• Title/Summary/Keyword: Acceptance SNS

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a Study on Using Social Big Data for Expanding Analytical Knowledge - Domestic Big Data supply-demand expectation - (분석지의 확장을 위한 소셜 빅데이터 활용연구 - 국내 '빅데이터' 수요공급 예측 -)

  • Kim, Jung-Sun;Kwon, Eun-Ju;Song, Tae-Min
    • Knowledge Management Research
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    • v.15 no.3
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    • pp.169-188
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    • 2014
  • Big data seems to change knowledge management system and method of enterprises to large extent. Further, the type of method for utilization of unstructured data including image, v ideo, sensor data a nd text may determine the decision on expansion of knowledge management of the enterprise or government. This paper, in this light, attempts to figure out the prediction model of demands and supply for big data market of Korea trough data mining decision making tree by utilizing text bit data generated for 3 years on web and SNS for expansion of form for knowledge management. The results indicate that the market focused on H/W and storage leading by the government is big data market of Korea. Further, the demanders of big data have been found to put important on attribute factors including interest, quickness and economics. Meanwhile, innovation and growth have been found to be the attribute factors onto which the supplier puts importance. The results of this research show that the factors affect acceptance of big data technology differ for supplier and demander. This article may provide basic method for study on expansion of analysis form of enterprise and connection with its management activities.

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A Study of Factors Affecting Continuous Intention of Social Network Games : Focusing on Smart Device Users (소셜 네트워크 게임의 지속사용의도에 영향을 미치는 요인에 관한 연구 : 스마트 기기 사용자를 중심으로)

  • Kim, Jeongwook;Jang, Choulho
    • Journal of Information Technology Services
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    • v.13 no.3
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    • pp.235-255
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    • 2014
  • Social Network Service (SNS) with emergence of Web 2.0 have been developed rapidly. Unlike other games, social network game is based on the relationship with smart devices and studied for user-centered behavior as a potential factor derived from the Technical Acceptance Model (TAM). This research is conducted for finding out influencing factors on continuous intention for smart device users. Therefore, the independent variables consist of subjective norm, mobility, playfulness, self-efficacy, and ease of use. The intermediate variables also compose of flow, and user satisfaction and the dependent variables as continuous intention. The result of study shows the following: First, subjective norm, playfulness, self-efficacy and ease of use except mobility have the positive effect on user flow. Second, subjective norm, mobility, playfulness and ease of use except self-efficacy have significantly the positive effect on user satisfaction. Finally, user flow has significantly the positive effect on user satisfaction and continuance intention and a factor of user satisfaction have significantly the positive effect on continuance intention.

Study on the Recent Status of Rental Hanbok Jeogori for Women

  • Park, Sanghee
    • Journal of Fashion Business
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    • v.22 no.3
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    • pp.109-121
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    • 2018
  • Recently, it is one of the popular fashion and cultural events that people of the younger generation put on a hanbok and take a picture together with communicating by SNS. For this reason, the rent-hanbok market takes a big part of the Korean traditional costume market. Therefor, the recognition of hanbok is changed from the style of uncomfortable and ceremonial clothes, to becoming popular as everyday dress in the younger generation. The various designs of the rental hanbok show two different opinions. One is the increasing popular and general public interest and demand for wearing and showing off traditional hanbok fashions in a positive outlook. Another is the case of the wrong stereotype and knowledge for traditional costume which results in a negative outlook for this type of fashion statement. This study is to look into renting hanbok jeogori for women in Seoul and in Junju. There are 39 styles available in joegori. That being noted, the traditional jeogori has seop and git with dongjung. But it is seen that rental jeogoris do not have the seop, or have the dongjung position as similar to the Po as seen on the men's coat. The showy and colorful materials feel bad and are poorly ventilated. And excessive price competition causes a decreased quality of renting hanbok. Now the rental hanbok business needs to change; to have to make renting hanbok with the correct historical understanding, and it is necessary to have to stop the indiscriminate acceptance of foreign culture.

Effect of Smart Life on Politics, Society, Culture, and Economy (스마트라이프가 정치.사회.문화.경제에 미치는 영향)

  • Kim, Man-Ki
    • Journal of Digital Convergence
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    • v.9 no.6
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    • pp.91-102
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    • 2011
  • Smart work is deeply embedded in our contemporary lives. This is called Smart Life. The expansion of communication, caused by smart life is utilized for the political purposes of politicians, political candidates, and political policies. Chiefly, smart life includes improvement in awareness, personal relations, and policy advocacy. Socially, smart life leads the proliferation of issues and civil movement. In particular, smart life has a significant effect on culture. In the case of K-POP, it is disseminated going beyond space time. It enhances economic value added by joining and sharing at the same time. Smart life has numerous advantages such as improving the quality of life, but it might cause inconvenience depending on users because there are differences in acceptance according to generations. Due to the heavy weight on the device, there are some side-effects such as lacking in human thinking, disclosure in private life, lacking in basic securities, increase in information addicts who are anxious when they do not get on the Internet or SNS, and interference with work. However, this inconvenience can change into convenience when users are accustomed to it. Like this, smart life influences politics, economy, society, and culture a lot. Working environment of smart life is a new paradigm, which can generate high performance through working in an exciting and bright atmosphere with easy economy and putting value on results.

