• Title/Summary/Keyword: Entertainment Services

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An Empirical Study on the Factors Influencing Acceptance of Convergence Services: Focusing on Telematics Service (컨버전스 서비스 수용에 관한 실증분석: 텔레매틱스 서비스를 중심으로)

  • Kim, Donghee;Kim, Dayoung;Oh, Jungsuk
    • The Journal of Society for e-Business Studies
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    • v.18 no.4
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    • pp.241-255
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    • 2013
  • Convergence service, which is a combination of various services, is becoming more important. Among the many examples of convergence service, this study aims to analyze telematics service. By dividing Telematics service into information services and entertainment services, it was empirically proved that the relationship between each dimensions of TAM (perceived ease of use, perceived usefulness, purchase intention) and each service satisfaction, price, design factor. According to the result of structure equation model, service satisfaction and design factor have a significant effect on perceived ease of use, but not on perceived usefulness. It means that the perceived ease of use factor should be emphasized, because of service characteristics that are used during driving.

A Study on the NFC Services for Social Networking Applications (소셜 네트워킹 응용을 위한 NFC 서비스에 관한 연구)

  • Roh, Jae-Sung;Kim, Wan-Tae;Lee, Man-Hee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.05a
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    • pp.568-570
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    • 2013
  • NFC represents the 2nd generation of the proximity contact-less technology, which beyond the RFID, supports peer-to-peer communication, and enables consumer access to aggregated services, anytime, anywhere, with any type of consumer stationary and mobile devices. NFC is a short range device wireless technology designed to exchange data, initiate connections with other wireless networks and act as a secured smart key for access to services such as cashless payment, ticketing, on-line entertainment and access control. In this paper, the NFC services for social networking applications are studied, and the signal flow of SNS application based on NFC P2P for smart devices and server model is proposed.

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Consumer's Types of the Participation and the Motivation for the UCC Services (소비자의 UCC 참여 유형과 참여동기 분석)

  • Kim, Yeon-Jeong
    • Journal of Family Resource Management and Policy Review
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    • v.12 no.1
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    • pp.91-105
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    • 2008
  • This study identifies key determinants and types of participation in UCC Services. The research examines the how the major factors in perception of social presence, fun and entertainment, self-expression, arousal, human relations, positive feedback, information sharing, monetary business opportunity, and user friendliness of web structure contribute to participation in UCC Services. The data used in this study were collected by a web-based survey so that 629 internet users were available for analysis. Some of the practical implications of the results are follows. We have categorized that the type of people participating in UCC Services were readers, modifiers, remixers, and creators. Digital consumers directly connected with other consumers by producing their own digital contents. Multiple regression analysis among the creators group was not included due to small sample size. Self expression, fun and joy and the convenience of the web interface showed strong positive significant impacts on the UCC Service participation of all participation types. Information sharing, other's positive reputation and arousal showed a positive significant impact on the modifiers or remixers type groups. Monetary business opportunity and human relations were not significant in any UCC type group.

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A Hybrid Approach Based on Multi-Criteria Satisfaction Analysis (MUSA) and a Network Data Envelopment Analysis (NDEA) to Evaluate Efficiency of Customer Services in Bank Branches

  • Khalili-Damghani, Kaveh;Taghavi-Fard, Mohammad;Karbaschi, Kiaras
    • Industrial Engineering and Management Systems
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    • v.14 no.4
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    • pp.347-371
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    • 2015
  • A hybrid procedure based on multi-Criteria Satisfaction Analysis (MUSA) and a Network Data Envelopment Analysis (NDEA) is proposed to evaluate the relative efficiency of customer services in bank branches. First, a three-stage process including sub-processes such as customer expectations, customer satisfaction, and customer loyalty, is defined to model the banking customer services. Then, fulfillment of customer expectations, customer loyalty level, and the customer satisfaction degree are measured and quantified through a multi-dimensional questionnaire based on customers' perceptions analysis and MUSA method, respectively. The customer services scores and the other criteria such as mean of employee evaluation score, operation costs, assets, deposits, loans, number of accounts are considered in network three-stage DEA model. The proposed NDEA model is formed based on multipliers perspective, output-oriented, and constant return to scale assumptions. The proposed NDEA model quantifies and assesses the total efficiency of main process and assigns the efficiency to customer expectations, customer satisfactions, and customer loyalties sub-processes in bank branches. The whole procedure is applied on 30 bank branches in IRAN. The proposed approach can be used in other organizations such as airports, airline agencies, urban transportation systems, railway organizations, chain stores, chain restaurants, public libraries, and entertainment centers.

Proposed Application Design for Community-Based Rehabilitation Services Access in Community Care System: Occupation and Activity Based (커뮤니티케어 제도 내 지역사회중심재활 서비스 접근을 위한 애플리케이션 디자인의 제안 : 작업과 활동 중심으로)

  • Bae, Seong-Hwan;Jang, Yeon-Sig;Baek, Ji-Young
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.4
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    • pp.325-335
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    • 2021
  • Chronic diseases have been increasing recently as the average life expectancy of humans has been extended, and this trend has caused problems such as the widespread demand for health and rehabilitation services and rising medical costs. In order to solve this problem, the community-based rehabilitation has been developed and strengthened in Korea and gradually promoted since 2019. It is important to secure access to clients who want to use services to revitalize community-based rehabilitation. So in this study, as part of the community-based rehabilitation, intends to devise smartphone applications designs and develop a prototype to secure access to community-based occupational therapy services based on occupation and activities. For Occupational Therapy Practice Framework (OTPF), International Classification of Functioning, Disability and Health (ICF), and Allen Diagnostic Module-2 (ADM-2) were used to devise and categorize occupation and activity based application content, and link OTPF, ICF, and ADM-2 through prior research analysis and expert meetings. The derived content was visualized through literature review and activity analysis, and was implemented to enable direct playback within the application using the YouTube API, and finally developed a prototype application. The Android Studio 3.5.2 for Windows 64-bit was used to build the application prototype. In further research, converging various digital technologies for user convenience and additionally researching community-based occupational therapy service providers opinions and service user satisfaction will improve accessibility to community-based occupational therapy services for clients who have difficulty occupational performance in the community.

