• Title/Summary/Keyword: 상호작용만족

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레스토랑 종업원의 서비스지향성 재정의 및 영향요인 - T.G.I. Fridays를 중심으로 -

  • Lee, Yong-Gi;O, Myeong-Geon;Nam, Jung-Heon
    • Journal of Global Scholars of Marketing Science
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    • v.5
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    • pp.43-56
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    • 2000
  • 본 연구는 Dienhart et al.(1993)이 제시한 조직지원, 고객초점, 압박상황하에서의 서비스로 구성된 레스토랑 종업원의 서비스지향성을 고객초점과 압박상황하에서의 서비스로 재정의하고, 조직지원을 종업원의 서비스지향성을 촉진하는 요인으로 제시하였다. 그리고 조직지원과 직무만족, 직무안정성의 상호작용이 레스토랑 종업원의 서비스지향성이 어떤 영향을 미치는가를 분석하였다. 분석 결과, 본 연구에서 레스토랑 종업원의 서비스지향성 구성요소로 제시한 압박상황에서의 서비스는 변수의 내적 일관성이 매우 낮게 나타나 제외되고 고객초점만이 종업원의 서비스지향성을 구성하는 것으로 나타나 압박상황하에서의 서비스 항목에 대한 신뢰성 검토가 추후 연구에서 있어야 할 것으로 나타났다. 그리고 조직지원, 직무만족, 조직지원과 직무만족의 상호작용이 고객초점에 미치는 영향을 분석한 결과, 조직지원은 정(+), 직무만족은 부(-)의 방향으로 영향을 미치는 것으로 나타났으나 조직지원과 직무만족의 상호작용변수를 추가한 분석에서는 상호작용(OS ${\times}$JS)이 정(+)의 유의적인 영향을 미치는 것으로 나타났다. 또한 조직지원, 직무안정성, 조직지원과 직무안정성의 상호작용이 고객초점에 미치는 영향을 분석한 결과, 조직지원과 직무안정성은 정(+)의 방향으로 영향을 미치는 것으로 나타났으나, 조직지원과 직무만족의 상호작용변수를 추가한 분석에서는 두 변수 모두 영향을 주지 않았으며 상호작용 변수만 정(+)의 유의적인 영향을 미치는 것으로 나타났다.

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A Study on the Effect of Characteristics and Interactions of MSNG on User Satisfaction (MSNG의 특성과 상호작용이 사용자만족에 미치는 영향에 관한 연구)

  • Oh, Eun-Hae
    • The Journal of the Korea Contents Association
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    • v.18 no.4
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    • pp.622-635
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    • 2018
  • On top of presenting the possibility of expanding the game space to social space through mobile communication, MSNG reinforces the strengths of SNS and the fun of games through closer networks between users. This study empirically verified the effects of the characteristics of MSNG on interactions and user satisfaction by dividing the main characteristics of MSNG into graphics, challenge spirit, and reward, and then dividing the main characteristics of mobile social network service into social interaction and technical interaction. In the results of study, the main characteristics of MSNG such as graphics, challenge spirit, and reward all had significant effects on the social interaction and technical interaction while the social interaction and technical interaction of MSNG also had significant effects on the user satisfaction, so that the hypotheses of this study were all selected. The influence of the characteristics of MSNG on interactions might be because of shared feedbacks through graphics, game tasks, and reward in the performance process of MSNG, and such interactions make diverse people have the horizontal or circular communication, which is led to the increase of user satisfaction.

IP기반 미디어에서 인지적 몰입을 촉진하는 요인에 관한 연구: 다차원적 상호작용성을 중심으로

  • Lee, Ji-Eun;Shin, Min-Soo
    • 한국경영정보학회:학술대회논문집
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    • 2008.06a
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    • pp.718-731
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    • 2008
  • 본 연구는 상호작용성의 속성과 이용자에게 주어진 통제력에 따라 상호작용성을 4 가지 차원으로 나누고, 이것이 어떤 경로를 거쳐 이용자 만족에 이르는지를 규명하는 것을 목적으로 한다. 이를 위해 상호작용성을 최적화하는 킬러 콘텐츠로 e 러닝을 선정하고, 상호작용성에 영향을 미치는 선행요인으로 서비스, 콘텐츠, 미디어 품질을 도출 하였으며, 상호작용성과 이용자 만족을 매개하는 변인으로 사회적 현존감과 인지적 몰입을 포함하는 연구모델을 제시하고자 한다.

