• Title/Summary/Keyword: Contents Factor

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Influencing Factors for Repurchase Intention in e-Learning Sites

  • Lee, Myung-Moo;Chung, In-Keun
    • Proceedings of the CALSEC Conference
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    • 2005.03a
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    • pp.96-100
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    • 2005
  • This study examines the effects of the characteristics of educational contents, brand recognition, educational management and technical support on the repurchase intention mediated by overall satisfaction, trust and commitment in e-Learning sites. A survey of experienced users was conducted to collect data. The reliability and validity of data were tested by explanatory factor analysis, Cornbach's alpha coefficient, confirmatory factor analysis and correlation analysis. Also, the structural equation mode (SEM) analysis was performed to test the usefulness of the model. The results of the study are as follows: Educational contents, educational management and technical support were found to have positive effects on overall satisfaction. And educational contents and brand recognition were found to have positive effects on trust and commitment. And trust and overall satisfaction were found to have mediating effects on repurchase intention.

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A Cultivation Policy of Leader Company in Digital Culture Contents Industry of Jeju Region (제주지역 디지털 콘텐츠 문화산업의 선도기업 육성 방안)

  • Kim, Min-Cheol;Kim, Hee-Cheol;Boo, Chan-San
    • International Commerce and Information Review
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    • v.9 no.2
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    • pp.3-18
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    • 2007
  • Now the one of problems of digital culture contents industry in korean region is to focus only on small company in the related industry. So a plan for overcoming this is a cultivation of leading company in this industry. Thus, in this paper, we tried to make an importance level between the related industries including this leading company by the AHP analysis. For achieving the objective of this paper, first of all, this study yielded the relative importance between the industries as the quantitative values. As the result of this analysis, the important factor in this leading company is 'creation' factor and this paper proposed the basic results for cultivating the leading companies for the future time.

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The Case Study of Customer Delight Index Contents Model through Cater ing Service Industry

  • Yang, Ya-Yun;Lee, Sung-Pil
    • Journal of Korea Multimedia Society
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    • v.19 no.8
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    • pp.1574-1586
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    • 2016
  • The aims of this research is to build Customer Delight index contents model for measuring the influential factors - Customer Delight and identify the relationship among Customer Delight, Customer Satisfaction and Customer Loyalty. Customer Delight hypothesis model was proposed by Catering Service Industry of Starbucks and validate the final questionnaire; 7 point Likert scale was used in the questionnaire, Exploratory Factor Analysis (EFA) and Confirmatory Factor Analysis (CFA) are used to analyze the reliability. And path analysis was used to evaluating the final hypothesis model. The results of this research was that the customer Self-involvement can lead to high awakening level and it also bring positive emotion to the customer. Awakening Level and positive emotion were the key factors for the Customer Delight. Instead of customer expectation, Customer Delight is based on customer awakening level and positive emotion which is different from Customer Satisfaction model. It is clearly to see the discrepancies between Customer Delight and Customer Satisfaction.

A Study on the Character Fun Factor in the MOBA Game Genre (MOBA 게임 장르에서의 캐릭터 재미 요소에 관한 연구)

  • Hong, Min-Gi;Park, Jong-Beom;Kim, Hyo-Nam
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.01a
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    • pp.209-212
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    • 2020
  • 게임에서의 캐릭터는 플레이어와 게임을 연결해주는 중요한 역할을 하며, 더 나아가 게임의 재미를 느끼는 데 필요한 요소 중 하나이다. 본 논문에서는 최근 대표적으로 인기를 끌고 있는 MOBA 장르의 게임인 리그 오브 레전드, 오버워치, 히어로즈 오브 더 스톰, 사이퍼즈 총 4개 게임의 캐릭터와 역할에 대한 재미를 분석하여 공통적인 재미 요소를 정리하고 설문 조사를 통해 유저들의 선호도를 파악하여 앞으로 게임 캐릭터 기획 제작에 대해 도움을 주고자 한다.

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The Study of the Interrelations between Game Components and Flow (게임구성요소와 몰입과의 상관관계에 대한 연구)

  • Park, Sang-Jin
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.819-823
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    • 2006
  • In games, immersion is the most important factor that makes the player play game continuously. The user's inability to immerse in game makes him/her not interested in game, so it makes the user give up. So, we must perceive the immersion factor that the games have. By applying the factors that causes immersion to the game development, we will be able to multiply the joy of game to the user, and bring high profit to the game developing enterprises. To this, this study finds out the interrelations between the factor of immersion existing inside the game and the components of the game to experience the highest immersion status to the user.

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Measuring Consumer Empathic Response to Advertising Drama (소비자 공감반응 척도 개발: 이야기 광고를 중심으로)

  • Soh, Hyeonjin
    • The Journal of the Korea Contents Association
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    • v.14 no.11
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    • pp.133-142
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    • 2014
  • The purpose of the present study is to develop and validate the scale measuring consumer empathic response to advertising drama. Through a series of consumer surveys and factor analyses, the Consumer Empathic Response to Advertising Scale (the CERA scale) containing 11-Likert format items was developed. The CERA scale consists of three factors which are empathic understanding, identification, and vicarious emotional response. The CERA scale improves the content validity of the existing consumer empathy scales by including identification factor which has been ignored.

