• Title/Summary/Keyword: Internet perception

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The Influence of User Experience Elements of Digital Music Access Platform on User Loyalty: Mediation Effect of Usefulness Perception, Epidemic Perception

  • Zhang, Weiwei
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.7
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    • pp.45-52
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    • 2019
  • With the popularity of mobile Internet and smart phones, the domestic digital music access platform has entered a period of rapid development. Existing studies in the academic circle have shown that experience has a positive impact on user perception and loyalty. However, the research on the relationship between brand loyalty, user perception and user experience of Internet products has not received much attention. Starting from the brand loyalty theory and user experience theory, this paper explores the mechanism of user experience, user perception and brand loyalty of digital music access platform. Based on the development status of digital music access platform in China, the purpose is to explore how the user experience of the mainstream digital music access platform can affect Usefulness Perception, Epidemic Perception. And to explore how the Usefulness Perception, Epidemic Perception can affect users' brand loyalty. also further explore the role of users' perception in this process to understand the relationship between brand and user experience. In practical operations, 398 formal questionnaires were issued online to collect first-hand data, and reliability analysis, factor analysis, correlation analysis and hypothesis analysis were carried out successively on the data in the later stage. Through research, it is found that the user experience of digital music access platform has a partial significant impact on the perception and loyalty of applications. The visual presentation and emotional feelings of digital music access platform are positively correlated with the perceived usefulness of applications. The visual presentation and emotional feelings of digital music access platform are positively correlated with the perceived popularity of applications. The e perceived usefulness and perceived popularity of the digital music access platform are positively correlated with the loyalty of the application. Through this research, it has certain guiding significance to the promotion of digital music access platform's brand loyalty degree.

Related Factors on Computer Game Addiction, Health Perception and Health Promoting Behaviors in Elementary School Students (초등학생 컴퓨터 게임중독, 건강지각 및 건강증진 행동 관련요인 분석)

  • Jang, Young-Nam;Lee, Moo-Sik;Hong, Jee-Young;Hwang, Hae-Jung
    • Korean Journal of Health Education and Promotion
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    • v.26 no.3
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    • pp.63-74
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    • 2009
  • This study was aimed to assess the degree of addiction on computer games and find factors related to game addiction, health perception and health promoting behavior in elementary school students. A study subjects were 814 students in 5th and 6th grades at 4 elementary schools in a city and a county. The items in questionnaire was consisted of general characteristics, circumstances and habits related to utilization of computer and internet game playing, and degree of addiction, health perception and health promoting behavior. We analyzed data using chi-square test, t-test, ANOVA, and multiple regression analysis. In multiple regression analysis, addictiveness on internet game was significantly related to type of computer utilization, frequency and duration of internet game playing, gender, after-school activities, grade points, economical status, and location of computer in a house. Health perception was significantly related to addiction points, gender, residential area, and grade points. And health promoting behavior was significantly related to addiction points, grade level, grade points, and health perception points. Since health promoting behaviors of children in elementary school are in the way of making, their degree of addiction to computer games can greatly influence their attitude towards health and their future life pattern as adults. Therefore an educational prevention program including counselling on game addiction should be devised. And researches will be needed for developing the Korean standard for measuring degree of addiction and a prevention program for peer group's game addiction.

Effects of Service Quality Perception on Consumer Satisfaction and Loyalty according to Clothing Involvement at Internet Shopping Mall (인터넷 쇼핑몰에서 의복관여도에 따른 서비스 품질 지각이 소비자 만족과 충성도에 미치는 영향)

  • Park, Eun-Joo;Kang, Eun-Mi;Choi, Ju-Young
    • Fashion & Textile Research Journal
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    • v.11 no.4
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    • pp.549-555
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    • 2009
  • The purpose of this study was to investigate the effects of service quality on consumer satisfaction and loyalty according to clothing involvement at internet shopping mall. Data were obtained from 400 college students living in Busan. Data were analyzed by factor analysis, reliability analysis, cluster analysis, t-test and regression analysis using SPSS WIN 14.0. The results indicate that companies of shopping mall striving for consumer loyalty should focus primarily on satisfaction and service quality perceived by consumer at Internet. The effects of clothing involvement on the association of consumer loyalty, satisfaction and perceived service quality are significant. This finding provides the information being efficient to develop marketing implications related to internet shopping mall.

