• Title/Summary/Keyword: 반응성 상호작용

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The Exploratory Study on the Effect of Service Recovery Attributes on Perceived Justice and Satisfaction (서비스 회복속성이 고객의 공정성인식과 만족에 미치는 영향에 관한 탐색적 연구 (인터넷 서비스 업체를 중심으로))

  • 김성호;백승익;유재원
    • Asia Marketing Journal
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    • v.3 no.2
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    • pp.69-91
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    • 2001
  • 고객이 서비스상의 실패에 대해 때로는 강한 부정적 반응을 보이기에 서비스를 제공하는 조직의 서비스회복능력은 고객만족을 달성하기 위해 강력하고 효율적으로 운영되어야 한다. 따라서 본 연구는 온라인상의 서비스인 ISP업체(10개의 회사)를 대상으로 온라인 서비스 상에서 고객이 서비스상의 불만을 경험할 때 기업이 고객의 불만을 회복시켜 만족으로 전환시키려는 회복속성들이 실제로 고객이 가지는 분배상의 공정성, 절차상의 공정성 및 상호작용 공정성에 어떤 영향을 미치는가를 실증적으로 검증하기 위한 것이다. 이를 위해 10개의 ISP업체를 선정하고 해당 업체에 대해 불만을 가진 고객들이 기업의 불만제거 노력에 대해 평가하도록 하였다. 가설 검증을 위해 LISREL을 이용하여 서비스의 회복속성인 보상, 신속한 반응, 무반응, 사과, 사전보상제공 등이 분배상공정성, 절차상 공정성, 상호작용 공정성에 직접적으로 미치는 효과를 파악하고 이 공정성의 요인들이 만족에 미치는 영향도 실증적으로 검증하였다. 온라인 상이라는 새로운 환경을 고려하여 기존의 모델에서 간과된 부분을 확인하기 위해 확장 모델을 제시하여 새로운 의미를 가진 경로가 존재하는지 확인하고 이 부분에서 유의적인지 않은 경로를 배제한 수정모델을 제시하였다. 기존의 연구를 바탕으로 제시된 가설은 연구모델에서 경로 계수를 추정하고 이에 대한 t값을 통해 검증하였다. 본 연구에서 제시하는 시사점으로는 고객의 서비스 실패 및 회복상황에 대한 평가의 이론적 원칙을 설명하고 관리자에게 각각의 서비스 실패와 일치하는 서비스 회복전략을 제시하여 운영상의 가이드 라인을 제시한다고 할 수 있다

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The Interaction Effects between YouTube Branded Contents' Ending Types and Product Involvement on Consumer Responses (유튜브 브랜디드 콘텐츠의 결론유형과 제품관여도의 상호작용이 소비자 반응에 미치는 영향)

  • Kim, YooJung;Kang, Kyung Ho
    • The Journal of the Korea Contents Association
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    • v.20 no.3
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    • pp.10-17
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    • 2020
  • This study examines the interaction effects between branded contents' ending types(happy ending, non-happy ending) and the level of product involvement(high involvement, low involvement) on consumer's negative responses. Results suggest that the level of product involvement had no significant effect on consumer responses since product on video clips was not closely linked to the contents' message. Selective empathy is identified as the happy ending type of branded contents had a greater effect on consumer's negative responses than the non-happy ending type of. It is an apparent new phenomenon shown among the young after 2000s. Moreover, the interaction between contents' ending types and the level of product involvement had a significant effect on consumer's negative responses. Two interaction terms (i.e. happy ending and low product involvement; non-happy ending and high product involvement) are the viable message strategies to weaken the consumer responses in terms of 'dislike'.

AR Gardening system with an interactive learning companion (AR Gardening : 상호작용형 증강 에이전트 기반 증강 원예 체험 시스템)

  • Oh, Se-Jin;Woo, Woon-Tack
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.168-173
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    • 2008
  • Recently, many researchers have studied on agent-based edutainment systems to improve students' learning experience. In this paper, we present AR Gardening which makes users experience interactive flower gardening with a bluebird, a learning companion agent, squatting in an augmented picture. The proposed system augments the animated bluebird to support interactive edutainment experiences. The bluebird perceives users' actions as well as environmental situations. It then appraises situational information to provide participants with problem-solving guidelines. Moreover, the bluebird responds like a companion than an instructor through anthropomorphic expression. To demonstrate our work, we exhibited the implemented AR Gardening and reviewed participants' responses to the system. In this exhibition, we could find that the learning companion-like bluebird helped users experience how to properly grow the flower in our educational setting. Ultimately, we expect that an augmented peer learning agent is one of the key factors for developing effective edutainment applications.

