• Title/Summary/Keyword: 대리적 상호작용

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The audience's reaction effect based on vicarious emotional experiences and creative rhetorical expressions of the networking media platforms (네트워킹 미디어 플랫폼의 대리적 감정 경험과 크리에이티브의 수사적 표현 방식에 따른 수용자 반응 효과)

  • Choi, Hyuck-Soo
    • Journal of the Korea Convergence Society
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    • v.12 no.4
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    • pp.113-123
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    • 2021
  • This study involves an experiment aimed to reveal the communicative effects by different types of visual expressions in SNS advertisements. This study analyzes consumers' dynamic responses to vicarious emotional experiences and the creative rhetorical expressions of networking media platforms through experiments that sample university students. The vicarious emotional experiences of networking media platforms have a significant effect on the consumers' subsequent reactions. The greater the vicarious emotional experiences are, the more positive this effect is. There is a significant interactive effect between consumers' vicarious emotional experiences and the rhetorical creative types of targeted media.

자산형태와 자본구조와의 관련성에 관한 실증적 연구 - 한국상장기업을 중심으로 -

  • Kim, Won-Gi
    • The Korean Journal of Financial Studies
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    • v.1 no.2
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    • pp.331-349
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    • 1994
  • 자본구조 이론은 자본조달이 기업의 가치에 영향을 미칠 수 있을 것인가를 중심으로 연구되어 왔으며 최근에는 자본구조의 결정요인으로서 대리인 비용(Agency cost)을 도입하여 기업의 자산형태와 자본구조간의 상호작용 가능성에 대해 분석되고 있다. 본 연구에서는 MM이론 이후의 자본구조에 관한 발전과정에 대해 이론적 고찰을 하고 우리나라 상장기업을 20개 업종으로 분류하여 대리인 비용을 중심으로 자산형태가 자본구조에 어떠한 영향을 미치는가를 실증분석 하였다. 실증분석결과 유형고정자산투자는 leverage와 정의 상관관계를 보였으며 무형고정자산투자는 leverage와 부의 상관관계를 보인다. 그러나 수익성이 높은 기업은 leverage와 정의상관관계를 보여, 수익성이 높을 수록 부채를 적게 이용한다는 Myers의 이론이 우리나라에서는 타당성이 없음을 증명하고 있다.

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The Effects of Live Commerce and Show Host Features on Consumers' Likelihood of Impulse Buying: A Scenario-Based Experiment (라이브 커머스 및 쇼호스트 특성이 소비자의 충동구매가능성에 미치는 영향: 시나리오 기반 실험연구)

  • Nakyeong Kim;Sung-Byung Yang;Sang-Hyeak Yoon
    • Information Systems Review
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    • v.24 no.4
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    • pp.77-96
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    • 2022
  • Live commerce has recently received substantial attention due to the spread of the non-face-to-face consumption culture driven by the COVID-19 pandemic. Live commerce has a higher purchase conversion rate than other forms of commerce. Accordingly, the likelihood of impulse buying in a live commerce environment is expected to be high. However, there is a shortage of research on consumer impulse buying in the live commerce environment. This study designs a scenario-based experiment using the integrated model of consumption impulse formation and enactment. Through this method, this study validates the influence of the characteristics of live commerce (i.e., vicarious experience and real-time interaction) on consumers' likelihood of impulse buying and further examines the moderating role of a live commerce host feature (i.e., professionalism) in these relationships. The results of this study confirm that both vicarious experience and real-time interaction have a positive effect on consumers' likelihood of impulse buying and that professionalism strengthens the impact of vicarious experience on the likelihood of impulse buying. This study's scenario-based experimental design is meaningful because it analyzes the likelihood of impulse buying in the context of live commerce shopping. Additionally, it provides live commerce service and platform providers with practical insights into how to maximize profits and operate services more efficiently.