Developing Internet Shopping Mall Strategy through CSF Analysis Based on Cognitive gap between Customers and Managers (CSF 분석을 통한 인터넷쇼핑몰 전략 -고객과 기업의 인식차이를 중심으로-)

  • 서영호;채영일;이현수
    • Journal of Korean Society for Quality Management
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    • v.29 no.1
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    • pp.160-172
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    • 2001
  • The purpose of this study is to develop a successful strategy that can satisfy customer needs effectively based on the recognition of cognitive gaps toward the Internet shopping mall between managers and customers. Internet shopping mall becomes a main cyber space for future shopping, Despite some pessimistic view on the future of cyber shopping, the amount of purchase in Internet shopping has increased continuously and dramatically. In order to compare and analyze the cognitive difference between managers and customers, this study investigates the view of managers as Internet shopping mall operators as well as that of customers. Questionnaires and brief interviews were carried out to collect empirical data. Empirical results find the significant cognitive gap in the perception of importance of factors affecting shopping malls between managers and customers. After analysing the empirical data with statistical methods, this study finds that six of nine factors show significantly different views in perception of Internet shopping mall between managers and customers. The findings of this study can be employed to implement an Internet shopping mall strategy to better serve customer needs and requirements to gain competitive advantage in this emerging market with growing competition.

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A Study on Colour Perception according to the Edge Brightness in Graphic Images (그래픽 영상에서 테두리 밝기에 따른 색채 인지 연구)

  • Hong, Ji-Young
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.21 no.4
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    • pp.31-36
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    • 2021
  • Colour properties can be classified based on hue, brightness, and saturation, and the characteristics of colour perception vary by colour property. In terms of colour perception, surrounding colours are viewed together rather than independently, and the characteristics of the original colour perception may vary depending on the colour characteristics of the surrounding. Thus far, research on colour perception and sensibility has focused on a monotonic environment, which is different from colour perception in real life. As such, a fundamental study on colour perception considering surrounding colours must be conducted. In this study, a psychophysical experiment was conducted, and the results were analysed to study the colour perception characteristics by edge brightness, Edge brightness was set as a variable based on the visual traits that are most sensitive to brightness, and the experiment was conducted using the Munsell colour system to specify the stimulus colour. Based on the analysis of the experimental outcomes, this study reveals the significance of fundamental research data on the visual and perceptual characteristics of colour perception with regard to edge brightness and provides directions for future research.

A Robust and Device-Free Daily Activities Recognition System using Wi-Fi Signals

  • Ding, Enjie;Zhang, Yue;Xin, Yun;Zhang, Lei;Huo, Yu;Liu, Yafeng
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.14 no.6
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    • pp.2377-2397
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    • 2020
  • Human activity recognition is widely used in smart homes, health care and indoor monitor. Traditional approaches all need hardware installation or wearable sensors, which incurs additional costs and imposes many restrictions on usage. Therefore, this paper presents a novel device-free activities recognition system based on the advanced wireless technologies. The fine-grained information channel state information (CSI) in the wireless channel is employed as the indicator of human activities. To improve accuracy, both amplitude and phase information of CSI are extracted and shaped into feature vectors for activities recognition. In addition, we discuss the classification accuracy of different features and select the most stable features for feature matrix. Our experimental evaluation in two laboratories of different size demonstrates that the proposed scheme can achieve an average accuracy over 95% and 90% in different scenarios.

A Multi-level Perception Security Model Using Virtualization

  • Lou, Rui;Jiang, Liehui;Chang, Rui;Wang, Yisen
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.12 no.11
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    • pp.5588-5613
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    • 2018
  • Virtualization technology has been widely applied in the area of computer security research that provides a new method for system protection. It has been a hotspot in system security research at present. Virtualization technology brings new risk as well as progress to computer operating system (OS). A multi-level perception security model using virtualization is proposed to deal with the problems of over-simplification of risk models, unreliable assumption of secure virtual machine monitor (VMM) and insufficient integration with virtualization technology in security design. Adopting the enhanced isolation mechanism of address space, the security perception units can be protected from risk environment. Based on parallel perceiving by the secure domain possessing with the same privilege level as VMM, a mechanism is established to ensure the security of VMM. In addition, a special pathway is set up to strengthen the ability of information interaction in the light of making reverse use of the method of covert channel. The evaluation results show that the proposed model is able to obtain the valuable risk information of system while ensuring the integrity of security perception units, and it can effectively identify the abnormal state of target system without significantly increasing the extra overhead.

