• Title/Summary/Keyword: 플로우 경험

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인터넷 경매에서 플로우의 형성요인과 브랜드 자산에 미치는 영향

  • Lee, Seung-Chang;Jeong, Jong-Won;Lee, Ho-Geun
    • 한국경영정보학회:학술대회논문집
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    • 2007.06a
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    • pp.627-633
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    • 2007
  • 본 연구는 인터넷 비즈니스 모델 중에서 가장 성공한 비즈니스 모델이며, 고객의 참여가 가장 능동적이고 적극적이라고 할 수 있는 인터넷 경매를 대상으로 개인 특성, 정보기술 특성, 그리고 인터넷 경매 특성 차원에서 어떠한 요인들이 인터넷 경매 과정에서 플로우에 영향을 미치는지 탐색하고, 이러한 플로우가 브랜드 자산에 유의한 영향을 미치는지를 실증분석 하였다. 인터넷 경매 이용자 350명을 대상으로 온라인 설문 조사를 실시하였으며, 수집된 자료를 기초로 LlSREL 8.50을 이용한 공변량 구조 분석을 실시하였다. 연구 결과, 인터넷 경매 사이트의 브랜드 자산 구축을 위해서는 고객에게 최적의 경험을 제공하는 것이 중요하고, 이를 위해서는 사이트 이용자의 개인 특성, 정보기술 특성, 인터넷 경매 특성을 향상시켜야 함을 확인할 수 있었다. 다시 말해, 이용자 개인의 도전감, 사이트의 정보 품질과 시스템 품질, 인터넷 경매의 상호작용성을 증대시킬 수 있는 다양한 노력을 함으로써 고객에게 최적의 경험을 제공할 수 있을 것이고 이를 통해 브랜드 자산을 구축할 수 있을 것이다.

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A Study on the Verification of Mediation with Flow and Trust in ISM (인터넷 쇼핑몰에서 플로우와 신뢰의 매개성 검증에 관한 연구)

  • 정광진;이대용
    • Proceedings of the Korea Society for Industrial Systems Conference
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    • 2003.11a
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    • pp.693-703
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    • 2003
  • 최근 인터넷 쇼핑몰과 관련된 연구가 다양하게 이루어지고 있다. 또한 쇼핑몰 사용자의 경험적인 측면의 중요성이 제기되면서 많은 연구에서 이를 플로우란 개념으로 설명하고 있다. 본 연구는 인터넷 쇼핑몰에서의 최적 경험으로서의 플로우와 그 동안 인터넷 쇼핑몰 관련 연구에서 쇼핑몰에서의 고객 만족과 긍정적 관계에 대해 논의가 있어온, 신뢰와 만족과의 관계를 상호 독립적이 아닌 종합적 측면에서 매개성에 관한 검증을 위해 공분산 구조 분석을 통해 경쟁모델화 하여 비교함으로써 우수 모델을 도출하였다. 그 결과 인터넷 쇼핑몰에서 플로우와 신뢰는 상호 독립적인 관계를 고려한 모델 보다 동시성 차원의 매개성의 관계를 모두 고려한 포화모델이 우수한 모델로 도출되었다.

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Impact social networking service characteristics and audience' relationship experiences on the degree of acceptance (소셜네트워크서비스 특성과 수용자 관계성경험이 수용의도에 미치는 영향)

  • Joung, Jin-Tak
    • Journal of Digital Convergence
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    • v.15 no.4
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    • pp.107-115
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    • 2017
  • This study examined the SNS Factors and user awareness evaluate the relationship affect the degree of acceptance SNS. Additionally, the effect on the SNS uses the social media attributes and user relationship was confirmed what the critical factors applied. Through literature analysis, SNS characteristic factors were selected to interactivity and exchange views and usability, and relationship factors were selected the flow and attachment orientation. And these factors and verified the effect on the SNS also acceptable. It was accomplished by a regression analysis to achieve the purpose of research. results were as follows. First, the interactivity and exchange of ideas and useful characteristics had a significant impact on the SNS acceptance. Second, SNS relationship characteristic of flow and attached propensity has had a significant impact on the SNS acceptance. Third, SNS relationship factors are more influential than the SNS features a great degree of acceptance. These results will provide suggestions for necessary to have any experience as well as SNS should emphasize what characteristics you want the communicator to accommodate the height of SNS also allows the use of SNS users.

