• Title/Summary/Keyword: 콘텐츠 구매

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A Study of the Structural Relationship of Corporate e-Learning in Quality, Users' Learning Characteristics and Customer Orientation in Hotel Industry (호텔 e-Learning의 품질 및 사용자 학습특성과 고객지향성과의 구조적 관계에 관한 연구)

  • Ji, Yun Ho;Park, Tae Soo;Kim, Minsun;Moon, Yun Ji
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.10a
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    • pp.575-577
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    • 2013
  • The research was aimed at the hotel industry's employees in order to test the efficiency of e-Learning, which is emerging as the alternative training system to the conventional one. The independent variables are the quality of e-Learning, including the qualities of the system, contents, and service of e-Learning, and the learning characteristic factor, including the quality factor of e-Learning, the self-efficacy of the user, learning motivation, and the flow of learning. Furthermore, the intervening variables are its perceived usefulness and the satisfaction factor of the user known as the so-called utility of e-Learning, continuous intention to use in terms of efficaciousness, and the spread of education and training. The dependent variable is customer orientation, known as the ultimate efficaciousness of corporate e-Learning.

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Implementation of an Android MIDI Player that Supports DRM for Musical Instrument Practice (DRM을 지원하는 악기 연습용 안드로이드 MIDI 재생기 구현)

  • Kim, Daseul;Kim, Seungha;Ko, Eunbyul;Ahn, Hyeyeong;Lee, Jongwoo
    • KIISE Transactions on Computing Practices
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    • v.21 no.4
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    • pp.275-282
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    • 2015
  • The Musical Instrument Digital Interface (MIDI) file format is a typical format for dynamic music that can be used not only for playing, but also for supporting dynamic music activity, such as musical instrument practice. However, almost all of the existing MIDI applications focus only on the playing features. In this paper, therefore, we implement a MIDI file play application that supports various dynamic features such as part-play repeating certain sections that the user wants, tone and speed control while playing a MIDI file, downloading MIDI files from a server, and lastly Digital Rights Management (DRM). By supporting these features, we are confident that our MIDI application will help users who wish to practice musical instruments to do so conveniently, while effectively protecting the copyright of their purchased MIDI files.

Interactive Interface Design Through VR Hand Tracking (VR 핸드트레킹을 통한 상호작용 인터페이스 설계)

  • Ju-Sang Lee;Hyo-Seung Lee;Woo-Jun Choi
    • The Journal of the Korea institute of electronic communication sciences
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    • v.18 no.1
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    • pp.213-218
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    • 2023
  • In order to use the VR HMD, operation through separate controllers in both hands is required. Methods for text input in VR include a method of selecting virtual keyboard keys on the screen one by one using a controller, a method of inputting through a keyboard that is a resource of a computer by connecting a computer and VR, or a method of inputting through a keyboard that is a resource of a computer by purchasing a wireless keyboard in VR and wireless keyboard connection method. As such, the text input method in current VR equipment causes inconvenience and additional costs to users. For these reasons, most of the VR-related contents are limited to simple functions such as games or viewers, and there is a risk that VR equipment will be recognized as a simple game machine. Therefore, in this study, a multi-input interface using hand tracking provided by the Oculus Quest2 device is designed and partially implemented. Through this, it is expected that various tasks such as document work and business processing as well as games can be conveniently used using VR equipment.

A Study of the Beauty Brand Experience Case Using Metaverse (메타버스를 이용한 뷰티 브랜드 경험 사례에 대한 고찰)

  • Kim, Na-Yeong;Kim, Gyu-Ri
    • Journal of Industrial Convergence
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    • v.20 no.11
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    • pp.185-190
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    • 2022
  • Since COVID-19, digital transformation has been taking place in the entire industry, and Metaverse is attracting attention as an untect service. Therefore, this study aims to find out about brand experience marketing cases using metaverse targeting beauty brands. This study reviewed previous studies related to metaverse marketing and beauty brand marketing. SK-II, Christian Dior used VR technology to provide users with contents and experience of brand products, and L'Oreal, Sephora, Laneige used AR technology to provide virtual makeup applications. It's believed that this experience marketing will have a positive effect on customers' purchase intention and its importance will increase further to target Z Generation. It's expected that this study can be used as related data in the metaverse and experience marketing of beauty brands, and research on metaverse marketing should be continued in the beauty field.

