )

  • 윤영석
    • 만화애니메이션 연구
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    • 통권39호
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    • pp.1-25
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    • 2015
  • 일본 애니메이션에서 마법소녀 장르는 자주 등장하는 장르 중에 하나이다. 마법소녀 장르의 특징은 주인공 대부분이 나이가 어린 소녀이며, 이 소녀는 일반적인 소녀들과 달리 특수한 능력을 갖춘 캐릭터로 활약하는 점이다. 기존 일본 애니메이션 소비계층은 남성이었으나, 마법소녀 장르가 탄생하면서 여성들도 애니메이션 소비계층이 되었으며, 마법소녀 장르는 쇼죠 아니메가 탄생하게 되는 계기가 되었다. 최초의 쇼죠 아니메 및 마법소녀 장르로 1966년 <요술공주 세리>이었으며, <요술공주 세리> 방영 이후 큰 흥행을 거두게 된다. <요술공주 세리> 흥행에 따라 새로운 마법소녀 장르 애니메이션들이 TV에서 계속 방영하게 되었으며, 1982년 <요술공주 밍키>와 1992년 <미소녀전사 세일러 문>이 큰 흥행을 거두게 된다. <미소녀전사 세일러 문>의 경우 일본뿐만 아니라 전 세계적으로 흥행한 작품으로 2014년 TV 애니메이션 <미소녀전사 세일러 문 Crystal>로 방영되어 마녀소녀 장르는 일본 애니메이션 시청자로부터 오랫동안 사랑을 받아왔으며, 현재도 꾸준히 TV에서 방영되고 있다. 마법소녀 장르의 작품들을 살펴보면 주인공으로 등장하는 마법소녀들은 자신이 살고 있는 세상의 평화를 위해 싸우거나 또는 모험을 떠나거나 혹은 자신이 원하는 이상적인 목적을 위해 활동한다. 그러나 <마법소녀 마도카☆마기카>에서 등장하는 마법소녀들은 세상의 평화를 위해 활동하는 것이 아니라, 오히려 자신의 이익과 목적을 위해 활동하는 모습이 나온다. <마법소녀 마도카☆마기카>에서 마법소녀들은 마녀와 마녀의 사역마를 퇴치하지만, 그 결말은 매우 끔찍한 모습으로 나타난다. 마법소녀들이 퇴치하던 마녀는 본래 마녀가 아니었고, 과거에 활동하던 마법소녀들이었다. 마법소녀들은 과거에 마법소녀였던 마녀에 대해 마녀사냥을 하게 된 것이었다. 기존 마법소녀 장르에서 마법소녀와 마녀는 적대적인 관계였으나, <마법소녀 마도카☆마기카>는 마법소녀가 마녀로 되어야 하는 모순이 발생한다. 마녀는 처음부터 존재한 것이 아니라 누군가 마녀로 되어야 했고, 그녀들은 마녀사냥을 당해야만 했던 점에서 마녀사냥이 발생하는 이유는 퇴치당해야 할 대상이 처음부터 존재한 것이 아니라 존재했어야 했다. 따라서 본 논문은 마녀사냥에 대한 역사적 기원과 <마법소녀 마도카☆마기카>에서 마녀에 관한 연구로 통해 마녀의 존재에 대해 고찰하고자 하였다.

사전과 말뭉치를 이용한 한국어 단어 중의성 해소 (Korean Word Sense Disambiguation using Dictionary and Corpus)

  • 정한조;박병화
    • 지능정보연구
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    • 제21권1호
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    • pp.1-13
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    • 2015
  • 빅데이터 및 오피니언 마이닝 분야가 대두됨에 따라 정보 검색/추출, 특히 비정형 데이터에서의 정보 검색/추출 기술의 중요성이 나날이 부각되어지고 있다. 또한 정보 검색 분야에서는 이용자의 의도에 맞는 결과를 제공할 수 있는 검색엔진의 성능향상을 위한 다양한 연구들이 진행되고 있다. 이러한 정보 검색/추출 분야에서 자연어처리 기술은 비정형 데이터 분석/처리 분야에서 중요한 기술이고, 자연어처리에 있어서 하나의 단어가 여러개의 모호한 의미를 가질 수 있는 단어 중의성 문제는 자연어처리의 성능을 향상시키기 위해 우선적으로 해결해야하는 문제점들의 하나이다. 본 연구는 단어 중의성 해소 방법에 사용될 수 있는 말뭉치를 많은 시간과 노력이 요구되는 수동적인 방법이 아닌, 사전들의 예제를 활용하여 자동적으로 생성할 수 있는 방법을 소개한다. 즉, 기존의 수동적인 방법으로 의미 태깅된 세종말뭉치에 표준국어대사전의 예제를 자동적으로 태깅하여 결합한 말뭉치를 사용한 단어 중의성 해소 방법을 소개한다. 표준국어대사전에서 단어 중의성 해소의 주요 대상인 전체 명사 (265,655개) 중에 중의성 해소의 대상이 되는 중의어 (29,868개)의 각 센스 (93,522개)와 연관된 속담, 용례 문장 (56,914개)들을 결합 말뭉치에 추가하였다. 품사 및 센스가 같이 태깅된 세종말뭉치의 약 79만개의 문장과 표준국어대사전의 약 5.7만개의 문장을 각각 또는 병합하여 교차검증을 사용하여 실험을 진행하였다. 실험 결과는 결합 말뭉치를 사용하였을 때 정확도와 재현율에 있어서 향상된 결과가 발견되었다. 본 연구의 결과는 인터넷 검색엔진 등의 검색결과의 성능향상과 오피니언 마이닝, 텍스트 마이닝과 관련한 자연어 분석/처리에 있어서 문장의 내용을 보다 명확히 파악하는데 도움을 줄 수 있을 것으로 기대되어진다.