MBC의 미디어AI 서비스

  • 성시훈
    • Broadcasting and Media Magazine
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    • v.28 no.2
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    • pp.53-59
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    • 2023
  • (주)문화방송(MBC)은 콘텐츠 제작 및 유통 워크플로우에 인공지능(Artificial Intelligence, AI) 기술을 적용한 미디어AI 서비스를 운영하고 있다. 영상아카이브에 보관되어 있는 수십만 개의 아날로그와 SD급 콘텐츠를 대상으로 HD급 수준의 영상화질로 품질을 향상시키기 위해서 AI영상화질개선시스템을 2020년에 개발 구축해서 여러 목적에 활용하고 있으며, HD급 콘텐츠를 대상으로 4K 초고화질급으로 변환하는 기술로 고도화해서 실서비스 적용을 눈앞에 두고 있다. 그리고 2년의 STT(Speech-To-Text, 음성문자변환) 베타서비스를 통해 얻어진 사용성 검증과 운영 경험을 바탕으로 STT HUB 서비스를 개발 구축해서 2022년부터 보도와 시사교양 프로그램의 제작 워크플로우에 적용하고 있다. 이들 서비스의 주요 기능들과 기술적 요소들의 구현, 미디어AI 서비스 운영의 경험을 나누고자 한다.

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An Empirical Study on the Flow Experience Affected by Characteristics of Mobile Internet (모바일 인터넷 특성이 플로우 경험에 미치는 영향에 관한 연구)

  • Yoo, Sang-Jin;Choi, Eun-Bin;Kim, Hyo-Jung
    • Information Systems Review
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    • v.8 no.1
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    • pp.125-139
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    • 2006
  • Recently, as mobile internet users grow rapidly, mobile internet companies are experiencing a fierce competition to capture new customers. Under this business environment, they try to identify factors that make people use mobile internet in order to satisfy customers by providing better and diversified services. There has been enormous effort to analyze customers' behavior in choose and use mobile internet services. However, there is no one best methodology to identify factors to attract customers yet. Thus, the study applied the flow construct proposed by Csikszentmihalyi(1977) and expanded by Hoffman and Novak(1996) to identify environmental factors of internet which has impact on users' mobile internet usage. To implement the study, the following activities have been done: literature reviews on service acceptance model and flow structure, questionnaire survey, suggestion of the flow model on mobile internet, and hypothesis test. For the study, 242 out of 307 samples collected were statistically analyzed using SPSS 10.0, AMOS 4.0 statistics package. The findings of this study are as follows: First, mobile internet environment factors influencing on challenge of flow antecedent were media characteristics(use of convenience, transmission quality), contents characteristics(uniqueness, timeliness, simplicity). Second, mobile internet environment factors influencing on skill of flow antecedent were contents(uniqueness, timeliness, simplicity), charge(definiteness and diversity of charge), usage(security, instant connectivity). Third, challenge of flow antecedent had a significant effect on flow of mobile internet usage. But it was not statistically significant that skill has an influence on flow. This study discovered the relationship between mobile internet environment factors(media characteristics, contents characteristics, charge characteristics, usage characteristics) and flow experience of mobile internet users which would be a valuable insight for marketing strategies. Results shows that challenge of flow antecedent have a significant impact on flow experience in mobile internet environment. Additional, media characteristics, contents characteristics of mobile internet environment factors is positively correlated with challenge of flow antecedent. In other words, mobile internet companies should provide customers with diverse service and take a challenging attitude to get customers show aggressive attitude in mobile internet usage.

