• Title/Summary/Keyword: vividness

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Why Do People Spread Online Rumors? An Empirical Study

  • Jong-Hyun Kim;Gee-Woo Bock;Rajiv Sabherwal;Han-Min Kim
    • Asia pacific journal of information systems
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    • v.29 no.4
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    • pp.591-614
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    • 2019
  • With the proliferation of social media, it has become easier for people to spread rumors online, which can aggravate the issues arising from online rumors. There are many individuals and organizations that are adversely affected by malicious online rumors. Despite their importance, there has been little research into why and how people spread rumors online, thus inhibiting the understanding of factors that affect the spreading of online rumors. With attention seeking to address this gap, this paper draws upon the dual process theory and the de-individuation theory to develop a theoretical model of factors affecting the spreading of an online rumor, and then empirically tests it using survey data from 211 individuals about a specific rumor. The results indicate that the perceived credibility of the rumor affects the individuals' attitudes toward spreading it, which consequently affects the rumor spreading behavior. Vividness, confirmation of prior beliefs, argument strength, and source credibility positively influence the perceived credibility of online rumors. Finally, anonymity moderates the relationship between attitude toward spreading online rumors and the spreading behavior.

The Effects of Multidimensional Customer Trust on Purchase and eWOM Intentions in Social Commerce based on WeChat in China

  • Min Qu;Jaejon Kim;Sujeong Choi
    • Asia pacific journal of information systems
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    • v.27 no.2
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    • pp.77-98
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    • 2017
  • The development of mobile social networking service (SNS) triggers the growth of social commerce industry. Customers rely considerably on electronic word of mouth (eWOM) to make purchasing decisions. Thus, SNS is an important commercial platform that offers attractive opportunities and challenges to firms. This study sheds light on the role of SNS as a social commerce platform by focusing on WeChat, the most popular SNS in China. This study identifies three different types of trust based on SNS that customers perceive in the context of social commerce. These types of trust are contents trust, source trust, and platform trust. This study suggests the antecedents and consequences of each trust. Our results prove that eWOM intention relies on contents trust and source trust, whereas purchase intention depends on contents trust, source trust, and platform trust. This study also finds that contents trust is positively influenced by source trust and platform trust. Finally, the result verifies the key antecedents of each trust, namely, vividness and timeliness for contents trust, competence, benevolence, and integrity for source trust, and instrumental need and social need for platform trust. The discussion and implications on the findings are provided.

The Effect of Depth Perception and Animation in Virtual Reality OOH Ad on Users' Cognitive Responses (가상현실 옥외광고의 깊이감과 애니메이션 효과가 사용자의 인지적 반응에 미치는 영향)

  • Min-Woo Cho;Donghun Chung
    • Journal of Information Technology Services
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    • v.23 no.2
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    • pp.117-133
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    • 2024
  • This research analyzes users' cognitive responses to Out-Of-Home advertising content based in virtual environments. Specifically, it distinguishes the depth of advertisements as 2D or 3D and categorizes animation effects of light as a representation of virtuality into 'none', 'blinking', and 'flowing'. For this purpose, virtual reality content was developed, and after experiencing the content while wearing HMD, users' cognitive responses were investigated. Involving 60 participants, the study found that the interaction effects between depth perception and animation effects were not statistically significant, nor was the primary effect of depth perception. However, the main effect of animation showed statistically significant differences in users' attention, vividness, perceived intrusiveness, avoidance tendency, and flow. This study presents design elements that can be utilized in the production of virtual environment-based Out-Of-Home advertising and experimentally demonstrates that animation effects can serve as an effective means of emphasis in virtual environment advertising. These findings provide important insights for the creation and strategic planning of advertisements in virtual environments.

