• 제목/요약/키워드: Digital New Media

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Factors Boosting Impulse Buying Behavior in Live-streaming Commerce - Roles of Para-social Interactions, Task Complexity and Perceived Amount of Information (라이브 커머스의 충동구매행동에 대한 영향 요인 - 의사사회적 상호작용, 과업 복잡성과 지각된 정보의 양을 중심으로 -)

  • Kim, Hyojung;Lee, Yuri;Park, Minjung
    • Fashion & Textile Research Journal
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    • v.23 no.1
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    • pp.70-83
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    • 2021
  • Live-streaming commerce is attracting attention as a noticeable trend in the retail industry. It is a new mobile shopping service platform developed by combining live streaming with e-commerce technologies. This study examined the impact of para-social interactions on consumer impulse buying behavior and investigated the impact through task complexity as well as perceived amount of information. To achieve this goal, 203 women using a mobile commerce participated in an online survey after experiencing beauty live-streaming commerce. The collected data were analyzed using SPSS 25.0, AMOS 23.0, and SPSS PROCESS Macro program. The results of the study revealed that para-social interactions negatively influenced task complexity, positively influenced perceived amounts of information, and positively influenced impulse buying behavior. In addition, impulse buying behavior was negatively influenced by task complexity versus positively that was influenced by perceived amounts of information. The impact of para-social interactions on impulse buying behavior is mediated by task complexity and perceived information. The findings of this study contribute to the theoretical extension of para-social interaction on impulse buying behavior in the context of live-streaming commerce. The implications of the findings suggest practical marketing strategies for digital media commerce retailers.

Design and Implementation of Observation Manipulation Model for Creating Kids Contents Based on Augmented Reality (증강현실 기반의 키즈 콘텐츠 제작을 위한 관찰 조작형 모델의 설계 및 구현)

  • Oh, Am-Suk
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.3
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    • pp.339-345
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    • 2021
  • With the development of online education due to COVID-19, the EduTech market, which combines new technologies such as AI and AR/VR in education is rapidly growing. In addition, the children's industry is steadily growing despite the decreasing birth rate every year as more and more families with one child per household are investing in their children. However, supply of contents to EduTech market is slow compared to demands that are increasing. Therefore, the purpose of this paper is to help solve these problems by developing and supporting AR kids contents with convenience, practicality, and efficiency using AR technology. AR content for supporting vocabulary learning for infants is not just an end to watching and listening, but an observation-driven model that can manipulate content directly, which attracts children's interest and helps children learn words. This paper is intended for infants from 15 months to 36 months old when full-fledged language development occurs.

A Case study of engineering comprehensive design subject incorporating convergence with art (예술과의 융합을 접목한 공학 종합설계 교과목 사례연구)

  • Huh, Wonwhoi
    • Journal of the Korea Convergence Society
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    • v.13 no.4
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    • pp.195-201
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    • 2022
  • The core of the Fourth Industrial revolution, the topic of the 21st century, lies in the convergence of various technologies that are developing to the cutting edge. Therefore, convergence education is essential to solve problems from various perspectives. Above all, in order to solve the complex problem arising from the contact point between humans and technology in the future society, it was considered that insight through a humanities and artistic approach was necessary. Now, universities are trying to run a multidisciplinary comprehensive design to adapt to the new digital environment. In this study, an operation case of an engineering comprehensive design subject incorporating art operated by a researcher was described. The researcher presented an art convergence curriculum in a comprehensive design subject by applying 1. problem recognition and definition, 2. idea derivation and evaluation, 3. project development, 4. presentation, and demonstration process operation methods. Through this study, it is meaningful that it presented a method of operating art convergence in engineering comprehensive design subjects by allowing students to attempt an artistic aesthetic and emotional approach to project development.

Determinants the Effect of Exposure Type of Short-form Branded Content on Consumer Response : Focusing on the Mediating Effect of Perceived Sense of Belonging (숏폼 브랜디드 콘텐츠 노출 유형이 소비자 반응에 미치는 영향: 인지된 소속감의 매개 효과를 중심으로)

  • Kim, Qurie;Choi, Jeonghye;Park, Kyung Min
    • The Journal of the Korea Contents Association
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    • v.22 no.10
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    • pp.642-657
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    • 2022
  • The fourth industrial revolution became a decisive opportunity to increase our dependence on non-face-to-face services. Therefore, this study tried to derive a new strategic plan for non-face-to-face marketing by discussing the short-form branded content currently in the spotlight among the digital native generation. In particular, focusing on the phenomenon of co-viewing, where short-form branded content is viewed and communicated on social media, how exposure type of branded content affect attitudes toward short-form branded content and the products it contains verified. In addition, this research presents the perceived sense of belonging as a mediating variable. It was confirmed through an experiment whether the sense of belonging perceived by consumers during the co-viewing process significantly mediated the relationship between the exposure types and consumer attitudes. As a result of the study, it was found that the exposure type significantly affected the attitude towards the contents and the products contained in them. Furthermore, the perceived sense of belonging was also significant as a mediating variable.

