• Title/Summary/Keyword: Interactive effect

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The Effect of Advertising's Interactivity on Korean and Chinese Consumer Attitude toward Advertising (광고의 상호작용성이 한·중 소비자의 광고태도에 미치는 영향)

  • Ma, SiFan;Cho, SeungHo
    • The Journal of the Korea Contents Association
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    • v.16 no.7
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    • pp.91-99
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    • 2016
  • This study explores the effects of advertising's interactivity on consumers' attitude, brand awareness, intention of word-of-mouth and purchase intention through a comparison between high interactive advertising and low interactive advertising. Experiment was carried out with two factorial design using high and low interactive advertising messages and two different countries. The respondents were 120 Korean and 120 Two hundreds forty valid questionnaires were collected. According to the research results, the brand awareness and attitude of high interactive advertising is much higher than the low one to the consumers of Korean and Chinese. The consumers of Korean and Chinese who were exposed to high interactive advertising have high intention to word-of-mouth in high interactive advertising. Korean and Chinese consumers also have high intention to purchase when they watch the high interactive advertising. Between two countries, Chinese consumers have higher intention to purchase than Korean consumers.

The Ad Effects of the Interactive Message Expression and Consumer Characteristic insert IPTV (양방향성 메시지 표현전략과 수용자 특성에 따른 IPTV 광고효과)

  • Yu, Seung-Yeob
    • Journal of Digital Convergence
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    • v.9 no.6
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    • pp.267-276
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    • 2011
  • The purpose of this study was to explore the effect of the interactive message expression and consumer characteristic insert IPTV advertising. The results of this study were follow: Firstly, Attention and attitude of interactive message advertising appeared than general TV advertising so that it was high. Second, In case of interactive message advertising, It appeared efficiently than the advertising without the advertisement detail information which is putting the good detail information. Third, In interactive message expression of IPTV advertising, Floating expression strategy appeared efficiently most. Lastly, Adoption of consumer characteristic was revealed that we had an influence on the knowledge level and the information search intention about IPTV. We present theoretical basis which to present interactive message to IPTV supplier is efficient, and the plan which floating expression can make the click intention of the advertising.

A study on Interactive-type Exhibition Using Fractal Images (프랙탈 이미지를 활용한 쌍방향 실감형 전시에 관한 연구)

  • Lim, Mi-Jeong;Cho, Hyong-Je;Choi, Gyoo-Seok
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.15 no.5
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    • pp.163-168
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    • 2015
  • Recent exhibition's paradigm is changing from the existing unidirectional oriented exhibition form to a form of interactive hands-on exhibits that viewers can get and realistically feel a variety of information. Hands-on exhibit embodies the human interface by utilizing light, sound, pressure, etc. in time and space. In this paper, we have studied the creation of fractal image by the Mandelbrot technique and proposed the interaction method for it to be converted into a variety of forms. By using the proposed method, a variety of image transformation such as printmaking effect, sketch effect, Pop Art effect can be performed, according to clicking a certain fraction on the created fractal image screen by a user mouse. Interactive image generated in this study are expected to be used for trade shows, promotional products, media art design.

A study on user behavior of IPTV-based interactive public services (IPTV기반 양방향 공공서비스 이용형태에 관한 연구)

  • Park, Joo-Gi;Choi, Eun-Bok
    • Journal of The Korean Association of Information Education
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    • v.13 no.3
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    • pp.393-400
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    • 2009
  • As one of leading media converging broadcasting and telecommunications, IPTV is required to pursuit the idea of public interest from broadcasting industry and universal service from telecommunications industry as well as satisfying industrial effect. It needs to consider both industrial effect and public benefit when vitalizing IPTV services. The project of providing IPTV-based interactive public services is expected to enhance accessibility of public services, present shape of new public service in broadcasting-telecommunication convergence environment, resolve the shortage in contents supply which is one of most important problems in IPTV services. In this research understanding the overall response such as service usage status, satisfying/dissatisfying factor, trend of preference of the customer using IPTV-based interactive public services, we analyze what the public service mean in IPTV environment and public identity of IPTV. And we have investigate effective developing method and ripple effect of IPTV-based public services on broadcasting and telecommunications converged ecosystems.

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Consumers' perceptions of interactive digital signage in a fashion store - An application of the technology acceptance model - (패션매장에서의 인터랙티브 디지털 사이니지에 대한 소비자 인식 - 기술수용모델을 중심으로 -)

  • Yoon, Do-Yeon;Park, Ga-Hyeon;Lee, Hyun-Hwa
    • The Research Journal of the Costume Culture
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    • v.26 no.6
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    • pp.836-851
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    • 2018
  • Digital signage in a smart store would engage and invoke responses from consumers because good in-store experiences are more important than ever. Thus, the present study investigates consumer perceptions of interactive digital signage integrating technology acceptance model. Specifically, the current study examined 1) the effects of personal and fashion innovativeness on interactivity; 2) the effect of interactivity on perceived usefulness, ease of use, and enjoyment; and 3) the effects of perceived usefulness, ease of use, and enjoyment on intentions to use the products and the store, visit the store, and engage in word-of-mouth. As a pre-study, two researchers visited the smart stores of six brands in Seoul, all of which integrate various technologies in the fashion field. A video clip was developed as a stimulus to the study. A total of 214 responses were gathered and analyzed. The results were as follows. Personal innovativeness has a significantly positive effect on interactivity, whereas fashion innovativeness has no significant effect. Interactivity had positive effects on the perceived usefulness, ease of use, and enjoyment. Consumer responses (i.e., intentions to use, visit, and engage in word-of-mouth) were predicted by usefulness and enjoyment, but not by ease of use. The findings of this study could provide the fashion industry and retailers practical and valuable insights into enhancing consumers' in-store experiences through the use of interactive digital signage.