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The Effect of Digital Signage and Smart Media Convergence on Memory and Attitude According to the Level of Engagement and Interactivity (디지털 사이니지와 스마트 미디어 융합이 인게이지먼트와 상호작용성 수준에 따라 기억과 태도에 미치는 영향)

  • Han, Kwang-Seok
    • Journal of the Korea Convergence Society
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    • v.8 no.6
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    • pp.1-7
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    • 2017
  • This study examined how the memory effect and the brand attitude effect differ according to the interaction (high / low) and the involvement (high / low) of digital signage. The two-way MANOVA analysis using SPSS 18 was used for the empirical analysis. The results of this study are as follows: First, GRM is recalled if the level of interactivity and inffence of digital signage is low, but if both conditions are high, ARM recalls. Second, if the interaction of digital signage is low and the level of engagement is high, a lot of memory information is formed that forms the overall attitude of the product. In addition, even though the interaction level is high and the engagement is low, the attitude cognitive response through the overall evaluation is formed rather than the attribute information. Third, brand attitude was positive when interactivity level was high and engagement level was high.

The role of Interleukin-6 and Interleukin-10 in human pulpal inflammation (성인 치수염에서의 INTERLEUKIN-6와 INTERLEUKIN-10의 작용에 관한 연구)

  • Park, Han-Soo
    • Restorative Dentistry and Endodontics
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    • v.27 no.5
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    • pp.515-520
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    • 2002
  • 연구목적 : Cytokine은 유해 미생물에 대한 숙주의 방어기전으로서의 염증반응에서 숙주세포 상호간의 작용을 매개해 주는 역할을 하며, 치수조직에서도 그 존재가 확인된 바 있다. Interleukin-6와 Interleukin-10은 염증의 초기에 작용하는 cytokine으로 알려져 있으나, 치수 및 치근단 질환에서의 역할과 상호작용에 대해서는 잘 알려져 있지 않다. 본 연구에서는 성인의 치수염이 있는 치아에서 Interleukin-6와 Interleukin-10의 농도를 측정하고 이를 정상 치수와 비교함으로써 이들의 치수염에서의 작용을 연구하는 것을 목적으로 하였다. 방법 : 총 60개의 성인 치아들을 대상으로 하였다. 치수염으로 진단된 치아들을 실험군으로 하였고, 정상 치수를 가진 치아들을 대조군으로 하였다. 발치한 치아에서 치수조직을 적출하였다. ELISA를 사용하여 적출된 치수조직 내의 Interleukin-6와 Interleukin-10의 양을 측정하였으며, 그 결과를 Mann-Whitney rank sum test를 사용하여 통계학적 유의성을 검증하였다. 조직학적 검사를 위해서는 발치된 치아에서 치수조직을 적출하여 헤마톡실린-에오신 염색을 시행한 후 관찰하였다. 결과 : 1. Interleukin-6의 농도는 실험군에서 대조군보다 유의하게 높게 나타났다(p<0.05). 2. Interleukin-10의 농도는 실험군에서 대조군보다 유의하게 높게 나타났다(p<0.05). 3. 조직학적 관찰 결과 실험군에서 림프구의 침윤과 부분적인 조직의 괴사 등 염증반응의 양상을 관찰할 수 있었다.

Exploring of Reaction Behavior to Instructor Messages according to Learning Motivation Types in Online Collaborative Learning (온라인 협력학습 환경에서 학습동기 유형에 따라 교수메시지에 대한 반응행동 탐색)

  • Lee, Eun-Chul
    • The Journal of the Korea Contents Association
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    • v.18 no.5
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    • pp.514-524
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    • 2018
  • The purpose of this study was to investigate learners' reaction behaviors by the type of learning motive when teaching messages were delivered. The subjects of this study were 82 students from Auniversity and Buniversity in the metropolitan area. Students were online collaborative learning. The instructor delivered six messages. Since then, the researchers have measured the learner 's response time and the frequency and level of interaction. And analyzed using an independent sample t-test. As a result, the frequency and level of interaction increased before the message was delivered. The response time to instructional messages was the fastest among the students with performance avoidance goal orientation. Mastery goal orientation students were most sensitive to scaffolding messages. Performance avoidance goal orientation students responded most sensitively to the reminder message. Finally, Mastery goal orientation students had the most action on new topics. And performance approach goal orientation students had the most to do with accuracy and relevance.

