• Title/Summary/Keyword: Interactive Effect

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수용자의 상호작용성과 제품관여도에 따른 양방향 TV광고 효과

  • Yang, Yeong-Jong
    • Proceedings of the Korea Society for Industrial Systems Conference
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    • 2008.10b
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    • pp.235-245
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    • 2008
  • The interactive advertisement is already on satellite and cable broadcasting hereafter the introduction of this system is concerned on terrestrial programs. This study is to research the effectiveness of interactive TV advertising focusing on factors of involvement and interaction. Study started for the effect measurement of interactive television advertisement. Interactive television advertisement has different concept than existing television advertisement. Thus, the effect also needs to examine in other methods. Study is mainly focusing on the characteristics of interactive and the experiments, which was based on existing data, for measurement of effect. In the experiments, the characteristics were categorized in a search time, a number of searched pages about interactive television advertisement. The research finds that the involvement of the audience increases when the interaction of advertising attitude, brand attitude, and purchase intentions also increases. And so, a successful interactive TV advertisement results in longer searching hours and greater it visits by the audience when the interaction factors are considered and increased. By study of consumer's characteristics and behavior, a new method of the effect measurement for interactive television advertisement is provided. The new method includes not only existing measurement elements of television advertisement which are attitude on advertising and brand, and customers' purpose, but also the features of interactive television advertisement, which are search time, a number of searched pages. Recently added features provides data of the effect on high/low groups and it contributes to the process of interactive television advertisement. Study on interactive television advertisement will be helpful to plan an effective strategy by suggesting the theoretical evidence of its effect.

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Characteristics analysis of Word Superiority Effect in Korean using Interactive Activation Model (Interactive Activation Model(IAM)을 이용한 한글에서의 Word Superiority Effect(WSE)특성 분석)

  • Park, Chang-Su;Bang, Sung-Yang
    • Annual Conference on Human and Language Technology
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    • 1999.10e
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    • pp.343-350
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    • 1999
  • 본 논문은 한글에서 나타나는 Word Speriority Effect의 특성을 설명해 주는 한글의 글자 인지모델을 제안한다. 제안된 모델은 영어에서 나타나는 Word Superiority Effect를 설명하기 위해서 제안된 Interactive Activation Model을 기초로 한다. 우선은 영어에 맞도록 설계된 Interactive Activation Model을 한글에 적용할 수 있도록 수정하는 방법에 대해서 알아본다. 다음으로 한글에서 나타난 Word Superiority Effect의 특징과 그러한 특징을 기존의 Interactive Activation Model에 반영하기 위한 방법에 대해 알아본다. 제안된 방법을 이용해서 수정된 Interactive Activation Model을 컴퓨터로 구현해서 모의실험한 결과를 분석함으로써 제안된 모델의 타당성을 검증하게 된다.

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Moderating Effect of Color on Store Atmospherics Predictors

  • Verma, Pranay;Prashar, Sanjeev
    • Asian Journal of Business Environment
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    • v.7 no.1
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    • pp.13-23
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    • 2017
  • Purpose - Pleasing ambient colors, music, scent, layout and salespeople are hypothesized to positively impact shoppers' perceptions about the atmosphere of a store. Few studies on the interactive effect of these atmospheric factors have earlier been undertaken. This paper looks at the interactive effect of color on the other predictor variables. Research design, data, and methodology - This study is from field locations in the shopping malls located in Delhi NCR. A descriptive study was undertaken to decipher the interactive effect of color with music, scent, layout and salespeople. Moderation of color on music, scent, layout and salespeople is regressed on store atmospherics. The authors investigate the effects of color, light, music, scent, layout and salespeople on store atmospherics in a retail context. They also study the interactive effect of color with predictor variables which significantly influence the perception of store atmospherics. Results - The paper reveals that music, scent, layout and salespeople influence customer's perception about store atmospherics. The interactive effect of color with scent, layout and sales people influence customer's perception about store atmospherics significantly. It does not moderate with layout and music. Conclusions - Store color is important in predicting store atmospherics. Care is needed to ensure that the effects of different environmental stimuli match.