A Case Study on the Digital Media-Connected Liveness of the Dance Performance: Focused on the Chang-jak-san-shil Dance Project (무용공연의 디지털미디어연계 실황중계 사례분석 : 창작산실 무용 지원사업을 중심으로)

  • Lee, Ji-Seol
    • Journal of Industrial Convergence
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    • v.18 no.4
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    • pp.1-8
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    • 2020
  • The case of Dance Chang-jak-san-shil, a dance performance support project linked to digital media, was analyzed from the perspective of liveness. The purpose was to examine the limitations of the liveness and to suggest ways to overcome them. The research case was focused on the factors of the time and space and audience (the sharing of field and acceptance experience) of the creative production room that supports works based on the creativity of dance performances. As a result, active SNS for accessibility of performing arts, expansion of access to art through the use of teaching media of art education through archiving, multi-dimensional access and provision for inducing audience participation and creative appreciation in one-way digital media transmission, provision of copyright protection devices, and audience to enter offline. As a long-term strategy for the future of the performing arts field, I would like to present the need for a change in the communication with the audience and experimental works that combine art and technology.

The effects of smart phone usage motive and fashion brand app factors upon the intention to accept fashion brand applications (스마트폰 이용 동기와 패션 브랜드 앱 내용이 패션 브랜드 앱 수용의도에 미치는 영향)

  • Choi, Yeseul;Kim, Miyoung
    • Journal of Fashion Business
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    • v.17 no.4
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    • pp.149-163
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    • 2013
  • This study investigated the effects of smart phone usage motives and fashion brand app factors upon the intention to accept fashion brand applications. Data were collected from 250 female college students living in Seoul and Gyeonggi-do. 220 reliable data were analyzed by frequency, factor analysis, Cronbach's alpha, ANOVA,, Duncan test, paired t-test, chi-square analysis, regression. The results were as follows: Firstly, the 'information acquisition' and the'use of time' were considered to be the most important motive factors driving consumer's smart phone usage. Secondly, the motives underpinning smart phone user's intention to accept a fashion brand application were 'social relationships', 'entertainment', and 'information acquisition'. Thirdly, the frequently used factors during the usage of fashion brand application could be classified in order of frequency as follows: 'product information provision', 'store information provision', 'coordinated information provision', 'fashion information provision', 'entertainment provision', 'hobbies and life information provision', virtual wearing provision', 'SNS provision', and, 'events and coupons provision'. Fourthly, a factor analysis of these nine factors were classified into 'basic information type', and 'additional information type'. The influences of basic information type and the additional information type upon the intention to accept the fashion brand application showed the following significant result: The basic information type had a greater influence upon the intention to accept the fashion brand app.

A Comparative Study of the Idol Systems in Korea and Japan Focusing on IZ*ONE (한·일 아이돌 시스템 비교연구)

  • Cho, Eun-Ha
    • The Journal of the Korea Contents Association
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    • v.19 no.9
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    • pp.221-232
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    • 2019
  • The uniqueness of the K-Pop 'idol' culture, which is a key area of its success, can be found not only through the acceptance of diverse cultures and the strengthening of the performance capacity, but also by the effective utilization of new technological environment. As a result, the Korean idol system, which is distinguished from the Japanese idol system, is established. And these systems are evolving with new technological environments. This paper examines the process of evolution of the Korean idol system that adapts to the technical environment through the case of the idol girl group 'IZ*ONE'. 'IZ*ONE' not only achieved rapid success by actively utilizing SNS and new media and producing interactive narratives, but also establishing stable expansion and homogeneity of fandom through interactive rituals. By comparing the evolution and achievement of such a system with the Japanese idol system, we will be able to present the factors of K-Pop success more clearly.

