• Title/Summary/Keyword: 콘텐츠 이용 동기

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The effect of eSports Direct Spectators' Motivation on Audience Satisfaction and Behavioral Intention Based on Uses and Gratification Theory (이용과 충족이론에 기반한 e스포츠 직접관람자가 관림만족과 행동의도에 미치는 영향 분석)

  • Quan, Lihua;Yoo, Changsok
    • Journal of Korea Game Society
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    • v.22 no.1
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    • pp.109-118
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    • 2022
  • The main objective of this study is to empirically analyze the relationship among the major variables of viewing motivation, audience satisfaction, and behavioral intention in the esports spectatorship based on the uses and gratification theory. Through the exploratory factor analysis, we have identified major motivation measures of esports. Regression analysis also showed key motivation factors on audience satisfaction and behavioral intention.

Content Creation and Flow: Why They Clik or Create UCCs (콘텐츠 창조와 플로우:동영상 UCC 이용 동기)

  • Chun, Bang-Jee
    • The Journal of the Korea Contents Association
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    • v.8 no.12
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    • pp.222-235
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    • 2008
  • This study looks at motivations of video UCC users as a member of creative class. A qualitative research method was used for analyzing data collected by interviews. Killing time users, active clickers and creators are distinguished as different types of UCC users and their differing motivations are explored. The findings of the study are as follows: First, information sharing, self presentation, communication needs, ease of use for self presentation, usefulness are expressed as motivating factors for both active clickers and creators, Pleasure motivates every type of users. However, content creators experience a specific type of pleasure which is the pleasure of creativity or flow, which this study highlights as a key driving factor for content creators. The study adds to the findings of UCC user research which applies the TAM and the PAD model by revealing what pleasure and flow specifically mean for different types of UCC users.

The Exploratory Study of College Students'Motivation for the College Facebook Based on Factor Analysis (대학 페이스북에 대한 재학생 이용동기의 탐색적 연구)

  • Jo, Sam Sup
    • The Journal of the Korea Contents Association
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    • v.18 no.10
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    • pp.111-120
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    • 2018
  • The rapid use of Facebook among colleges, the present study was to explore the motivations of college owned Facebook among college students. The factor analysis The factor analysis showed that the college students perceived that the intimacy, update of college information, sharing daily lives, use of time, seeking useful information are important motivations when they use college Facebook. The extracted factors such as emotional intimacy, information update and sharing daily lives also play significant variables to affect Facebook effectiveness such as "like" and "sharing others." The results suggest that Facebook managers need to use college Facebook as a social medium not by one way communication medium to the college students.

Research on the Effect of Different motivations on the Participation in SNSs (SNS 이용동기가 참여활동에 미치는 영향 연구)

  • Shim, Hye-Young;Lim, Keol
    • Journal of Digital Contents Society
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    • v.12 no.3
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    • pp.383-390
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    • 2011
  • The purpose of this study was to examine major motivations for using SNSs and the effect of them on SNS participation. In order to address the research questions, 253 undergraduate and graduate students participated. Results of the study were summarized as follows. First, Cyworld was mainly used followed by Facebook and Twitter. Most of the respondents had access to SNSs via smart devices. The average frequency of SNS use was 1-3 times a day and they used them less than 30 minutes a time. The reasons why they started to use SNSs were mainly to follow current trends, maintain friendship, and accept acquaintances recommendations. Second, the result of component analysis derived four primarily underlying dimensions related to SNS use; self-satisfaction, social interaction, recreation, and information seeking. Third, both self-satisfaction and social interaction motivation had significant correlation with SNS participation. The results of multiple regression analysis showed that self motivation was more influential on active participation than social interaction and information seeking motivation.

Development of Synchronization System for Acquisition of geoData (geoData 취득을 위한 동기화 시스템 개발)

  • Choi, hyun-ho;Lee, hyung
    • Proceedings of the Korea Contents Association Conference
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    • 2010.05a
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    • pp.618-620
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    • 2010
  • 본 논문에서는 위치정보 획득을 위해 GPS로 위치, 자세, 방향 및 시간정보를 추출하고, 6개의 카메라를 이용하여 360도 영상정보를 취득한 후 이들 정보들을 시각 동기화시켜 geoData를 취득하기 위해 개발된 동기화시스템을 기술한다. 이 동기화시스템을 활용하여 360도 파노라믹 영상저작 등 다양한 위치기반서비스를 위한 공간정보시스템을 구축할 수 있다.

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Analysis of Tooth Brushing Instruction according to Component of Motivational Interviewing (동기면담 구성요소에 따른 잇솔질 교육의 분석)

  • Lim, Soon-Ryun;Kang, Soo-Kyung;Lee, Su-Young
    • Proceedings of the Korea Contents Association Conference
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    • 2014.11a
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    • pp.439-440
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    • 2014
  • 치과위생사들이 구강보건교육내영의 활용에서가장 많이 시행하는 것은 잇솔질 교육이지만 환자가 올바른 잇솔질을 행하는 실천률이 저조한 것은 환자의 동기유발이 불충분하기 때문이다. 이에 치과위생사의 잇솔질 교육을 녹음하여 환자의 동기를 이끌어내고 행동의 변화를 유지하는데 유용한 것으로 알려진 동기면담의 구성요소를 이용하여 분석하였다.

