• Title/Summary/Keyword: 플로우 경험

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The Effect of Wang-Hong Characteristics on Impulse Buying During Live Sale: Based on Women's Clothing Sales in China (왕홍의 판매 생방송 시청이 충동구매에 미치는 영향: 중국 의류 판매를 중심으로)

  • Liu, Xianya;Park, Jee Yun;Lee, Hye Eun
    • The Journal of the Korea Contents Association
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    • v.20 no.4
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    • pp.212-229
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    • 2020
  • 'Live + Sale' is actively promoted in China and 'Wang-Hong', also known as Chinese internet celebrities are dominating this format of marketing strategy recently. They introduce products to consumers through live broadcasts, promote online shopping, and frequently evoke impulsive buying. Under this context, it is worth focusing on what factors influence impulse buying during Wang-Hong's live broadcast. This study investigated the impact of Wang-Hong characteristics on impulse buying behavior when watching live sales. Also, the mediating role of flow experience and viewing satisfaction was explored. Furthermore, we expected that the different live broadcast circumstances could have a different impact on flow experience, viewing satisfaction, and impulse purchase. A total of 242 Chinese women who have experience of viewing live sales were recruited through a Chinese research platform. The results revealed that Wang-Hong's trustworthiness and attractiveness positively affected the viewer's impulse buying directly, and indirectly through flow experience and viewing satisfaction, whereas expertise did not have any impact on impulse purchase. However, there were no significant differences between the two live broadcast circumstances. This research can enhance understanding of the impulse buying process during Wang-Hong's live sale and help brands come up with effective influencer marketing strategies using live sales.

A Methodology for MMORPG Design Based on the Flow Theory (몰입이론에 기초한 MMORPG의 디자인 방법론)

  • Choi, Dong-Seong;Cho, Sung-Hyun
    • Journal of Korea Game Society
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    • v.8 no.2
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    • pp.13-23
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    • 2008
  • In this study, we analyzed behavioral patterns of the MMOPRG players and re-found design features of MMORPGs from the view points of MMO and RPG. We analyzed the relationship between design features of MMORPGs and flow experience. This study proposes the conceptual design method for MMORPGs based on the flow theory as well as various research results regarding to MMORPGs.

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Automatic Object Extraction from Electronic Documents Using Deep Neural Network (심층 신경망을 활용한 전자문서 내 객체의 자동 추출 방법 연구)

  • Jang, Heejin;Chae, Yeonghun;Lee, Sangwon;Jo, Jinyong
    • KIPS Transactions on Software and Data Engineering
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    • v.7 no.11
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    • pp.411-418
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    • 2018
  • With the proliferation of artificial intelligence technology, it is becoming important to obtain, store, and utilize scientific data in research and science sectors. A number of methods for extracting meaningful objects such as graphs and tables from research articles have been proposed to eventually obtain scientific data. Existing extraction methods using heuristic approaches are hardly applicable to electronic documents having heterogeneous manuscript formats because they are designed to work properly for some targeted manuscripts. This paper proposes a prototype of an object extraction system which exploits a recent deep-learning technology so as to overcome the inflexibility of the heuristic approaches. We implemented our trained model, based on the Faster R-CNN algorithm, using the Google TensorFlow Object Detection API and also composed an annotated data set from 100 research articles for training and evaluation. Finally, a performance evaluation shows that the proposed system outperforms a comparator adopting heuristic approaches by 5.2%.

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.

Factors on the Intention to Purchase Charged Items in Mobile Social Network Game (모바일 소셜 네트워크 게임의 아이템 구매의도에 영향을 주는 요인)

  • Kim, Jae Min;Lee, Young Joo;Lee, Hye Won
    • The Journal of the Korea Contents Association
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    • v.14 no.1
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    • pp.165-178
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    • 2014
  • Recently, the social network game (SNG) industry is expanding at a fast pace by the increase in the charged item sales. The objective of the present study is to explore factors influencing user intention to purchase charged items. Based on the literature review, flow has been introduced as an influential factor of the intention to purchase and individual influence, social relationship, and social influence as factors of flow. Enjoyment and self-competence are assumed to be measurement constructs for individual influence, social interaction and self-presentation for social relationship, social norm and perceived critical mass for social influence. Empirical analysis show that enjoyment and self-presentation has significant influence on users' flow while self-competence and social interaction has not. Also social norms and perceived critical mass directly influence intention to purchase items. Theoretical and practical implications are discussed by this results.

An Admission Control for End-to-end Performance Guarantee in Next Generation Networks (Next Generation Networks에서의 단대단 성능 보장형 인입제어)

  • Joung, Jin-Oo;Choi, Jeong-Min
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.35 no.8B
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    • pp.1141-1149
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    • 2010
  • Next Generation Networks (NGN) is defined as IP-based networks with multi-services and with multi-access networks. A variety of services and access technologies are co-existed within NGN. Therefore there are numerous transport technologies such as Differentiated Services (DiffServ), Multi-protocol Label Switching (MPLS), and the combined transport technologies. In such an environment, flows are aggregated and de-aggregated multiple times in their end-to-end paths. In this research, a method for calculating end-to-end delay bound for such a flow, provided that the information exchanged among networks regarding flow aggregates, especially the maximum burst size of a flow aggregate entering a network. We suggest an admission control mechanism that can decide whether the requested performance for a flow can be met. We further verify the suggested calculation and admission algorithm with a few realistic scenarios.