A Study on the Interactive Television Advertisement's Effect through the Involvement of and Interaction with Audience (수용자의 상호작용성과 제품관여도에 따른 양방향 TV광고 효과)

  • Yang, Young-Jong
    • Journal of Digital Convergence
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    • v.6 no.4
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    • pp.63-71
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    • 2008
  • This study researches the effectiveness of interactive TV advertising focusing on the factors of audience involvement and interaction. The study began with the effective measurement of interactive television advertisements. Interactive television advertisements have different concepts than existing television advertisements. This study mainly focuses on the characteristics of audience interaction and experiments based on the data of 78 persons for measurement. In the experiments, the characteristics were categorized according to search time, specifically the number of searched pages about interactive television advertisement. Hypothesis 1 reveals that the interaction of the audience increases when the advertising attitude, brand attitude, and purchase intentions also increase. Hypothesis 2 finds that the involvement of the audience increases when the advertising attitude, brand attitude, and purchase intentions also increase. By studying these consumer characteristics and behavior, a new method of effective measurement for interactive television advertisement is uncovered. The new method includes not only existing measurement elements of television advertisement which include attitude about advertising and brand, and customer purpose, but also the features of interactive television advertisement like customer search time. According to this research on interactive television advertisement, the interaction with and involvement of the audience are highly influential variables.

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Effects of Pride and Shame on Interactive Peer Play of Young Children: Focusing on the Mediating Effects of Their Daily Stress (유아의 자부심과 수치심이 또래놀이행동에 미치는 영향: 일상적 스트레스의 매개효과를 중심으로)

  • Choi, Song Yi;Shin, Nary
    • Korean Journal of Childcare and Education
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    • v.13 no.1
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    • pp.107-124
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    • 2017
  • Objectives: The purpose of this study was to investigate the effects of children's pride and shame on their interactive peer play, mediated by their daily stress. Methods: The participants of this study were 172 five-year-old children (80 boys and 92 girls) attending kindergartens or child-care centers in Chungbuk, Korea. The data were analyzed by descriptive and correlational analyses, and structural equation modeling using SPSS 19.0 and AMOS 21.0. Results: Children's shame had a significant indirect effect on their interactive peer play, including play-disruption, play-disconnection and play-interactions, mediated by daily stress; children's shame had a significant direct effect on play interaction. However, children's pride did not have a direct effect on daily stress and an indirect effect on their interactive peer play. In other words, high levels of shame among children led to high perceived daily stress. In turn, perceived daily stress increased play-disconnection and play-disruption, while it decreased play-interactions. Meanwhile children's shame led to a low level of play-interaction among young children. Conclusion/Implications: The results imply that children's perceived shame would influence their behaviors in social contexts as well as their psychological wellbeing such as the level of daily stress.

A Meta-analysis of the Effects of Smoking Prevention Programs in Korea (흡연예방프로그램 효과에 대한 메타분석)

  • Park Eun-Ok
    • Journal of Korean Academy of Nursing
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    • v.34 no.6
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    • pp.1004-1013
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    • 2004
  • Purpose: The purpose of this paper was to describe the characteristics of smoking prevention programs in Korea, to estimate overall effect size of Korean smoking prevention programs, and to investigate effect size variations by program modality and instruction method. Method: Meta-analysis was performed on2l programs in 20 studies. Result: The estimation of overall effect size for knowledge and attitude was not possible because effect sizes were not homogeneous in this meta-analysis. However, effect sizes of studies that were socially influential programs or active/interactive methods were larger than information-oriented programs or passive/non-interactive methods in the pictures. The effects for behavioral outcomes were generally not as positive and not statistically significant. Q statistics showed that variations among effect sizes within program modality and instruction method classifications were heterogeneous. Conclusion: The results from this meta-analysis support the continued use of socially influential programs and active/interactive methods for smoking prevention programs. Because behavioral effect might be the fundamental objective of smoking prevention programs, the present results indicate that smoking prevention programs should consider adopting more effective programs.

Research on the Impact of interactive Digital Signage Advertising on Consumption Tendency (Interactive Digital Signage에 광고의 마케팅이 소비 경향에 대한 연구)

  • Yang, Bo
    • Journal of Digital Convergence
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    • v.18 no.4
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    • pp.411-417
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    • 2020
  • In this study, the Interactive advertising in the Outdoor Interactive Digital Signage is taken as the research object, and the effect of the advertising in the Outdoor Interactive Digital Signage compared to the traditional advertising on consumer propensity is studied. Based on the research methods of literature data and case analysis, we first researched and analyzed the impact of the development of the Internet and artificial intelligence on Interactive Digital Signage advertising, combined with consumer trends and habits, according to the characteristics of Interactive Digital Signage advertising, and '199IT-Internet data Based on the data in the Resource Library, and using an example analysis method, three reasons for the impact of Interactive digital signage advertisements on consumer spending tendencies are proposed. The purpose is to provide reference for future companies to use Interactive digital signage for ad placement and help companies. Increase product sales to increase product value and customer trust in the brand.