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Effect of the Interaction between Middle and High School Archery Trainer and Players to the Exercise Satisfaction, Trust and Adherence (중.고교 양궁 지도자와 선수간의 상호작용이 선수의 운동만족, 신뢰 및 운동지속에 미치는 영향)

  • Hong, Kil-Dong;Kim, Kyong-Sik;Bae, Ki-Yeol
    • The Journal of the Korea Contents Association
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    • v.8 no.6
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    • pp.232-241
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    • 2008
  • The purpose of this study was to analyze the effect of the interaction between middle and high school archery trainers and players to the exercise satisfaction, trust and adherence. In particular, this study was to develop and examine a theoretical model through theory trimming. To achieve the goal of this study, some of the archery trainers and players participated in korea archery championship in 2007 were selected as a collected group. Total 220 participants were selected using the purposive sampling method to analyze the relationships between archery trainers and players. The data collection method was a brochure named 'the survey on the interaction, exercise satisfaction, adherence, Trust socio-demographic characteristics' Chronbach' a was calculated to check up the reliability and was $.661{\sim}.855.$. Reliability analysis, correlation analysis, SEM were used to analyze the collected data. The results were as follows. First, the interaction between middle and high school archery trainers and players influences on the exercise satisfaction. More interaction gives the players more exercise satisfaction. Second, the interaction between archery trainers and players influences on the trust for trainers. More interaction makes the more trust. Third, the interaction between archery trainers and players did not influences on the exercise adherence. Fourth, the exercise satis)action influences on the trust for trainers. More exercise satisfaction makes the more trust. Firth, the exercise satisfaction did not influences on the exercise adherence. Sixth, the trust influences on the exercise adherence.

The Effects of Kindergarten Teachers' Job Satisfaction and their Life Satisfaction on Teacher-Children Interactions (유치원 교사의 직무만족도와 삶의 만족도가 교사-유아 상호작용에 미치는 영향)

  • Moon, Myung-Hwa
    • Journal of Convergence for Information Technology
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    • v.10 no.3
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    • pp.126-133
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    • 2020
  • The purpose of this study is to investigate the effects of job satisfaction and life satisfaction on teacher-children interactions in kindergarten teachers. The tests of Job satisfaction scale, Life Satisfaction scale, Teacher-Children Interactions scale were administered to 320 public and private kindergarten teachers located in Gyeonggi-do, Gangwon-do. The statistical method employed for data analysis was Pearson's correlation analysis and multiple regression analysis. The results of study were as follows. First, the higher factors of job satisfaction (the teaching consciousness, development, innovation, autonomy, fellowship, and reward), the higher the teacher-children interaction. The higher the workload, the lower the verbal interaction between teacher-children. Second, the higher the life satisfaction of kindergarten teachers, the higher the emotional, verbal, and behavioral interaction between teachers and children. Third, the relative influences of the predictors on the overall interaction between teacher and children are life satisfaction (β=.24), development (β=.22), and fellowship (β=.16) and the explained variance are 25%.

A Case Study on the Perception of Interaction Quality in Military Logistics Support Service: Focused on Maintenance Function (군수지원 서비스에서 상호작용품질 인식에 대한 사례연구 : 정비기능을 중심으로)

  • Cho, Chong Mok;Kim, Jong Weon;Hong, Suk Ki
    • Journal of Korea Society of Industrial Information Systems
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    • v.22 no.3
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    • pp.63-76
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    • 2017
  • While the Military Logistics System and its Outcome Quality have been Emphasized, User Unit's needs on Interaction Quality Begin to Appears as a New Subject in Logistics Field. Interaction Quality of Supply, Maintenance and Foods Among Logistics Functions Influenced much more to User Unit's Satisfaction. Especially Maintenance on Satisfaction was Prominent. Analyses of the Survey and Interview with Field Employees Supported the Results, and the Characteristics of Maintenance Function also Accord with those. Moreover, the Service Maintenance Employees, who Showed Higher Job Satisfaction Among Three Functions, led to Higher Satisfaction of User Units.