Conceptual Model of Ethical UX Approach in Conversational AI System (대화형 AI 시스템에서 윤리적 UX 접근 방식의 개념 모델)

  • Ahn, Sunghee
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2022.06a
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    • pp.572-573
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    • 2022
  • 본 논문은 메타버스 환경에서 문제가 대두되고있는 AI 윤리(ethic)를 배경으로 인터랙션을 통해 사람들의 온라인과 오프라인의 결정요소에 직접적으로 영향을 미치는 대화형 AI가 어떻게 윤리적으로 진화될 수 있을지에 대한 공학적 솔루션을 UX 관점으로 찾아보는 기술 전략 연구라고 할 수 있다. 연구의 가설은 AI 의 머신러닝과정에 개별 사용자 그룹의 경험데이터가 반드시 포함되고 고려되어야 AI 는 오류값을 줄이고 윤리적으로 대응할 수 있다는 전제이다. 이를 위하여 본 논문은 기존의 머신러닝과 대화형 AI 의 UX 관점의 다이아로그 플로우 등을 연구 분석하고 사용자 데이터들을 실험하여 메타버스 서비스 환경에서의 기존에 논의되고 있는 컨택스트기반의 AI 머신러닝 과정에 사용자의 정성적 경험데이터를 추가한 윤리적 UX 접근 개념 모델을 제안 하였다. 아직은 개념모델 단계이고 시스템에서는 지금까지 다르지 않았던 비정량적인 감정과 융합적경험을 어떻게 문화적으로 코드화 하고 시스템적인 랭귀지와 연결시킬 수 있을지에 대한사용자 연구가 후속연구로 진행될 예정이다.

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A Study on Acceptance of Online Concerts Based on Mobile Augmented Reality: Focusing on the Extended Technology Acceptance Model (모바일 증강현실 기반 온라인 콘서트 수용에 관한 연구: 확장된 기술수용모델을 중심으로)

  • Choi, Bu-Heon
    • Journal of Digital Convergence
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    • v.19 no.11
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    • pp.315-325
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    • 2021
  • This study conducted a questionnaire survey on 280 people who had experience of using mobile augmented reality-based online concerts. Using the SPSS 21.0 and AMOS 21.0 programs, the factors affecting the intention to reuse were investigated through statistical analysis(correlation analysis, path analysis, etc.). The main results are as follows. First of all, Presence and interactivity had a positive effect on flow, perceived ease of use and perceived usefulness. Flow had a positive effect on perceived ease of use and perceived usefulness. Perceived ease of use had a positive effect on perceived usefulness, and perceived usefulness had a direct positive effect on intention to reuse whereas perceived ease of use had an indirect effect on intention to reuse through perceived usefulness. In order to increase the intention to reuse of the mobile augmented reality-based online concert, it is necessary to prepare a plan to increase the level of presence, interactivity, and flow experienced by users. This study identified factors that affect the intention to reuse online concerts based on mobile augmented reality in an untact society. Therefore, it will be meaningful in that it presents the implications necessary to prepare a plan that can be efficiently accepted by consumers for the rapidly growing mobile augmented reality-based online concert.

Flow Experiences and Distorted Sense of Time in Computer-Mediated Environment : Comparative Study of Media Environments (컴퓨터 매개환경에서의 Flow 경험과 시간감각의 왜곡 : 매체환경 간 비교연구)

  • Jang, Phil-Sik
    • The Journal of the Korea Contents Association
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    • v.7 no.4
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    • pp.83-90
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    • 2007
  • Flow theory has been borrowed from psychology to address positive user experiences with computers and Internet. The flow experience in computer-mediated environment (CME) has been correlated to increased communication, loaming, exploratory behavior and positive affect. A comparative experiment between CME and traditional paper-pencil environment was conducted to verify whether particular environments or interfaces are more conducive to yielding flow among users. The results showed that there were no differences in flow dimensions except 'enjoyment' between CME and paper-pencil environment. But the distorted senses of time among users were significantly different between the media environments.

KBS IP 제작 워크플로우 UHD 멀티 부조정실 구축

  • 신종섭
    • Broadcasting and Media Magazine
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    • v.28 no.2
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    • pp.75-86
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    • 2023
  • KBS는 차세대 방식인 IP 전송 기술을 UHD 방송에 적용하기로 결정하고 2017년 9월부터 18년 3월까지 약 7개월에 걸쳐 IP UHD 부조정실 구축을 완료하였다. 이후 약 3개월간의 시뮬레이션 기간을 거치고 23년 2월 현재까지 KBS 1TV '아침마당', '무엇이든 물어보세요', '더 라이브'와 KBS 2TV '해 볼만한 아침'을 생방송으로 제작하고 있다. 본 글에는 UHD 비디오 신호와 오디오 신호를 IP로 전송하기 위해 참조한 표준 기술과 각 파트별 구축 세부내용을 소개한다. 또한 지속적으로 발전할 IP 제작 시스템에 대해 효율적인 계획과 대응을 할 수 있도록 구축 사례에 대한 경험을 논하고자 한다.

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