The Effect of Using the Interactive Electronic Models in Teaching Mathematical Concepts on Students Achievement in the University Level

  • Alzahrani, Yahya Mizher
    • International Journal of Computer Science & Network Security
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    • v.22 no.5
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    • pp.149-153
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    • 2022
  • This study examines the effect of using interactive electronic models to teach mathematical concepts on students' achievement in the linear algebra course at university. The field sample consisted of 200 students divided into two equal groups, an experimental group of 100 students and a control group of 100 students. The researcher used an achievement test in some mathematical concepts related to linear algebra. The results of the study showed that there were statistically significant differences (0.05) between the average achievement scores of the experimental and control groups in the post application of the achievement test, in favor of the experimental group. The size of the influence of the independent factor on the results of the study, which is "interactive electronic forms", on the dependent factor, which is the students' academic achievement in the prepared test, had a very large effect. Also, the results of the study showed that there were statistically significant differences (0.05) between the mean scores of the experimental group in the pre and post applications of the achievement test, in favor of the post application. The researcher recommended the use of interactive electronic models in teaching mathematical concepts at the university level and diversifying the strategies of teaching mathematics, using technology to attract learners and raise their academic achievement.

A Study on Ecological characteristic in Interactive architecture (상호작용하는 건축공간에서 나타나는 생태학적 특성에 관한 연구)

  • Koh, Gwi-Han
    • Korean Institute of Interior Design Journal
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    • v.21 no.4
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    • pp.121-128
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    • 2012
  • Interactive space became one of the modern contemporary society design paradigms. For elevating the interactive effect, we need Interactive design development which uses the influential factors on the interactivity. Digital technology is resulted in a change to a society as well as to the life of human and its way of communication. This study is inquiry into the relations and the common characteristics between ecological architecture space and eco-centric environmental philosophy by making a comparative research. This aims to examine type of spatial contexts for performed through literature research for theory by interactive space and case studies for ecological construction elements to design. And the range of case study is limited to interaction space in addition of interactive elements and user interface. And analysis conclusion is show the many type. Five principles that draw at ecological design conceptualization process, whole unity, variety of organic at ecological design conceptualization process, circularity, homeostasis, allness, biological evolution, diversity have involved with concept that presents in ecological esthetics and organic property of ecology-system.

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Application of Motion Analysis to User Participation Behavior Model: Focused on Interactive Space

  • Kwon, Jieun;Nah, Ken
    • Journal of the Ergonomics Society of Korea
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    • v.33 no.3
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    • pp.175-189
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    • 2014
  • Objective: The goal of this research is to develop new user behavior model using user motion analysis with microscopic perspective for attracting user's participation in interactive space. Background: The interactive space is 'human's place', which is made up of complex elements of digital virtual space and traditional analog and physical environment based on human-computer interaction system. Human behavior has changed in it at the same time. If the user couldn't make participation in interaction, the purpose of the system is not met, which reduces its effect. Therefore, we need to focus on interactive space that is potential future direction from a new point of view. Method: For this research, we would discuss and study fields of interactive space; (1) finding definition of interactive space and studying background of theory about it. (2) providing base of user behavior model with study of user's context that is to be user information and motion. (3) examining user motion, classify basic motion type and making user participation behavior model in phases. Results: Through this process, user's basic twenty motions which are systematized are taken as a standard for analysis of interaction process and participation in interactive space. Then, 'NK-$I^5$ (I Five)' model is developed for user participation types in interactive space. There are five phases of user participation behavior: Imperception, Interest, Involvement, Immersion, and Influence. In this analysis, three indicators which are time, motion types, and user relationship are found to be related to participation. Conclusion: The capabilities and limitation of this research is discussed to attract user participation. This paper focuses especially on contribution of design to lead user's participation in interactive system and expectation to help adapt to user centered design of various interactive space with new aspect of user behavior research. Application: The results of the 'NK-$I^5$ (I Five)' model might help to realize successful interactive space based on user centered design.