가상현실(Virtual Reality) 광고가 소비자 구매의도에 미치는 영향: 이성적인 반응과 감성적인 반응의 통합 (The Effects of Virtual Reality Advertisement on Consumer's Intention to Purchase: Focused on Rational and Emotional Responses)

  • 차재열;임건신
    • Asia pacific journal of information systems
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    • 제19권4호
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    • pp.101-124
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    • 2009
  • According to Wikipedia, virtual reality (VR) is defined as a technology that allows a user to interact with a computer-simulated environment. Due to a rapid growth in information technology (IT), the cost of virtual reality has been decreasing while the utility of virtual reality advertisements has dramatically increased. Nevertheless, only a few studies have investigated the effects of virtual reality advertisement on consumer behaviors. Therefore, the objective of this study is to empirically examine the effects of virtual reality advertisement. Compared to traditional online advertisements, virtual reality advertisement enables consumers to experience products realistically over the Internet by providing high media richness, interactivity, and telepresence (Suh and Lee, 2005). Advertisements with high media richness facilitate consumers' understanding of advertised products by providing them with a large amount and a high variety of information on the products. Interactivity also provides consumers with a high level of control over the computer-simulated environment in terms of their abilities to adjust the information according to their individual interests and concerns and to be active rather than passive in their engagement with the information (Pimentel and Teixera, 1994). Through high media richness and interactivity, virtual reality advertisements can generate compelling feelings of "telepresence" (Suh and Lee, 2005). Telepresence is a sense of being there in an environment by means of a communication medium (Steuer, 1992). Virtual reality advertisements enable consumers to create a perceptual illusion of being present and highly engaged in a simulated environment, while they are in reality physically present in another place (Biocca, 1997). Based on the characteristics of virtual reality advertisements, a research model has been proposed to explain consumer responses to the virtual reality advertisements. The proposed model includes two dimensions of consumer responses. One dimension is consumers' rational response, which is based on the Information Processing Theory. Based on the Information Processing Theory, product knowledge and perceived risk are selected as antecedents of intention to purchase. The other dimension is emotional response of consumers, which is based on the Attitude-Structure Theory. Based on the Attitude-Structure Theory, arousal, flow, and positive affect are selected as antecedents of intention to purchase. Because it has been criticized to have investigated only one of the two dimensions of consumer response in prior studies, our research model has been built so as to incorporate both dimensions. Based on the Attitude-Structure Theory, we hypothesized the path of consumers' emotional responses to a virtual reality advertisement: (H1) Arousal by the virtual reality advertisement increases flow; (H2) Flow increases positive affect; and (H3) Positive affect increases intension to purchase. In addition, we hypothesized the path of consumers' rational responses to the virtual reality advertisement based on the Information Processing Theory: (H4) Increased product knowledge through the virtual reality advertisement decreases perceived risk; and (H5) Perceived risk decreases intension to purchase. Based on literature of flow, we additionally hypothesized the relationship between flow and product knowledge: (H6) Flow increases product knowledge. To test the hypotheses, we conducted a free simulation experiment [Fromkin and Streufert, 1976] with 300 people. Subjects were asked to use the virtual reality advertisement of a cellular phone on the Internet and then answer questions about the variables. To check whether subjects fully experienced the virtual reality advertisement, they were asked to answer a quiz about the virtual reality advertisement itself. Responses of 26 subjects were dropped because of their incomplete answers. Responses of 274 subjects were used to test the hypotheses. It was found that all of six hypotheses are accepted. In addition, we found that consumers' emotional response has stronger impact on their intention to purchase than their rational response does. This study sheds much light into practical implications for both IS researchers and managers. First of all, while most of previous research has analyzed only one of the customers' rational and emotional responses, we theoretically incorporated and empirically examined both of the two sides. Second, we empirically showed that mediators such as arousal, flow, positive affect, product knowledge, and perceived risk play an important role between virtual reality advertisement and customer's intention to purchase. In addition, the findings of this study can provide a basis of practical strategies for managers. It was found that consumers' emotional response is stronger than their rational response. This result indicates that advertisements using virtual reality should focus on the emotional side, and that virtual reality can be served as an appropriate advertisement tool for fancy products that require their online advertisements to give an impetus to customers' emotion. Finally, even if this study examined the effects of virtual reality advertisement of cellular phone, its findings could be applied to other products that are suited for virtual experience. However, this research has some limitations. We were unable to control different kinds of consumers and different attributes of products on consumers' intention to purchase. It is, therefore, deemed important for future research to control the consumer and product types for more reliable results. In addition to the consumer and product attributes, other variables could affect consumers' intention to purchase. Thus, the future research needs to find ways t control other variables.