The Effect of Perceived Enjoyment and User Characteristics on Intention of Continuous Use of Mobile Social Network Games: Focusing on Mediating Effect of Flow Experience (모바일 소셜 네트워크 게임에 대한 지각된 즐거움과 이용자 특성이 지속적 이용의도에 미치는 영향: 플로우 경험의 매개효과를 중심으로)

  • Youm, Dongsup
    • Journal of Digital Convergence
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    • v.15 no.9
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    • pp.415-425
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    • 2017
  • The purpose of this study is to examine the effect of perceived enjoyment and user's characteristics on the intention of continuous use when users play social network games on a mobile device. In addition, the study empirically investigated the mediating effect of flow experience in this process. To fulfill the purpose, this study conducted a survey on 244 college students and collected data. When the collected data was analyzed, the followings were known. First, perceived enjoyment, and both self-efficacy and innovation propensity of user's characteristics turned out to have a positive (+) effect on the intention of continuous use in mobile social network game. Second, in the process, it was known that flow experience played a mediating role. These findings are expected to be useful data in developing game contents of high quality or making a marketing strategy for continuous improvement of online social network game industry. In addition, future studies are expected to generalize the research to various age groups.

The Structural Relationship Among eCRM Establishment Affected Factors (E-CRM 구축 영향 요인간의 구조적 관계)

  • Kim, Jong-Ho;Sin, Yong-Seop
    • 한국디지털정책학회:학술대회논문집
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    • 2005.11a
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    • pp.629-648
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    • 2005
  • 본 연구는 eCRM 활용을 위한 운영 속성별 모델의 한 형태인 인터넷 콘텐츠를 기반으로 하여 그 특성을 파악하고, 이들 특성들에 의해 고객들이 사이트를 탐색하는 동안 경험하게 되는 플로우가 방문빈도 및 방문지속성인 고객밀착도에 어떠한 영향을 주는지 또한 고객밀착도가 eCRM의 활용에 어떠한 영향을 미칠 수 있는지에 대해서 연구하고자 하였다. 연구결과 콘텐츠 특성 요인 중 탐색의 편리성 및 디자인이 고객밀착도에 유의적인 영향을 미쳤다. 이는 인터넷 밀착도를 높이기 위해서는 인터페이스 중 탐색의 편리성과 콘텐츠의 디자인을 높게 지각할수록 고객의 방문빈도 및 지속성이 증가한다는 점을 시사하고 있다. 또한 콘텐츠 특성과 플로우 관계검증 결과 유의하게 결과가 도출되었다. 이는 콘텐츠가 가지고 있는 독특한 특성이 고객들로 하여금 흥미성, 새로움 추구 및 자발성을 이끌어 내야한다는 점을 시사한다. 플로우와 고객 밀착도와의 관계를 검증한 결과 유의적인 영향을 나타냈다. 이는 고객들이 사이트를 탐색하는 동안 플로우의 경험을 많이 할수록 밀착도인 방문빈도 및 방문 지속성이 높아진다는 점을 시사하고 있다. 마지막으로 고객밀착도와 eCRM 활용요인과의 관계를 검증한 결과 밀착도는 eCRM 활용요인인 고객유지(충성도), 신규고객확보(구전효과), 소비자 개발(고객 생애가치)에 모두 유의적인 결과를 보였다. 그러므로 eCRM을 활용하기 위해서는 인터넷 콘텐츠의 전반전인 고객밀착도를 제고할 수 있는 방안을 적극적으로 모색해야 한다.