A Study on Service Quality, Trust and Satisfaction of Web Portal Site (인터넷 포털 사이트의 서비스 품질이 신뢰와 만족에 미치는 영향에 관한 연구)

  • Lee, Seung-Hui;Kim, Hye-Gyeong
    • 한국디지털정책학회:학술대회논문집
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    • 2005.11a
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    • pp.475-488
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    • 2005
  • This paper aimed to exam core factors of the service quality and analyze their effects on trust, satisfaction. And this paper analysis trust and satisfaction effects on revisti intention. To accomplish this purpose, this study examined previous studies and summarized core factors of service quality. Form previous studies, we drawed core factor. Core factor is convenience, technologies, valuable of contents, service. These core factors will affect on customer trust, customer satisfaction and trust, satisfaction will affect on revisit intention. To be winner, companies must be consider these key factor(convenience, technologies, valuable of contents, service).

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Category Factor Based Feature Selection for Document Classification

  • Kang Yun-Hee
    • International Journal of Contents
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    • v.1 no.2
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    • pp.26-30
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    • 2005
  • According to the fast growth of information on the Internet, it is becoming increasingly difficult to find and organize useful information. To reduce information overload, it needs to exploit automatic text classification for handling enormous documents. Support Vector Machine (SVM) is a model that is calculated as a weighted sum of kernel function outputs. This paper describes a document classifier for web documents in the fields of Information Technology and uses SVM to learn a model, which is constructed from the training sets and its representative terms. The basic idea is to exploit the representative terms meaning distribution in coherent thematic texts of each category by simple statistics methods. Vector-space model is applied to represent documents in the categories by using feature selection scheme based on TFiDF. We apply a category factor which represents effects in category of any term to the feature selection. Experiments show the results of categorization and the correlation of vector length.

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An Empirical Study on Critical Success Factors in Implementing the Web-Based Distance Learning System : In Case of Public Organization. (사이버교육 효과의 영향요인에 관한 실증적 연구: 공공조직을 중심으로)

  • 정해용;김상훈
    • The Journal of Information Systems
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    • v.11 no.1
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    • pp.51-74
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    • 2002
  • The purpose of this study is to empirically investigate critical success factors for effective implementation of web-based distance learning system. First of all, four critical success factors are theoretically derived from reviewing previous research. They are: (1) learner-related factor including the variables such as teaming ability, learning attitude, and attending motivation, (2) environmental factor including the variables of physical and mental support for learners, (3) instructional design factor represented by one variable, the degree of appropriateness of learning contents, and (4) the factor concerning the level of self-directed learning readiness embracing the variables such as curiosity for learning, openness towards challenge of learning and affection for learning. Subsequently, the relationships between these four critical success factors and the degree of learning satisfaction are empirically investigated. The data for empirical analysis of the research are collected from 1,020 respondents who have already passed the web-based distance learning courses which have been implemented in Information and Communication Officials Training Institute. Out of 1,020 responded questionnaires, 875 data were available for statistical analyses. The main results of this study are as follows. Firstly, the most important factor for successful implementation of the web-based distance learning system is shown to be the instructional design factor, and in the next place, the self-directed learning readiness factor, the environmental factor and the learner-related one in sequence. Secondly, additional analysis of the variables included in the instructional design factor shows that availability of practical information and knowledge is the most influencing variable, and next, interesting composition of contents, reasonable learning amount, optimal level of instruction, and understandable explanation are significantly important in the descending order. Lastly, among learning motivators, strong intention of acquiring business knowledges and skills is found to be the most important satisfier in the web-based distance learning. The theoretical contribution of this study is to derive a comprehensive model of critical success factors for implementing the web-based distance learning system. And, the practical implication of this study is to propose efficient and effective guidelines for developing and operating the web-based distance learning system in the various kinds of organizations.

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Estimation of K-factor according to Road Type and Economic Evaluation on National Highway (일반국도의 도로 유형별 설계시간계수 산정 및 경제성 평가)

  • Kim, Tae-woon;Oh, Ju-sam
    • The Journal of the Korea Contents Association
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    • v.15 no.11
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    • pp.582-590
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    • 2015
  • Road type classification and K-factors are important role when design of number of lane. In this study not only classifies road type and estimating of K-factor but also economic evaluation tries for feasibility verification. Road type analysis results, time of day traffic volume variation, weekend-factor and vacation-factor are large in recreation roads. Weekday traffic volume and weekend traffic volume are similar patterns in provincial roads. AADT is high and time of day traffic volume variation is small in urban roads. In this study compares with economic analysis that designing of number of lane between KHCM's K-factor and this study K-factor. Economic analysis results, designed roads by this study's K-factor reduce cost about 4,708 hundred million won. So this study's K-factor is economical on provincial 4 lane roads.