Examination of Organizational Communication and Culture as a Moderator of the Relationship between Job Satisfaction and Organizational Performance (직무 만족과 조직 성과의 관계 탐색 : 조직 커뮤니케이션과 조직 문화의 조절 효과)

  • Lee, Gunhyuk
    • The Journal of the Korea Contents Association
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    • v.13 no.4
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    • pp.376-388
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    • 2013
  • This study investigated the role of organizational communication, culture and trust as a moderator of the organizational performance(the growth of production and quality improvement) and job satisfaction. Using data collected from 248 workers at 128 establishments in Changwon industrial complex, morderated regression analyses explored the proposed model. As a result, communication activity and organizational trust was found negatively to moderate the relationship between job satisfaction and quality improvement/the growth of production. And organizational culture was found positively to moderate the relationship between satisfaction and quality improvement. Implications of these findings were discussed.

Interaction and Flow as the Antecedents of e-Learner Satisfaction (이러닝 만족도 영향요인으로서의 상호작용과 몰입)

  • Moon, Chul-Woo;Kim, Jae-Hyoun
    • The Journal of Korean Association of Computer Education
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    • v.14 no.3
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    • pp.63-72
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    • 2011
  • Satisfactory e-learning experience of working part-time adult students is a truly dynamic and multidimensional process that reflects learning needs and abilities. Special attention is given to understanding the role of student-to-faculty interaction, student-to-student interaction, e-learning content and course structure, flow, periodic off-line class meetings and synchronous Q&A sessions. Survey questions were developed and distributed to adult graduate students. Some of them were asked to complete the questions with the most interesting subjects or classes in their mind, and others with the most difficult subjects in their mind. The structural model for each group was tested. The values of path coefficients corresponding to the group with the difficult subjects turn out to be higher for the following paths; a) interaction among professors and students and satisfaction, b) contents quality and flow, c) Q&A and interaction among professors and students, d) Q&A and interaction among students. For the other paths such as interaction among students and satisfaction, contents structure and flow, the coefficient values corresponding to the group with the interesting subjects are higher. Some implications for e-learning design were provided as well.

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Influence of Perceived Gaming Interactivity on Various Psychological States (게임 상호작용성 수준이 심리상태에 미치는 영향)

  • Chung, Dong-Hun
    • Journal of Korea Game Society
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    • v.9 no.5
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    • pp.3-11
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    • 2009
  • Game business has been successfully developed in the world including Korea. Among the many functions, interactivity is the key issue in the state-of-the art gaming system and the success of Nintendo Wii is the example. However, in spite of this success, it is hard to find out the research of the gaming interactivity, for instance what kinds of outcomes are followed by the interactivity. Therefore, the aim of this research tries to disclose the influence of perceived gaming interactivity on various psychological states such as mood, vicarious experience, and vicarious pleasure. The results show that all those factors are influenced by interactivity.

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Relationship among the Learning Instrument, Learning Achievement, and Learning Satisfaction in Online Class (온라인수업에서 학습도구와 학습성취, 학습만족간의 관계연구)

  • Shim, Sun-Kyung
    • The Journal of the Korea Contents Association
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    • v.12 no.3
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    • pp.487-497
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    • 2012
  • The purpose of this study is to increase the level of learning achievement and satisfaction by developing of on-line learning instruments. This study was to investigate the relationship among learning instrumments(lecture, homeworks, on-line interaction and off-line interaction), learning achievement and learning satisfaction. This survey was conducted 226 responses of e-learning social welfare education learners. Research method used Amos 18. Result indicated that homeworks and off-line interactive instruments had a positive effect on learning achievement and satisfaction. And lecture had a positive effect on learning satisfaction, but on-line mode interaction instruments had no effect. In order to improve the effectiveness of learning, structural development of activity learning instrument is necessary. And to foster learning satisfaction, it will be necessary to increase the learning achievement.