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Synchronization method of N-Screen service over MPEG-DASH (MPEG-DASH를 이용한 N-Screen 서비스 동기화 방안)

  • Park, JungWook;Jo, Minwoo;Kim, Kyuheon
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2012.11a
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    • pp.203-206
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    • 2012
  • 본 논문은 HTTP protocol을 이용한 미디어 Streaming 서비스 표준인 MPEG-DASH(Dynamic Adaptive Streaming over HTTP)를 기반으로 한 N-Screen 서비스 동기화 방안을 제시한다. N-Screen 서비스란 다수의 미디어 Device를 이용하여 하나의 콘텐츠들을 공유 및 전송하는 서비스를 뜻한다. 이는 MPEG-DASH 표준 기술을 활용함으로써 보다 효율적인 서비스 이용이 가능하다. DASH는 다수의 품질의 같은 영상들을 시간별로 분할하여 Server에서 보유하여 한 Device에게 네트워크 환경에 맞춰 가장 적합한 Segment들을 전달 및 전환함으로써 끊기지않는 Streaming 서비스가 가능하다. 하지만 현재 MPEG-DASH 표준기술에서는 N-Screen 서비스에 대한 활용방안 시나리오가 재정되어 있지 않아 다수의 Device에서 Segment를 끊김없는 Media Streaming 서비스를 지원하기 위한 방안이 필요하다. 이를 위해 본 논문에서는 한 Device가 다른 Device에게 N-screen을 위한 동기화 정보를 전송함으로써 특정 콘텐츠가 끊기지 않고 연이어 볼 수 있는 동기화를 이룰 수 있는 방안을 대한 서비스 시나리오를 제시한다.

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A Study on Consumers' Perception of and Use Motivation of Artificial Intelligence(AI) Speaker (인공지능 스피커(AI 스피커)에 대한 사용자 인식과 이용 동기 요인 연구)

  • Lee, Heejun;Cho, Chang-Hoan;Lee, So-Yoon;Keel, Young-Hwan
    • The Journal of the Korea Contents Association
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    • v.19 no.3
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    • pp.138-154
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    • 2019
  • This study was conducted to identify the use motivations of AI speaker and examine the characteristics of AI speaker users. Based on the uses and gratifications theory, The study results show that the user motivations of AI speaker are four dimensional, namely escaping from daily problems and maintaining social relationships, information acquisition and learning, entertainment and relaxation and pursuit of practicability. The main AI speaker users are in their 30s, and they are innovative to actively use AI speakers for entertainment purposes such as listening to music. The four sub-dimensions differed as we compared them with user characteristics. Specifically, the motivation for escaping from daily problems and maintaining social relationships varied with gender and age. Moreover, age and informativeness were identified to have an influence on the motivations of information acquisition and learning and entertainment and relaxation. In sum, this research provides practical implications into how to strategically create contents and services for AI speakers.

Intrinsic and Extrinsic Motivations in UCC Usage and Creation - Focused on Korea and U.S.A. - (UCC 이용과 생산에서 내외재적 동기요인 - 한국과 미국을 중심으로 -)

  • Kim, Yoo-Jung;Kang, So-Ra
    • The Journal of the Korea Contents Association
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    • v.9 no.1
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    • pp.223-237
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    • 2009
  • We aimed at identifying the determinants of favorable UCC usage and creation by integrating emotional dimension, social influence and motivations. The finding show the significant effect of pleasure on intrinsic motivation in both Korea and U.S.A. Arousal has a positive effect on intrinsic motivation in the United States, but it has no relationship wit h intrinsic motivation in Korea. In case of social influence, subjective norm gives a significant impact on extrinsic motivation whereas proved insignificant in the United States. Image is shown to be significantly related with extrinsic motivation in both nations. Also, intrinsic motivation does not posit an effect on UCC usage and creation in Korea whereas it influences on UCC usage and is not related with UCC creation in the United States. In addition, it was observed that UCC usage has a positive and significant impact on UCC creation in both nations.

A Study on the Distributed Contents Sharing and Synchronization in Social Network (소셜네트워크 환경에서의 분산 콘텐츠 공유 및 동기화 방안 연구)

  • Ahn, Hoo-Young;Lee, Sang-Min;Kim, Young-Kyun;Lee, Yoon-Joon
    • Proceedings of the Korean Information Science Society Conference
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    • 2011.06d
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    • pp.61-64
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    • 2011
  • 유비쿼터스 웹 환경과 스마트폰의 활성화와 함께 페이스북, 마이스페잇, 유투브, 트위터 등의 소셜 네터워크 서비스의 사용이 증가하고 있다. 본 논문에서는 소셜 네트워크 환경에서의 사용자 간의 분산된 콘텐츠의 공유 및 동기화 방안을 연구하였다. 특히, 모바일 기기를 이용한 소셜 네트워크 서비스의 증대에 따라 보다 동적으로 소셜 네트워크 공동체를 구성할 수 있는 환경에서 구성원들 간에 신뢰도 높은 콘텐츠 공유 및 검색 결과 제공을 위해 분산된 소셜 미디어 콘텐츠의 공유 및 동기화 방안을 제시하고 이를 구현하였다. 본 논문에서 제안한 방법은 향후 모바일 환경의 진화에 따라 보다 동적인 소셜 네트워크 상에서 더욱 다양하고 방대해지는 소셜 미디어 콘텐츠를 효과적으로 공유하는데 기여할 수 있을 것으로 사료된다.