Effects of the Food Web Casting on College Student's Viewing Happiness and Attitude Towards Obesity (인터넷 개인방송 먹방 시청이 한국 대학생들의 시청행복감과 비만 인식에 미치는 영향)

  • Jin, Jiang Xue;Hwang, HaSung
    • Journal of Internet Computing and Services
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    • v.20 no.4
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    • pp.103-111
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    • 2019
  • Due tothe popularity of personal web-casting 'Food Web Casting' program, the present study aims to examine its effects on real life. The study conducted a survey with Korean college students. Results from a survey of 256 participants showed that first, the most salient reason for watching 'Food Web Casting' was gratification for killing time and gratifications for food entertainment, information, vicarious, and para social interaction are followed. Second, vicarious gratification, killing time gratification, and vicarious gourmandism gratification had a positive effect on Food Wed Casting programs viewing time, while it is not found for effects of gratifications for information and pro-social interaction. Third, it is found that Food Wed Casting programs viewing had effects on viewing happiness and negative perception of fat people. However, it did not have an effect on frequency of food delivery service. Based on these findings,implication, limitations, and topics for future research are discussed.

A study of Growth motif realization on Digital game (디지털 게임의 성장 모티프 구현 연구 -MMORPG를 중심으로-)

  • Lee, Jin;Jang, Jeong-Woon
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.527-533
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    • 2008
  • 본 연구는 기존 RPG에서 주요한 재미 요소로 기능하던 성장 모티프가 MMORPG(Massive Multi-user Online Role Palying Game)에서 어떤 식으로 변형되어 나타나는 지 살펴본다. 성장과 역할 수행을 통해 재미를 얻는 게임인 MMORPG는 성장 서사에서 많이 나타나는 구조인 여정형 혹은 탐색형의 구조를 보편적으로 차용하고 있다. 그러나 기존 서사물에서 성장 모티프가 정체성 찾기와 같은 내면적인 변화를 나타내기 위해 구조를 차용하는 반면, 게임에서는 위의 구조를 통해 얻은 성장의 결과물을 수치의 증가나 외적 형태의 변화를 통해 나타낸다. 즉, 경험치나 아이템을 통해 성장이 수치화되어 나타나는 것이다. 이는 여정형 탐색담이라는 성장 서사의 보편적 구조에서 게임적인 특수성이 더해진 것이라 할 수 있다. 성장 소설만의 서사적 유형이란 바로 주인공의 변화 양상이 미숙에서 성숙으로, 불완전에서 완전으로, 결핍에서 충족으로 변화하는 과정을 담고 있는 이야기적 특질을 의미한다. 그러한 미숙하고 불완전한 존재가 변화하게 되는 계기와 과정, 그리고 그 결과로 구조화된 유형적 특질을 갖고 있는 소설 양식이 성장소설이라 할 수 있는 것이다. 이러한 구조화된 유형적 특질은 신화나 민담에서는 탐색담이나 여행담으로 나타난다. 게임에서의 성장은 캐릭터의 성장과 직결된다. 본격적으로 플레이어와 동일시되어 성장을 대리 경험적으로 체험하는 것은 D&D 온라인을 거쳐, 현재 MMORPG의 형태를 구현해낸 울티마 온라인이 이후부터이다. 세부적으로 구현된 세계와 온라인을 통해 생성된 방대한 네트워크 안에서 플레이어는 자신과 동일화된 캐릭터를 플레이하면서 대리경험을 하게 된다. 즉, 플레이어가 캐릭터의 성장에 작용하는 여러 가지 변수를 선택하고, 조작해가면서 자신만의 캐릭터를 생성해 나가면서, MMORPG가 구현하는 게임 세계에 구성원이자 일원이 되는 것이다. MORPG는 기존의 RPG의 선형적인 성장에 비해 복합적인 양상을 보여준다. 문화에서의 성장 서사에서 일반적으로 발견되는 여정형의 탐색담은 개발자 서사인 배경 스토리에서 나타나며, 레벨시스템과 이에 따른 공간의 배치에 따라 플레이어에게 직접적인 영향'을 끼친다. 영속적인 세계와 플레이어 간의 상호작용을 통해 일어나는 사용자 서사는 완결된 형태의 캐릭터를 무의미하게 만든다. 플레이어는 비선형적인 성장을 끊임없이 계속하게 되는 것이다.