Prospects For The Development Of Distance Educational Learning Technologies During The Training Of Students Of Higher Education

  • Rohach, Oksana;Pryhalinska, Tetiana;Kvasnytsya, Iryna;Pohorielov, Mykhailo;Rudnichenko, Mykola;Lastochkina, Olena
    • International Journal of Computer Science & Network Security
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    • v.22 no.9
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    • pp.353-357
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    • 2022
  • This article identifies the problems and substantiates the directions for the development of distance learning technologies in the training of personnel. An example of using digital media to create a remote access laboratory is given. The article is devoted to the definition of the main aspects of the organization of distance education. Rapid digitization, economic, political and social changes taking place in Ukraine necessitate the reform of the education system. First of all, it concerns meeting the educational needs of citizens throughout their lives, providing access to educational and professional training for all who have the necessary abilities and adequate training. The most effective solution to the above-mentioned problems is facilitated by distance learning. The article analyzes the essence and methods of distance learning organization, reveals the features of the use of electronic platforms for the organization of this form of education in different countries of the world. The positive characteristics of distance learning are identified, namely: extraterritoriality; savings on transport costs; the interest of modern youth in the use of information tools in everyday life; increase in the number of students; simplicity and accessibility of training; convenient consultation system; democratic relations between the student and the teacher; convenience for organizations in training their employees without interrupting their regular work; low level of payment for distance education compared to traditional education; individual learning pace; new teacher status. Among the negative features of online education, the author refers to the following problems: authentication of users during knowledge verification, calculation of the teacher's methodological load and copyright of educational materials; the high labor intensity of developing high-quality educational content and the high cost of distance learning equipment; the need to provide users with a personal computer and access to the Internet; the need to find and use effective motivation mechanisms for education seekers.

Efficient Sound Control Method in Virtual Environments Using Raytracing Based Diffraction

  • Kim, Jong-Hyun;Choi, Jong-In
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.11
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    • pp.81-87
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    • 2022
  • In this paper, we propose diffraction-based sound control method to improve sound immersion in a virtual environment. The proposed technique can express the wave and flow of sound in a physical environment and a pattern similar to diffraction in real-time. Our approach determines whether there is an obstacle from the location of the sound source and then calculates the position of the new sound reflected and diffracted by the obstacle. Based on ray tracing, it determines whether or not it collides with an obstacle, and predicts the sound level of the agent behind the obstacle by using the vector reflected and refraction by the collision. In this process, the sound attenuation according to the distance/material is modeled by attenuating the size of the sound according to the number of reflected/refracted rays. As a result, the diffraction pattern expressed in the physics-based approach was expressed in real time, and it shows that the diffraction pattern also changes as the position of the obstacle is changed, thereby showing the result of naturally spreading the size of the sound. The proposed method restores the diffusion and diffraction characteristics of sound expressed in real life almost similarly.

Impact of COVID-19 Pandemic on Use of Reference Sources and Services by Postgraduates' in Kenneth Dike Library, University of Ibadan, Nigeria

  • Samson Oyeyini Akande;Olalekan Abraham Adekunjo
    • International Journal of Knowledge Content Development & Technology
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    • v.13 no.1
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    • pp.27-41
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    • 2023
  • The outbreak of the corona virus diseases (COVID-19) in the late 2019 has affected all facets of educational system including library and information services. Reference services, an important aspect of library services are not exempted from this impact. This study therefore, investigated the impact of COVI\D-19 pandemic on the use of reference services and sources by postgraduate students using Kenneth Dike Library (KDL), University of Ibadan, as a case study. Using descriptive survey of correlational type, the study adopted the use of structured questionnaire to randomly select three hundred (300) postgraduate users of reference sources and services in KDL using online survey monkey. Of the three hundred (300) copies, two hundred and twenty three (223) copies, repre- senting 74.3% were retrieved and used for analysis. Findings revealed that, in spite of COVID-19 pandemic, most postgraduate students used Current Awareness Services (203, 91.0%, mean = 3.19), Reference Sources (202, 90.5%, mean = 3.18) and On-line Public Access Catalogue (195, 87.4%, mean = 3.13); low frequency of bibliotherapy (mean=2.22), Reader's Advisory services (mean=2.30) and inter-library loan (mean=2.13) and that COVID-19 pandemic had high impact on post- graduate students' use of reference services in Kenneth Dike Library, University of Ibadan. Based on the findings, recommendations were made that library management should consider the adoption of virtual reference services (VRS) in addition to the conventional mode of refer- ence services to enhance patronage in the COVID-19 era. The library users should also be trained on how to take advantage of the COVID-19 pandemic to learn new skills in the digital space that will eventually optimize the usage of the library remotely.