An Analysis of the Roles of Experience in Information System Continuance (정보시스템의 지속적 사용에서 경험의 역할에 대한 분석)

  • Lee, Woong-Kyu
    • Asia pacific journal of information systems
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    • v.21 no.4
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    • pp.45-62
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    • 2011
  • The notion of information systems (IS) continuance has recently emerged as one of the most important research issues in the field of IS. A great deal of research has been conducted thus far on the basis of theories adapted from various disciplines including consumer behaviors and social psychology, in addition to theories regarding information technology (IT) acceptance. This previous body of knowledge provides a robust research framework that can already account for the determination of IS continuance; however, this research points to other, thus-far-unelucidated determinant factors such as habit, which were not included in traditional IT acceptance frameworks, and also re-emphasizes the importance of emotion-related constructs such as satisfaction in addition to conscious intention with rational beliefs such as usefulness. Experiences should also be considered one of the most important factors determining the characteristics of information system (IS) continuance and the features distinct from those determining IS acceptance, because more experienced users may have more opportunities for IS use, which would allow them more frequent use than would be available to less experienced or non-experienced users. Interestingly, experience has dual features that may contradictorily influence IS use. On one hand, attitudes predicated on direct experience have been shown to predict behavior better than attitudes from indirect experience or without experience; as more information is available, direct experience may render IS use a more salient behavior, and may also make IS use more accessible via memory. Therefore, experience may serve to intensify the relationship between IS use and conscious intention with evaluations, On the other hand, experience may culminate in the formation of habits: greater experience may also imply more frequent performance of the behavior, which may lead to the formation of habits, Hence, like experience, users' activation of an IS may be more dependent on habit-that is, unconscious automatic use without deliberation regarding the IS-and less dependent on conscious intentions, Furthermore, experiences can provide basic information necessary for satisfaction with the use of a specific IS, thus spurring the formation of both conscious intentions and unconscious habits, Whereas IT adoption Is a one-time decision, IS continuance may be a series of users' decisions and evaluations based on satisfaction with IS use. Moreover. habits also cannot be formed without satisfaction, even when a behavior is carried out repeatedly. Thus, experiences also play a critical role in satisfaction, as satisfaction is the consequence of direct experiences of actual behaviors. In particular, emotional experiences such as enjoyment can become as influential on IS use as are utilitarian experiences such as usefulness; this is especially true in light of the modern increase in membership-based hedonic systems - including online games, web-based social network services (SNS), blogs, and portals-all of which attempt to provide users with self-fulfilling value. Therefore, in order to understand more clearly the role of experiences in IS continuance, analysis must be conducted under a research framework that includes intentions, habits, and satisfaction, as experience may not only have duration-based moderating effects on the relationship between both intention and habit and the activation of IS use, but may also have content-based positive effects on satisfaction. This is consistent with the basic assumptions regarding the determining factors in IS continuance as suggested by Oritz de Guinea and Markus: consciousness, emotion, and habit. The principal objective of this study was to explore and assess the effects of experiences in IS continuance, with special consideration given to conscious intentions and unconscious habits, as well as satisfaction. IN service of this goal, along with a review of the relevant literature regarding the effects of experiences and habit on continuous IS use, this study suggested a research model that represents the roles of experience: its moderating role in the relationships of IS continuance with both conscious intention and unconscious habit, and its antecedent role in the development of satisfaction. For the validation of this research model. Korean university student users of 'Cyworld', one of the most influential social network services in South Korea, were surveyed, and the data were analyzed via partial least square (PLS) analysis to assess the implications of this study. In result most hypotheses in our research model were statistically supported with the exception of one. Although one hypothesis was not supported, the study's findings provide us with some important implications. First the role of experience in IS continuance differs from its role in IS acceptance. Second, the use of IS was explained by the dynamic balance between habit and intention. Third, the importance of satisfaction was confirmed from the perspective of IS continuance with experience.

A Study on the Popularization of Traditional Korean Art through the Case Study of Convergence of K-POP and Traditional Art - Focusing on the idolization of BTS - (K-POP과 전통예술의 융합 사례분석을 통한 한국전통예술의 대중화 방안 연구 - BTS의 IDOL을 중심으로 -)

  • Cho, Young-In
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.2
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    • pp.27-36
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    • 2019
  • Today, the Korean wave headed by K-pop is newly named as 'New Korean Wave' in that it has been extended to United States, Europe and Russia. K-POP, the main player of the new Korean wave, has been successful in SNS marketing channels. Furthermore, the content of K-pop has attracted the attention of the global audience. The media and public attention on the Korean Wave is meaningful because it is not merely a cultural export. It also makes Korean people feel national pride, seeing the mental influence of its culture on other regions. Moreover, the development of the cultural industry in our society, which is different from industrial or material development, is a proof that Korean society is at the center of globalization. Until the 20th century, Korean culture had been rather receptive than dominant. In other words, it was focused more on acceptance of other cultures than active creation or outflow of its own. Now, however, K-POP is not anymore copying Western culture. It is creating its own unique characters, which makes K-pop very competitive. Korean culture has been formed for a long time in Korea's unique historical background. Korean popular culture also has to establish a solid foothold in world markets through its distinctive and traditional feature. The positive consumer response to Korean pop culture will create the added value of Korean contents and their derivatives, which will heighten Korea's national image also. In other words, if traditional art and K-POP are converged and equipped with our own unique and highly artistic culture, they will take the lead in the global cultural art market. In this study, we will recognize the possibility, growth and development of K-pop culture and analyze the cases of combining K-pop and Korean traditional art. First, we have to blend traditional art and other various genres to create diverse contents, and we have to actively utilize media channels. Second, we must improve people's awareness of the copyrights of traditional art. Also, we have to mitigate the copyrights of creative dance to expand the disclosure of contents which can be utilized. Third, we have to learn about traditional arts from younger age. Fourth, we will expand traditional arts to the whole of Korean cultural policies, which can enhance the nation's cultural value and create economic benefits. These four are expected to be effective ways to preserve the identity of traditional art and at the same time, globalize Korean culture.