An Empirical Study on the Determinants of e-Trust in Internet Shopping Mall -Focuse on Comparing Import Agency Service Mall with General Internet Shopping Mall- (인터넷쇼핑몰에서 e-Trust 결정요인에 관한 연구 - 수입대행몰과 일반쇼핑몰 비교를 중심으로 -)

  • Song, Sun-Yok
    • THE INTERNATIONAL COMMERCE & LAW REVIEW
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    • v.43
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    • pp.423-453
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    • 2009
  • Import Agency Service Mall, which provide customers not only with convenient shopping experiences but also with purchasing, warehousing, shipping, and customs clearance services, have been playing a significant role in rapidly transforming Korean consumers into global consumers. The consumers' great demand for foreign goods(services) created Import Agency Service Mall(referred to hereafter as IASM) as a new business model of distribution and consumption, which seems to grow rapidly. Accordingly, this study examined the e-Trust by analyzing the characteristics of IASM, determinants of trust, risk perception and its association with e-Trust in IASM, and finally applying the result to general internet shopping mall(referred to hereafter as GISM). The following results came out from the analysis: First, from the result of checking these two types of internet shopping mall consumers have different determinants of trust. Second, from the question if two types perceive different risk, purchasing the foreign goods, it came out that they showed critical difference in variable relevant to goods delivery and customer service. IASM perceived risk from those two variables more than GISM Third, from the review of the relationships between determinants of trust and risk perception variables, IASM showed interrelation among all the variables except between customer service and perceived risk. Fourth, the researcher examined how the risk perceived in the course of purchasing goods has an effect on consumers e-Trust. In case of IASM, risk perception relevant to customer service had an effect on consumer e-Trust. To the contrary, incase of GISM, risk perception didn't have any effect on e-Trust. Finally, from the review of interrelation between determinants of trust and consumer e-Trust, it came out that for IASM capability had an effect on consumer e-Trust and for GISM consumer service had an effect on consumer e-Trust.

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Internet Apparel Shopping: Perception of Risk among South Korean Female College Students in the Apparel Major (한국 여대생의 인터넷을 통한 의류제품 구입시의 인지위험 - 의류학 전공자를 대상으로 -)

  • Ko, Seung-Bong;Salusso, Carol J.;Sprott, David E.;Hwang, Choon-Sup
    • Journal of the Korean Society of Clothing and Textiles
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    • v.31 no.6 s.165
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    • pp.869-878
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    • 2007
  • The purpose of this study was to investigate perception of risks among South Korean female college students within the process of purchasing apparel products through the Internet. The study was implemented by descriptive survey method using questionnaire and subjects consisted of 324 South Korean female college students. Findings of the study showed that the purchasing process particularly regarding delivery and security issues seemed to be a strong concern. On the other hand, unique selection such as apparel brands only available through the Internet was a strong appeal to 37.7% of subjects. Factor analysis profiled risk perception as: 1) Internet Shopping Selection Preference, 2) Delivery Problems and Lack of Security 3) Product Quality and Characteristics 4) Return Policy Difficulties and 5) Fair Prices. Discriminant analysis showed Factors 1, 2 and 3 were significant in helping to differentiate among Non-Purchasers, Fewer-purchasers and Many-Purchasers. Factor 1 and 3 helped differentiate among respondents relative to age range. Across all types of purchasers, offering unique selections of cutting edge fashions and improving risk perception relative to delivery and security concerns seemed important for gaining greater market share. Being able to delivery quality products and communicate product characteristics would be a powerful competitive edge to add to the incentive of convenience in shopping for apparel on the Internet.

A study on Metaverse keyword Consumer perception survey after Covid-19 using big Data

  • LEE, JINHO;Byun, Kwang Min;Ryu, Gi Hwan
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.4
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    • pp.52-57
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    • 2022
  • In this study, keywords from representative online portal sites such as Naver, Google, and Youtube were collected based on text mining analysis technique using Textom to check the changes in metqaverse after COVID-19. before Corona, it was confirmed that social media platforms such as Kakao Talk, Facebook, and Twitter were mentioned, and among the four metaverse, consumer awareness was still concentrated in the field of life logging. However, after Corona, keywords from Roblox, Fortnite, and Geppetto appeared, and keywords such as Universe, Space, Meta, and the world appeared, so Metaverse was recognized as a virtual world. As a result, it was confirmed that consumer perception changed from the life logging of Metaverse to the mirror world. Third, keywords such as cryptocurrency, cryptocurrency, coin, and exchange appeared before Corona, and the word frequency ranking for blockchain, which is an underlying technology, was high, but after Corona, the word frequency ranking fell significantly as mentioned above.