The Taste-alleys Pilgrimage in Cheonyeon·Chunghyeon Seodaemun-gu: A Semantic Network Analysis of the Hashtag and Cooking Class Operation of Industry-academic Cooperation (서대문구 천연·충현 지역 맛골목 순례: 해시태그 단어의 의미연결망분석과 지역 대학연계 쿠킹클래스 운영)

  • Kyung Soo Han;Ji Eun Min;Ji Hyun An;Jin Hee Kim
    • Journal of the FoodService Safety
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    • v.4 no.1
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    • pp.35-41
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    • 2023
  • This study was based on the results of the study of 'Cheonyeon and Chunghyun Taste Alley Pilgrimage- Introducing Hidden Restaurants in Our Town', which was adopted as a project to revitalize urban regeneration as part of the Cheonyeon and Chunghyun Urban Regeneration New Deal project. This study was conducted in total of two stages, as a first step, the commercial district of Seodaemun Station was analyzed by analyzing the hashtag (#) mentioned along with the "Seodamun Station Restaurant" on Instagram from 2015 to 2020. As a result of the analysis, it was found to be an office commercial district related to "office workers", and it was found to be a commercial district with the characteristics of "small but certain happiness" where you can find hidden restaurants in front of your house. Based on the characteristics of these commercial districts, five stores utilizing the characteristics of the region were selected and cooking classes were conducted for students of Kyonggi University, who are local residents. The purpose of this study was to revitalize the aging Seoul city and contribute to the formation of positive relationships between local residents and merchants through cooking classes. In addition, the process was produced as digital media content and used as local promotional materials.

User Expectation Experience of Flexible Display Interface (플렉서블 디스플레이 인터페이스의 사용자 기대경험)

  • Chung, Seung Eun;Yoon, Young Sun;Lee, Ram;Lim, Yeon Sun;Choi, Ho Jeong;Ryoo, Han Young
    • Design Convergence Study
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    • v.15 no.2
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    • pp.301-317
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    • 2016
  • Flexible display interface is capable of creating new user behaviors based on its characteristics of outstanding surface representation and display transformations such as bending, rolling, and folding. Thus, it is being discussed that the newly emerging flexible display interface can offer a different user experience that the previous flat display couldn't. However, as it is hard to find studies that identify the general attributes of user experience in the area of flexible display research, this study was intended to identify and label experience that users expect in a flexible display interface. For this purpose, this study first investigated literature reviews about user experience in previous digital media interface and flexible display interface and conducted interview research in order to reflect the users' perception, collecting 52 items that represent user experience. In addition, these items were used as measurements to deduct different types of user experience, and 308 interviewees participated in the interview research process. As a result, 10 types of user experience were developed from the results of the survey: functionality, understandability, pleasure, convenience, familiarity, stimulation, adaptability, collectivity, reality, and aesthetic.

A Case Study of a Play-oriented Block Coding Class (놀이 중심의 블록 코딩 수업 사례 연구)

  • Jung-Yi Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.619-624
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    • 2023
  • As the importance of digital competency education is highlighted, this study is a case study on block coding classes for elementary school students during vacation for the purpose of bridging the information education gap among students. The purpose of this study is to design and operate a play-centered block coding class program and find out if it is effective in improving students' interest. As a result of completing the teaching plan through the second consultation and revision, running the class, and analyzing the change in learning interest of the students through the t-test, the play-oriented block coding class designed in this study was effective in improving students' interest. In addition, it was possible to discover interesting elements such as student-led learning process and immersion through realistic play activities, friendship, collaboration, and communication through group activities. This study is significant in suggesting a plan to increase learning interest for students who are new to coding.