The Antecedents of eWOM Credibility and Its Impact on Secondary eWOM Intentions -Focused on the Moderating Effects of eWOM Involvement- (온라인 구전 신뢰성의 선행요인과 2차 구전의도에 미치는 영향 -온라인 구전 관여도의 조절효과를 중심으로-)

  • Zhang, Hai;Park, Ju-Sik
    • Management & Information Systems Review
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    • v.34 no.1
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    • pp.81-101
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    • 2015
  • This study considered eWOM communication not as persuasion process but as diffusion process and identified factors affecting eWOM spread. eWOM diffusion process can be divided into initial transmitting process and retransmission process. The current study analyzed the effects of informational traits(level of agreement, vividness, neutrality) of eWOM on the intention to retranmit eWOM and moderating effect of eWOM involvement. Research sample was gathered from young people because they are familiar with online communication process. Statistical analysis showed informational traits of eWOM all had a significant effects on the credibility of eWOM, credibility of eWOM influenced on the intention to retransmit eWOM significantly, and eWOM involvement moderated the relation between information traits of eWOM and the intention to retransmit eWOM. And then academic and managerial implication was discussed based on these findings.

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The Acceptance of Customer Reviews in Taobao (타오바오 쇼핑몰 이용자의 구매후기 수용에 관한 연구)

  • Hao, Qi-Ying;Lee, Sang-Joon;Lee, Kyeong-Rak
    • Journal of the Korea Convergence Society
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    • v.6 no.4
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    • pp.205-212
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    • 2015
  • This paper aims to investigate key factors affecting customer adoption of the online review from the three perspectives such as customer review characteristics, reviewer characteristics, and customer characteristics. We collected data on customers who have experience in purchasing products in Taobao. The major findings are as follows. First, the customer review amount and vividness are not directly related to customer adoption of the online review. Second, the trust of reviewer and perceived similarity have positive effects on customer adoption of the online review. Third, the prior knowledge and product involvement increase customer adoption of the online review. Finally, customers' purchase intention is greatly determined by customer adoption of the online review. This paper presents the importance of the management of customer reviews and management method for the stakeholders of shopping mall to advancing Chinese market.

The Impact of User Interface Types Characteristics on the Information Media Usage Behavior (사용자 인터페이스 유형별 특성이 정보매체 이용의도에 미치는 영향에 관한 연구)

  • Yoon, Jung-Hyeon
    • Journal of the Korean Society for information Management
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    • v.27 no.3
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    • pp.53-66
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    • 2010
  • Whereas traditional user interface are well accepted modes of information exchange, the new digital conversion type's of information media is relatively complex and provides new means of transaction with user interface. User interface can be decomposed into two component: the physical structure through which information media is controlled, and the presentation of the content. This research explores the two user interface element have different effect on the adoption of information media and, as such, can influence perceived usefulness, perceived easy of use, and intention of use. The hypotheses have been tested with the survey of 148 end-users examines two interface characteristics factors such as efficiency, error, design, entertainment, accuracy, and vividness, and so on. The research summarized in this paper decomposes the influence of interface elements of physical structure interface and content presentation interface to gain a better understanding of how interface stimulates user's perceived usefulness to adopt the information media.

Fun Factors of New Media Content for Kids (유아용 뉴미디어 콘텐츠의 재미 요소)

  • Chung, Jee Yong
    • The Journal of the Korea Contents Association
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    • v.18 no.10
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    • pp.40-52
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    • 2018
  • Media can be considered as a type of play for kids in this new media era. Researches on media content for kids have mainly focused on educational effect or specific features such as design, but a great deal of kids content is created for fun and enjoyment. This study analyzes fun factors of the most popular kids content on Youtube: Kongsuni and Friends, Carrie and Toys, and Pinkfong. The result shows that seven fun factors can be grouped into three categories; 1) Self-determination and independence are related to the media environment; 2) Sensuous vividness, empathy, and physical dynamic are related to the content; 3) Self-expression and social interaction are related to associated activities. This study extends our perspective on kids content by analyzing fun factors in the comprehensive process of media consumption.