Evaluation of Smart-phone Applications for Young Children and Analysis of Differences according to Review Scores (유아용 스마트폰 애플리케이션 평가 및 리뷰점수에 따른 차이분석)

  • Koo, Heejeong
    • The Journal of the Korea Contents Association
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    • v.20 no.11
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    • pp.228-236
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    • 2020
  • As of March 2020, this study divided the applications for young children installed on Android-based smart-phones in Korea into top and bottom groups according to review scores, and selected 30 applications each, conducted content analysis and application evaluation, and looked at differences between groups. Through this, by providing objective information on the smart-phone application for young children, it is intended to help parents and early childhood education professionals select high-quality applications, and to present ideas and directions for developing applications suitable for development to application developers. As a result of application content analysis, only data presentation type, simulation type, and game type were found in all the top and bottom groups as for the application type. There was a difference in order. In the case of app purchase cost, the top group in the review score was evenly distributed from the low price to the high price of 100,000 won or more, while the bottom group had few high-priced applications. On the other hand, as a result of application evaluation, a significant difference was found in the entire evaluation score, including all functional elements and all content elements, between the top and bottom groups of the review score. In the case of detailed sub-factors, significant differences were shown in all factors except 'technicality' of functional elements.

A Study on Eva Armisen's Artworks -Focused on Beauty of Universality, Deterritorialization of Art and Design- (에바 알머슨 작품 연구 -보편성의 미, 미술과 디자인의 탈경계를 중심으로-)

  • Byun, Trina Hyunjin
    • The Journal of the Korea Contents Association
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    • v.16 no.8
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    • pp.435-447
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    • 2016
  • In the 21st century, the phenomenon of interaction in between fine art and design has become more increasingly prevalent. In this paper, the author has analyzed the major works of Spanish artist Eva $Armis{\dot{e}}n$ on a cultural criticism perspective, and has proposed a framework for a deeper understating of the artworks, which reflected the characteristics of contemporary art and culture such as deterritorialization of art and design. As a result, it has been found that the main theme of her artworks is about preferred attitude of a human being in relationship with others, unlike daily lives or innocence of childhood which are well-known subjects to the public. Her main female character could have been formed by blending all of her aesthetic reason, and characteristics of this era and cultural elements. It means that the area where the public enjoys the sense of beauty have been extending from the area of the beautiful to the beauty of universality. It has been found that deterriorialization phenomena, which is a characteristic of post-modern art and design work to dismantle an existing order, the repression, appeared in her work. However, several research areas of her works such as relationship between text and image or formative elements or aphorism etc. still have remained to be solved.

Effect of Golf Resort's Service Quality on Value of Club Membership, Customer Satisfaction, and Customer Loyalty (골프리조트 서비스 품질이 회원권 가치와 고객 만족 및 고객 충성도에 미치는 영향)

  • Lim, Sin-Young;Yang, Hae-Sool
    • The Journal of the Korea Contents Association
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    • v.10 no.9
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    • pp.455-468
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    • 2010
  • The purpose of this study is to understand how and what kind of service quality impacts value of membership and customer satisfaction, and to analyze how value of membership and customer satisfaction influence on customer loyalty in order to apply the results of this study to the management level of individual companies. The valuable outcomes of the survey were 485 as a result of excluding both no response and non-trustful answers. The previous used questions of other researchers were modified and used in this study, and both SPSS 12.0 and AMOS 7.0 were in use as analytical softwares In this study, service quality of golf resort positively impacts membership's value, and service quality influences upon customer satisfaction in a positive way. The value of service quality heavily impacts customer satisfaction, and customer satisfaction positively influences upon customer loyalty. On the other hand, it is hardly find a remark between value of loyalty and customer's satisfaction.