Analysis of the Motivator of the Use of Social Network Services

  • Cho, Namjae;Ko, Geonil;Oh, Seunghee
    • Journal of Information Technology Applications and Management
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    • v.20 no.3
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    • pp.31-42
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    • 2013
  • With a focus on Facebook, the most popular social network service (SNS), this research tried to find out which type of motivation makes users to spend more time on the SNS and in the same vein, which type of motivation makes users to believe that they will continue to use the SNS. The result shows that the need for play (entertaining) and image as social reputation affect the current amount of use, while the needs for information search, building relationship, and entertainment would make them continue to use.

Service Flow Control for Accesses to Home Network (홈네트워크 접근 제어를 위한 서비스 흐름 제어)

  • Kim Geon-Woo;Kim Do-Woo;Lee Jun-Ho;Han Jong-Wook
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2006.05a
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    • pp.737-740
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    • 2006
  • Home network system provides users with various kinds of services such as home device control, entertainment, local information service and etc. There are a lot of on-going researches and developments on home service environment regardless of time and space via convenient home devices. So, in this paper, we guide the specific model for real-time access control to various services and propose the extensible security policy model.

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A Study on the Development and Application of Service Classification System through Virtual Reality Service Industry Analysis (가상현실 서비스 산업 분석을 통한 서비스 분류체계 개발 및 활용에 관한 연구)

  • Shin, Jae Woo;Leem, Choon Seong
    • Journal of Information Technology Services
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    • v.18 no.5
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    • pp.17-30
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    • 2019
  • With the advent of the Fourth Industrial Revolution, virtual reality, a technology that has recently attracted attention, is emerging as a core technology that will lead the future industry by changing the paradigm of various industries. The development of 3D rendering, computer graphics, and mobile technologies enabled the development of various smart devices and led to the popularization of virtual reality services using them. Recently, with the development of virtual reality-related technology, various devices and contents such as VR-related HMDs are being developed and released. However, since the classification for VR technology has not yet been established, it is difficult to define a range of industries and services to which VR can be applied. Therefore, in this study proposes a service classification system in terms of industries that can apply VR technology and services that can be provided based on the studies on industries and services of VR technology related to the Fourth Industrial Revolution. VR's industrial classification consists of eight industries including entertainment, media, education, medical care, architecture, manufacturing, distribution, tourism and each service is divided into two service categories and composed 16 services. Through the collection and analysis of virtual reality service cases, the service distribution and characteristics of each industry can be analyzed. In addition, we can develop a virtual reality new business model and present a service case for the intersecting areas. This study is expected to be used as a basic research for the activation of virtual reality services in the future.

Impacts of Fashion Curation Users' Shopping Orientation, Usage Motives and Preferred Image Types on Fashion Product Purchase Intentions (패션 큐레이션 서비스 이용자의 쇼핑성향, 이용동기 및 선호 이미지 유형이 패션제품 구매의도에 미치는 영향)

  • Kim, Ji U;Jung, Hye Jung;Kim, Young Sam;Oh, Kyung Wha
    • Journal of the Korean Society of Clothing and Textiles
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    • v.41 no.5
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    • pp.796-808
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    • 2017
  • This research shows how fashion curation service consumers (both fashion and image consultants) reveal different aspects towards a preferred image type among the correlation of fashion curation service usage motivation and fashion shopping propensity. These preferences also included the purchase intentions for fashion display service products. This study surveyed 300 men and women between the ages of 20-30 who were the main consumers of fashion curation services. 'Convenience, fashion trend, and exploratory' increased purchase intentions for fashion shopping propensity, 'information search for utility, entertainment, and personal expression' increased purchase intentions for fashion curation services and 'brand identity, consumer lifestyle, and product information' increased factors for the fashion curation service preferred image type. Consumer preferences varied according to different fashion curation service image type; however, all consumer group syndicated a difference in fashion curation service actions. For instance, fashion curation service consumers preferred a consumer lifestyle image, convenience, hedonic shopping orientation, and personal expression motivation had a positive influence on product purchase intention. However, the shopping orientation of 'fashion trend, practical information exploration, and entertainment motivation' had an optimistic influence on product purchase intentions for fashion curation service consumers who preferred a brand identity image and a product information image.

A study on building plan for smart guide services using augmented reality (증강현실을 이용한 스마트 가이드 관람 서비스 구축 방안)

  • Yoon, Young-doo;Choi, Eun-young;Cho, Hun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.10a
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    • pp.560-562
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    • 2013
  • Due to the popularity of smart phones, interest in individual lifestyle changes and customized services has been increasing. With these request of change, there are seeking the changes of individual customized service system in public institution, museum, science museum etc. Specially museum, art museum and science museum have the common factor like "watching". Unlike art museum, museum and science museum have the purpose of the history and science education, and have a high expectations of combining entertainment and education as a public institution. For this purpose, they need to raise the immersion of display contents, and run parallel with providing more convincing explanation based on age group. Thus the purpose of this paper is that study the way of combining with efficient entertainment and educational function using argument reality.

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