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A Study on the Influence of Digital Experience Factors on Purchase Intention and Loyalty in Online Shopping Mall - Focusing on the Mediating Effect of Flow - (온라인 쇼핑몰에서 디지털 경험요인이 구매의도에 미치는 영향에 관한 연구 : 플로우의 매개효과를 중심으로)

  • Jung, Sang-hee
    • Journal of Venture Innovation
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    • v.3 no.2
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    • pp.147-175
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    • 2020
  • This study analyzed the effects that digital experience factors influence on purchase intention and the purchase. The study targeted an online shopping mall with a strong digital experience value among industries. The research model was derived by adding variables to independent and mediating variables according to the industry context of online shopping which is based on the theoretical background and previous studies. Product variety, price efficiency, convenience and conversation were used by terms of digital marketing mix as independent variables. Personalization has been very important factor in online shopping malls, and therefore added as a independent variable. Flow has been added as a mediating variable. Purchase and purchase intention has been used as dependent variables. For empirical testing of established research models and generalization of research results, research was conducted on online shopping malls where digital experiences are important. To do this, a survey was conducted for existing users of online shopping malls. In hypothesis testing, the hypothesis was established that product diversity, price efficiency, convenience, conversation and personalization influenced the intention to purchase online shopping. In particular, the product diversity and conversation variable were tested as the most influential factors on purchase intention. For price efficiency and personalization there were no statistically significant effect. Flow has been shown to be a partial mediator between Product variety and purchase intention in online shopping. In particular, in the case of personalization, it was tested to have a significant influence on purchase intention only when there was a flow experience called pleasure and immersion. This is because the flow experience of pleasure and immersion has played a full mediating role and significantly has affected the purchase intention, because the consumers themselves have to carry out the overall purchase journey without human help due to the nature of online. In the digital experience economy, since consumers are mostly digital consumers, where communication and sharing are the basics, they have been conducting digital word-of-mouth communication and sharing naturally before purchasing. Based on these results, theoretical and practical implications were suggested.

An Experiential Study of a Week of Korean High School Students on What They Do, Where They Go, and How They Feel Flow (경험표집법을 이용한 고등학생들의 생활경험에 관한 연구: 주된 활동과, 활동 공간, 및 플로우를 중심으로)

  • 최인수;김순옥;황선진;이수진
    • Journal of the Korean Home Economics Association
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    • v.41 no.8
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    • pp.213-227
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    • 2003
  • The purpose of this study is to explore a weekly life of Korean high school students, especially focused on their activities, locations, and flow. The data were collected from 116 high school students by the Experiential Sampling Method, employing a cellular-phone as a signaling device. Students reported, in response to the 6964 random signals, that 43.4% of their time was spent for social/leisure activities. An additional 31% percent of time was used for productive activities and the rest of times belonged to maintenance activities. When engaged in productive activities, they usually reported anxiety, while they felt bored for social/leisure activities and flow for maintenance activities. The most pervasive context of their lives was school (42.8%), followed by home (33.3%), public space (24.6%), and educational institutes (9.2%). In general, they experienced flow for the most of the locations, except educational settings in which they felt anxiety. The flow for productive activities varied by gender, pending on where they had productive activities, while others did not show any significant differences in the activity flow by locations.

Exploring the Effects of the Antecedents to Flow Experience and the Characteristics of War Simulation Systems on Soldiers' Intentions to Use the War Simulation Systems (플로우 경험의 선행요인들과 시뮬레이션 시스템의 특성이 군(軍)전투시뮬레이션 시스템 사용 의도에 미치는 영향에 관한 실증 분석)

  • Baek, Dae Kwan;Hau, Yong Sauk;Kim, Young-Gul
    • Information Systems Review
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    • v.16 no.1
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    • pp.89-106
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    • 2014
  • The war simulation systems in Republic of Korea Army have been getting more and more important because soldiers can effectively and efficiently learn and share their war-related knowledge based on the interactions through the systems. But, up to now, the access to the war simulation systems has been limited to only soldiers. So, little research on them has been conducted. This study explores the effects of the antecedents to the flow experience and the characteristics of the systems on soldiers' intentions to use them. Based on the 118 samples collected from officers in Republic of Korea Army, this study empirically shows the logical reality of the war simulation systems and the flow experience positively influence soldiers' intentions to use the systems and the clarified goals, feedbacks, and the levels of the missions in the systems are significant antecedents to the flow experience. Useful implications are presented and discussed based on the new findings.