Consumer's Negative Brand Rumor Acceptance and Rumor Diffusion (소비자의 부정적 브랜드 루머의 수용과 확산)

  • Lee, Won-jun;Lee, Han-Suk
    • Asia Marketing Journal
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    • v.14 no.2
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    • pp.65-96
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    • 2012
  • Brand has received much attention from considerable marketing research. When consumers consume product or services, they are exposed to a lot of brand related stimuli. These contain brand personality, brand experience, brand identity, brand communications and so on. A special kind of new crisis occasionally confronting companies' brand management today is the brand related rumor. An important influence on consumers' purchase decision making is the word-of-mouth spread by other consumers and most decisions are influenced by other's recommendations. In light of this influence, firms have reasonable reason to study and understand consumer-to-consumer communication such as brand rumor. The importance of brand rumor to marketers is increasing as the number of internet user and SNS(social network service) site grows. Due to the development of internet technology, people can spread rumors without the limitation of time, space and place. However relatively few studies have been published in marketing journals and little is known about brand rumors in the marketplace. The study of rumor has a long history in all major social science. But very few studies have dealt with the antecedents and consequences of any kind of brand rumor. Rumor has been generally described as a story or statement in general circulation without proper confirmation or certainty as to fact. And it also can be defined as an unconfirmed proposition, passed along from people to people. Rosnow(1991) claimed that rumors were transmitted because people needed to explain ambiguous and uncertain events and talking about them reduced associated anxiety. Especially negative rumors are believed to have the potential to devastate a company's reputation and relations with customers. From the perspective of marketer, negative rumors are considered harmful and extremely difficult to control in general. It is becoming a threat to a company's sustainability and sometimes leads to negative brand image and loss of customers. Thus there is a growing concern that these negative rumors can damage brands' reputations and lead them to financial disaster too. In this study we aimed to distinguish antecedents of brand rumor transmission and investigate the effects of brand rumor characteristics on rumor spread intention. We also found key components in personal acceptance of brand rumor. In contextualist perspective, we tried to unify the traditional psychological and sociological views. In this unified research approach we defined brand rumor's characteristics based on five major variables that had been found to influence the process of rumor spread intention. The five factors of usefulness, source credibility, message credibility, worry, and vividness, encompass multi level elements of brand rumor. We also selected product involvement as a control variable. To perform the empirical research, imaginary Korean 'Kimch' brand and related contamination rumor was created and proposed. Questionnaires were collected from 178 Korean samples. Data were collected from college students who have been experienced the focal product. College students were regarded as good subjects because they have a tendency to express their opinions in detail. PLS(partial least square) method was adopted to analyze the relations between variables in the equation model. The most widely adopted causal modeling method is LISREL. However it is poorly suited to deal with relatively small data samples and can yield not proper solutions in some cases. PLS has been developed to avoid some of these limitations and provide more reliable results. To test the reliability using SPSS 16 s/w, Cronbach alpha was examined and all the values were appropriate showing alpha values between .802 and .953. Subsequently, confirmatory factor analysis was conducted successfully. And structural equation modeling has been used to analyze the research model using smartPLS(ver. 2.0) s/w. Overall, R2 of adoption of rumor is .476 and R2 of intention of rumor transmission is .218. The overall model showed a satisfactory fit. The empirical results can be summarized as follows. According to the results, the variables of brand rumor characteristic such as source credibility, message credibility, worry, and vividness affect argument strength of rumor. And argument strength of rumor also affects rumor intention. On the other hand, the relationship between perceived usefulness and argument strength of rumor is not significant. The moderating effect of product involvement on the relations between argument strength of rumor and rumor W.O.M intention is not supported neither. Consequently this study suggests some managerial and academic implications. We consider some implications for corporate crisis management planning, PR and brand management. This results show marketers that rumor is a critical factor for managing strong brand assets. Also for researchers, brand rumor should become an important thesis of their interests to understand the relationship between consumer and brand. Recently many brand managers and marketers have focused on the short-term view. They just focused on strengthen the positive brand image. According to this study we suggested that effective brand management requires managing negative brand rumors with a long-term view of marketing decisions.

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