The Moderating Roles of Perceived Responsiveness of SNS Friends and Self-Esteem in the Relationship between SNS Use and Perceived Social Support among College Students (대학생들의 SNS 이용과 사회적 지지와의 관계에서 SNS친구들의 반응성 인식 및 자아존중감의 조절 효과)

  • Choi, Jounghwa
    • Journal of Digital Convergence
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    • v.19 no.5
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    • pp.433-442
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    • 2021
  • The present study explored the moderating roles of perceived responsiveness of SNS friends and self-esteem in the relationship between SNS use and perceived social support among college students. Using a panel owned by a research firm, a nationwide online survey was conducted (females N = 264, males N = 239). The results of regression analysis suggested that there is no significant main effect of SNS use but a significant main effect of perceived responsiveness of SNS friends. In addition, a three-way interaction effect was found among perceived responsiveness of SNS friends, SNS use, and self-esteem. This study contributes to elaboration of the extant research as well as providing practical implications to SNS-based intervention programs for college students' psychological well-being.

Affective interaction to emotion expressive VR agents (가상현실 에이전트와의 감성적 상호작용 기법)

  • Choi, Ahyoung
    • Journal of the Korea Computer Graphics Society
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    • v.22 no.5
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    • pp.37-47
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    • 2016
  • This study evaluate user feedback such as physiological response and facial expression when subjects play a social decision making game with interactive virtual agent partners. In the social decision making game, subjects will invest some of money or credit in one of projects. Their partners (virtual agents) will also invest in one of the projects. They will interact with different kinds of virtual agents which behave reciprocated or unreciprocated behavior while expressing socially affective facial expression. The total money or credit which the subject earns is contingent on partner's choice. From this study, I observed that subject's appraisal of interaction with cooperative/uncooperative (or friendly/unfriendly) virtual agents in an investment game result in increased autonomic and somatic response, and that these responses were observed by physiological signal and facial expression in real time. For assessing user feedback, Photoplethysmography (PPG) sensor, Galvanic skin response (GSR) sensor while capturing front facial image of the subject from web camera were used. After all trials, subjects asked to answer to questions associated with evaluation how much these interaction with virtual agents affect to their appraisals.

Development of a browser for signal transduction network to simulate biochemical reaction in a cell (생체내 반응 시뮬레이션을 위한 신호전달 네트워크 브라우저 개발)

  • Yu, Seok Jong;Lee, Sang Joo
    • Proceedings of the Korea Contents Association Conference
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    • 2007.11a
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    • pp.539-542
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    • 2007
  • After introducing some experiment methods including immunoprecipitation and yeast two-hybrid screening, the pool of molecular interaction data is growing fast and databases are produced dramatically. But it is difficult to apply the information to molecular kinetic studies for understanding disease. In this paper, we developed a program that can browse and visualize interactions of cellular molecules using importing heterogeneous external data file. This program support 3D view to navigate and understand more easily and making a signal transduction model that user wants and simulating function to research the model. It was tested for signal transduction of chmotaxis in bacteria.

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Interaction Effects of Crisis Responsibility and SNS Interactivity on Acceptances of Crisis Response Strategies in the case of CEO in Crisis (CEO 위기책임성과 SNS 상호작용성이 위기 대응 전략 인식에 미치는 영향)

  • Liu, Le;Choi, Youjin
    • The Journal of the Korea Contents Association
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    • v.20 no.3
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    • pp.59-72
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    • 2020
  • Previous crisis management research has mainly focused on business organizations' responsibility for crises, and yet research on CEOs in crisis still lacks. This research examined the influences of crisis responsibility and response strategies on attitudes toward a CEO, attitudes toward a corporate, and purchase intentions in the case of CEOs in crisis. In addition, this study explored how a CEO's SNS interactivity during normal times moderates the influences of crisis responsibility and response strategies. A 2(responsibility: high vs. low)X2(strategy: defensive vs. apology)X2(interactivity: high vs. low) experimental design was conducted with 200 Chinese students in Seoul. According to the analysis results from effects of response strategies by CEO's crisis responsibility levels, regardless of the crisis responsibility levels, the apology strategy was more effective than the defensive strategy in terms of CEO attitudes, corporate attitudes, and purchasing intentions. The analysis results about the moderating role of SNS interactivity during normal times show that under the CEO's high responsibility condition, keeping high SNS interactivity during normal times and using the apology after crisis brought out most favorable responses. Under the CEO's low responsibility condition, regardless of the SNS interactivity levels, the apology strategy brought out more favorable responses than the defensive strategy.