The Impact of Nature of Purchase and Purchase Utility on Purchase Intention According to Retailtainment (리테일테인먼트에 따라 구매특성과 구매효용이 구매의도에 미치는 영향)

  • Oh, Hyun-Seok;Cheon, Hongsik J.
    • Journal of Distribution Science
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    • v.16 no.12
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    • pp.57-68
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    • 2018
  • Purpose - The development of technologies lead the volume of sale on online market increase but an off-line shopping center is still a core component in the omni-channel strategy. It is generally thought that high-level retailtainment on brick and mortar store affects purchase intentions positively, but some previous studies dispute that and have reported that retailtainment does not affect purchase intentions. So we have studied the additional factors' effect - the nature of purchase and utility - with retailtainment. Research design, data, and methodology - There are 8 treatment groups which were assigned by the method of retailtainment (high vs. low), nature of purchase (essential vs. non-essential), and utility (acquisition vs. transaction). A total of 240 subjects (office workers = 163, 68%; undergraduates = 77, 32%; average age = 30s; female = 39%) were divided into groups and exposed to one of the eight scenarios. Participant's purchase intention was the dependent, and ANOVA and L-matrix were used to analyze for main and interactive effects between factors. Results - First, the main effect and interactive effect between retailtainment and the nature of purchase are significant. We also found that the contrast between essential and non-essential at low-level retailtainment is higher than that of high-level retailtainment. Second, in the case of retailtainment and utility, transaction utility under high-level retailtainment affects purchase intentions positively. Third, between the nature of the purchase and utility, the main effect of the nature of purchase and the interactive effect is significant, but the main effect of utility is not significant. In the case of non-essential goods, the purchase intention was high when transaction utility was provided but in the case of essential goods, acquisition utility increased purchase intentions. Finally, when transaction utility is given, purchase intentions of essential goods increase under low retailtainment, and the purchase intentions of non-essential goods increase under high retailtainment. Conclusions - When customers buy essential goods, discounts decrease purchase intentions. During the season for bargain sales, purchase intentions increase when retailtainment of essential goods is low, and retailtainment of non-essential goods is high.

An Interactive UCC Creation and the Effect Analysis (상호작용 UCC의 제작 및 효과 분석)

  • Kim, Min-Su;Boo, Kyung-Min;Im, Kyung-Duk;Ko, Seong-Bo;Kim, Seong-Baeg
    • Science of Emotion and Sensibility
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    • v.13 no.3
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    • pp.459-466
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    • 2010
  • Recently, UCC, which stands for User Created Content, has emerged in various media industries including Internet. However, there exists little research regarding interaction to overcome the drawback of UCC, one way superficial form. In particular, little research has been done on the creation and effect of experiential UCC type. In the existing research, the interactive feature shows to bring the effectiveness in the field of education or promotion. So, in this study, we examine the problem of provider-centered UCC and to solve this problem, we propose a new experiential UCC form with interactive functionality by adapting the product test between UCCs. From the results of the analysis on the effectiveness of UCC after users experience the proposed UCC related to water industry, watching the interactive UCC represented the values of the higher levels in the aspect of recognition change than watching the existing UCCs. Also, the outcome showed that if this interactive UCC invigorates, UCC application will be very useful in eduction, industry, and promotion. From the analysis of the question instrument on whether an interactive UCC would be helpful or not, the positive response ratios was 84% in promotion, 70% in education, and 52% in industry, respectively.

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The Effect of the Interactive Flow on Convective Heat Transfer from Two Vertical Parallel Plates (수직 평행 평판에서 상호작용 유동이 대류 열전달에 미치는 영향)

  • 김상영;이재신;양성환;권순석
    • Transactions of the Korean Society of Mechanical Engineers
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    • v.15 no.3
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    • pp.992-1000
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    • 1991
  • 본 연구에서는 두개의 수직 평행 평판의 혼합대류 열전달에 대하여 평판간격 과 평판온도를 변수로 하여 수치해석과 실험을 행하였다.

Study on the Characteristics of the User Space Perception through the Use Dewey's Theory of Experience (존 듀이의 경험이론을 통한 이용자 공간 지각 특성 연구)

  • Koh, Gwi-Han;Kim, Jung-Gon;Kang, Min-Gi
    • Korean Institute of Interior Design Journal
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    • v.22 no.3
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    • pp.100-107
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    • 2013
  • In smart era, concept of User experience has been an important issue both in academic and practical areas in recent years. Interactive space became one of the major design paradigms. For elevating the interactive effect, we need user?centered design methodology which uses the influential factors on the interactivity. As, well developed information technology made a lot of changes to various fields of our society, interactive space with the concept of HCI became a big issue in environmental design field. In this interactive space, various types of informative factors of the given space are sent using sensor and computer networking technology to the main system. So, a user's movement in the space in more than just a movement itself-user's movement now forms a important spatial structure that leads the narrative of the space. in this research, I will come up with the problems that the interactive space has right now, and analyze what the public space must have, and combine them with interactive space by HCI theory. architecture space is not the old space adapting digital technology. In order to take the role as new space paradigm. environment and technology, it has to develop technology continuously and experimental space at the same time. It must have co-evolution of architecture space field and others through organic network. by that, the evolution of space will be in the way that combines space which is responded to human emotion and user centric human friendly.