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CEO Stock Incentive, Board of Directors, and the Performance of Chinese Corporations after the Stock Incentive Management Law in 2006 (주식인센티브 관리법 이후 중국 상장기업 CEO주식인센티브, 이사회, 기업성과의 관계)

  • Zhang, Rui-Zhi;Yoo, Jae-Wook
    • Management & Information Systems Review
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    • v.35 no.3
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    • pp.155-171
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    • 2016
  • Separation of management with ownership induces the agency problems between CEO and shareholders of Chinese firms. To solve this problem Chinese government has enforced the "stock incentive management law for stock listed companies" since 2006. However, it has not been clear that this law is beneficial to reduce the agency cost and thus to increase the performance of Chinese firms. This study aims to answer this question. It is specifically designed to explore the effects of CEO's stock incentive on the performance of Chinese firms. It also examines the moderating effects of the characteristics of the board of directors on this relationship. Using a multi-year sample (2008-2014), we found that CEO's stock incentive is positively related to firm's performance. We also found that the equity stakes of board members strengthens the positive relations between CEO's equity incentives and firms' performance. On the other hand, contrary to expectations, the independency of the board of directors does not significantly moderate the relationship between CEO's equity incentives and firms' performance. Based on the findings, this study provides valuable implication for theory and practice.

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User Experience(UX) Qualitative Evaluation of Dialogue e-learning contents (대화형 이러닝 콘텐츠에 관한 사용자 경험(UX) 질적 평가)

  • Lee, Youngju
    • Journal of The Korean Association of Information Education
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    • v.24 no.6
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    • pp.623-631
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    • 2020
  • In the era of COVID-19 global pandemic, e-learning has become new standards and daily life in the name of 'new normal'. This study developed dialogue e-learning contents as opposed to monologue e-learning which is unidirectional and instructor centered and conducted qualitative user experience evaluation of dialogue e-learning contents. A total number of 20 adult students participated and were individually interviewed. Qualitative data analysis was performed. The findings include students' positive perceptions of dialogue e-learning contents such as empathy for various ideas and new format. With regard to personal preference, 55% of participants preferred dialogue e-learning contents because it enables them to focus and share real experiences. Meanwhile, in terms of learning effects, 60% participants selected monologue e-learning contents and mentioned adequate explanations of concepts and explicit information delivery. Based on the results, suggestions on the design and development of dialogue e-learning contents were presented.

The Effect of Cash Holdings and Corporate Governance on Firm's Internationalization - Using Panel Data Analysis - (현금보유와 지배구조가 기업의 국제화에 미치는 영향에 관한 연구)

  • An, Yohan
    • Management & Information Systems Review
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    • v.34 no.3
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    • pp.61-78
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    • 2015
  • The purpose of this study is to analyze the impact of cash holdings on internationalization of listed manufacturing firms. We explore moderating effect of managerial ownership between cash holdings and internationalization of firms. We analysed cross-sectional data of 645 listed companies from 2000 to 2013 using the fixed effects estimation. Empirical results showed that the there was a positive significant relation between cash holdings and internationalization of firms This study also found that managerial ownership have a significant negative moderating effects in the pathway between cash holdings and internationalization Cash liquidities can be rapidly induced internationalization. Managerial ownership increase agency cost, therefore, it might have a negative effects on internationalization These results suggest that agency cost with cash holdings is very important for cash management.

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Samulnori Musicians' Experiences of Object Relations With Their Instruments (사물놀이 연주자의 악기 대상관계 경험)

  • Kim, Cheonsa;Kim, Kyoungsuk
    • Journal of Music and Human Behavior
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    • v.18 no.2
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    • pp.87-107
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    • 2021
  • The purpose of this research was to explore the phenomenon of object relations with musical instruments as experienced by professional Samulnori musicians. The researcher conducted in-depth individual interviews with five Samulnori players who also completed questionnaires with open-ended questions. The data were analyzed using Giorgi(2004)'s phenomenological methodology. The results offered 121 semantic units, seven subcategories, and three main categories. The three main categories were transitional object, object of expression and recognition of internal desires, and object for recognition of others and communication. These results suggest that the ensemble format of Samulnori promotes the development of the musician's object relationship and can externalize the player's internalized representational system and interaction method. This study is significant in that it reveals the endopsychic functional relationship between a musician and their instrument and provides the basis for the use of Samulnori instruments in music therapy.

A Study on Reality Improving of a Virtual Reality Gallery (가상 현실 갤러리의 현실감 증대에 관한 연구)

  • 박길철;박세근
    • Journal of Korea Society of Industrial Information Systems
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    • v.4 no.4
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    • pp.94-99
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    • 1999
  • In order for us human to possess realistic spatial sense in the world of virtual reality, it is imperative that a research as our sensory organs should be through dine. Up until now, visual, tactile sense and a put of olfactory are getting by. We develope a rest of sense for improving visual reality with dynamic resolution control and increasing interactivity with introducing curator.

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