Evaluation of Correlations in Copier's Button and Usability (복사기 조작버튼에 따른 사용성 상관관계 연구)

  • Ha, Kwang Soo
    • The Journal of the Korea Contents Association
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    • v.13 no.12
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    • pp.595-603
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    • 2013
  • Touchscreen is now installed in the majority of information devices thanks to the developed digital technology. In case of copiers, although touchscreen was installed earlier than any other information device, current user interface indicates that conventional methods have been maintained without any special re-validation. But, since common office devices such as copiers have brief usage time and clear, straightforward purposes, user experience between an user and device is perhaps an important element. Nevertheless, conservativeness of the market and the fact that users and buyers are not always the same are a stumbling block to actively changing UI. Recently, however, as hardware element, buttons, have moved to touchscreen mostly for smartphone, and common and public devices have seen rapid changes in UX, mostly with touchscreen, it has led to high demand for changes in UX of copiers. To remedy the issues with copiers, a literature review was conducted through existing studies and user evaluation based on user survey and prototype was done to examine the copier's UI elements and relevant changes in usage. In particular, a new direction for UX of copiers was suggested by analyzing the impact of differences between software button-oriented UI and hardware button-oriented UI on users and usability. This study findings could be used as basic data for improving the usability of future common devices including copier and UX design.

Evaluation of User Satisfaction for Bundled Software (번들소프트웨어의 사용자 만족도 조사 연구)

  • Ha, Kwang-Soo
    • The Journal of the Korea Contents Association
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    • v.12 no.4
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    • pp.216-224
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    • 2012
  • Usually, bundled software is unwittingly packaged with a user's PC when purchased it. A reason of provides it is for manufacturers to increase the value of the product. However, almost users cannot recognize bundled SW. Paradoxically, sometimes the bundled SW may complain to the user. Eventually these symptoms negatively affect the product. As a result, the SW bundle could not reflect user needs. This study for installed bundled SW on users laptop and we would like to know the understanding and acceptance it of the user. Finally, how can we provides it more effectiveness and looking for ways to make was conducted. From a user perspective, these study four major countries (USA, Germany, China, South Korea) laptop users to perform a total 3,000 people were surveyed. A method of investigation was the quantitative evaluation survey and was conducted online survey approach. Through this study was an analysis to awareness of users by different ages, gender, and usage patterns. Bundle SW through the study of the laptop to the user, effectively providing a way to be confirmed. And right through bundle SW distribution is expected to increase the manufacturer's worth.

Influence of Consumers' Shopping Value and Product Types on LOHAS Consumption (쇼핑성향과 상품특성에 따른 로하스 상품 소비에 관한 연구)

  • Park, Kyoung-Won;Park, Ju-Young;You, Yen-Yoo
    • The Journal of the Korea Contents Association
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    • v.11 no.12
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    • pp.856-869
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    • 2011
  • The purpose of this study is to provide implications for LOHAS(Lifestyle of Health and Sustainability) consumption growth. The study investigated the relationships between shopping value, LOHAS consciousness and LOHAS consumption. The finding of this study revealed that both hedonic and utilitarian shopping values had a positive effect on LOHAS consciousness and LOHAS consumption. We also found that the representative hedonic and utilitarian products(electronics) had the positive relationship between the both hedonic and utilitarian shopping values and LOHAS consumption. Furthermore, the representative hedonic LOHAS products(cosmetics) showed a positive relationship between hedonic shopping values and LOHAS consumption. However the representative utilitarian LOHAS product(detergent) did not show a relationship between utilitarian shopping values and LOHAS consumption. These findings are expected to provide marketing implications for LOHAS consumption growth. To improve consumers' LOHAS consumption, it is essential to focus on strengthening the hedonic value of the consumers, highlighting LOHAS consciousness. LOHAS consumption may improve the pride of consumers and increase the pleasure of the consumers. Additionally, it is necessary that publicity and education justify consumer behavior such that LOHAS consumption is socially responsible and it is a mature and exemplary action of citizens obligations to society.