Change of Brain Activation due to Change of Viewpoint in Action during Action Observation: an EEG Analysis Study (동작관찰 중 동작 수행 시 시점의 변화에 따른 뇌 활성의 변화)

  • Kim, Oi-Jin;Sim, Ji-Young;Lee, Se-Young;Jin, Hyun-Jin
    • PNF and Movement
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    • v.14 no.3
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    • pp.209-217
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    • 2016
  • Purpose: Treatments using a mirror neuron system, such as 3D virtual reality therapy, are used in stroke rehabilitation, but they need to be constructed according to a detailed procedure. The aims of this study were to analyze electroencephalograms (EEG) during relaxation and action while observing first person perspective (1AE) and third person perspective (3AE) videos of the right hand for 20's. Methods: Thirty participants (Male=4, Female=26) were recruited for this study. Participants were selected by a vividness of movement imagery questionnaire (VMIQ). EEG was measured during relaxxation and during action with 1AE and 3AE videos, focusing on the supination and pronation actions of participants' right hands. An absolute mu rhythm, a relatively high alpha power, and a relative beta power were identified. In each group, one-way repeated measures ANOVA was used for statistical analysis. Results: Measurement of absolute mu rhythms was significantly suppressed for both 1AE and 3AE compared with relaxation in C3 and C4 regions. High alpha wave measurements were significantly suppressed for both 1AE and 3AE in all regions, while beta wave measurements were significantly increased only for 3AE in F3 and F4 regions. Conclusion: Based on this study, we suggest that the mirror neuron system is activated during actions accompanied by action observation, especially actions with 3AE video observation, which can be a great therapeutic mathod in stroke rehabilitation.

Humanistic Imagination through the Case of Cultural Convergence Contents of Hwang Soon-won 「Sonagi」 (황순원 「소나기」의 문화융합 콘텐츠 사례를 통해 본 인문학적 상상력)

  • Lee, Nae-Kwan
    • Journal of the Korea Convergence Society
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    • v.9 no.10
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    • pp.199-208
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    • 2018
  • In this paper, Hwang Soon-won's "Sonagi" is considered from the aspect of literary imagination reconstructed into a fusion content of various cultures such as HD TV Literature, Animation, Movie, Musical, CF and the part which changed from the original text. In the TV literature Museum "Sonagi" he created a newly person called a 'Seok-yi' who is a young brother of a boy, a girl's mother who did not exist in the original, and developed the composition more precisely. And In the animation, the main character's dialogue is presented as a speech and it is characteristic that the theme of the work is revealed more effectively. On the other hand, the heroine in the movie says, "I do not like the ending part of the showers." Also In the musical "Sonagi", about 2 tons of water was used to give more vividness and presence to the audience. In this way, the contents of the original works are transformed according to the characteristics of the medium in the various cultural fusion contents based on novels, and thus convey the unique imagination of the director to the audience.

Fun-centered HCI -Investigating the concept of Fun in Human-Computer Interaction- (재미를 위한 HCI -HCI 관점에서의 재미있는 경험에 대한 개념적 연구-)

  • Yoon, Ji-Eun;Kim, Jin-Woo;Lee, In-Seong;Choi, Dong-Seong
    • Journal of the HCI Society of Korea
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    • v.1 no.1
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    • pp.63-71
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    • 2006
  • For many years, the approach taken towards HCI(Human Computer Interaction) has focused on the usability of system and technology. Advances in computing and information technology has shifted the way people use and experience technology from merely using it to enjoying using it. But, there is a lack of theories to conceptualize fun and user fun experience, in the HCI. This paper describes an conceptual approach to "fun" and user's 'fun experience' in the interaction of technology. This paper defines "fun" as positive psychological energy which is produced by playing computer. And this paper provides characteristics of 'Fun experience', which are action mode, random order, free, and activated pleasant. This study provides insights into factors contributing to and influencing fun experiences and the relationships between them; symbol, newness, and vividness.

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