전자정부 추진과 기록관리방안 (A Study on the Promotion of Electronic Government and Plans for Archival Management)

  • 김재훈
    • 기록학연구
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    • 제5호
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    • pp.39-85
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    • 2002
  • This paper is aimed at proposing the policies for managing archives in the process of promoting Electronic Government System. Although there have been many studies of electronic government project and plans for its establishment, this research examines the electronic government system and its problems on the basis of archival science. What I acquired in this paper is as follows. The development of information technology needs great changes ranging from the nation to the individuals. It becomes common that the use of computerized program for business purposes, computerization of information materials and the effective way of search use of electronic documents. Therefore, more and more countries all over the world have been seeking to promote 'Electronic Government', which applies the fruits of the development in information technology to administration process. Recently, Korea has been rapidly entered into the 'Electronic Government' system being against the traditional way of administration. In electronic government system, the 'Life Cycle' of public records will be computerized. Therefore, it is important to change and develop along with the government's policies for 'electronic government project' in the archival management system. This means that the archival management system which have put emphasis on the textual records should be converted to electronic records system. In other words, the records management in electronic government system requires not the transfer and preservation of the records but the consistent management system including the whole process of creating, appraising, arranging, preserving and using the records. So, the systematic management of electronic records plays an important role in realization of electronic government, but it is a subject to be realized by electronic government at the same time. However, the government have overlooked the importance of archival management for long time, especially the importance of electronic records management system. First of all, this research attempts to infer limits and problems through the theoretical considerations of the existing studies for electronic government and to clear up the relations between electronic government and archival management. Based on this, I'll seek to progress the study through reviewing the present condition of archival management in the process of promoting electronic government and suggesting the policies for enhancing the successful electronic government and the construction of scientific archival management system. Since early 1990, many countries in the world have been making every effort to concrete 'Electronic Government'. Using the examples in other nations, it is not difficult to recognize that the embodiment of electronic government is closely connected with the archival management policies. Korea have completed legal and institutional equipments including the new establishment of "Electronic Government Law" to realize electronic government. Also, Korea has been promoting electronic government with the Ministry of Government Administration and Home Affairs and Government Computer Center as a leaders. Though managing records, especially the management of electronic records is essential in electronic government system, we haven't yet discussed this section in Korea. This is disapproved by the fact the Government Archives and Records Service has played little role in promoting electronic government project. There are two problems relating this environment. First, present system can't meet the consistent 'Life Cycle' ranging from the creation to the preservation of electronic records. Second, the 'Life Cycle' of electronic records is divided into two parts and managed separately by GCC and GARS. The life of records is not end with the process raged from creation to distribution. On the other hand, the records are approved their value only whole procedures. Therefore, GARS should play a deading role in designing and establishing the archival management system. The answer to these problems, is as follows. First, we have to complete the electronic records management system through introducing ERMS not EDMS. This means that we should not change and develop towards ERMS simply with supplementing the current electronic records management system. I confirm that it is important and proper to establish ERMS system from the very beginning of the process of promoting electronic government. Second, I suggest the developmental integration of GARS and GCC. At present, the divided operations of GCC and GARS, the former is in charge of the management center for electronic business and the latter is the hub institution of managing nation's records and archives result in many obstacles in establishing electronic government system and accomplishing the duties of systematic archival management. Therefore, I conclude that the expansive movement towards 'National Archives' through the integration among the related agencies will make a great contribution to the realization of electronic government and the establishment of archival management system. In addition to this, it will be of much help to constitute and operate the 'Task Force' regarding the management of electronic records with the two institution as the central figures.