The purpose of this study was to analyze the factors that affect the satisfaction of smart seniors using smartphone delivery applications. We established the hypothesis by dividing the factors that will affect the satisfaction of smart seniors using smartphone delivery applications into the characteristics of the delivery app and the personal characteristics of the smart senior. In order to verify the hypothesis, we surveyed adult men and women aged 50 to 65 years old who had experience using delivery apps, and we performed confirmatory factor analysis, correlation analysis, and path analysis to perform statistical processing for data analysis. The analysis results are as follows. First, we found that usefulness among the characteristics of delivery app had a statistically significant positive effect on the delivery app satisfaction of smart seniors. Second, we found that social empathy among the personal characteristics of smart seniors had a statistically significant positive effect on the delivery app satisfaction of smart seniors. Third, we found that delivery app satisfaction had a statistically significant positive effect on reuse intention. Based on research result, we suggested that in order to improve the satisfaction and use of delivery app by smart seniors, it is necessary to develop delivery app that can be usefully used by smart seniors and focus on social empathy.
The Journal of the Institute of Internet, Broadcasting and Communication
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v.21
no.4
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pp.149-156
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2021
OTT service, which allows video content to be viewed as a streaming service on the Internet network, has recently attracted a lot of attention, and the number of users is also increasing rapidly. It would be a natural strategy for OTT companies to acquire more content to gain a competitive advantage in relations with traditional media companies and other OTT companies. However, there are research results to show that the investment in facilities by Internet service providers who must transport the increasing Internet traffic from OTT provider to end users should increase as the amount of Internet traffic originated by OTT services also increases. This study empirically analyzed how content investment by Netflix, a leading OTT company, affects its revenue growth and network investment by Internet service providers through a polynomial distributed lag model. And the analysis results show that Netflix's content investment contributes to the company's increase in revenue, and also has an effect on the increase in network investment by Internet service providers. This result confirms that OTT operators' content acquisition strategy is a valid management strategy, and empirically supports the study results that OTT operators need to share the cost of Internet network facility investment.
Kim, Young Lag;Park, Sang Hyeok;Cho, Jae Hee;Park, Jeong Sun
The Journal of Information Systems
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v.30
no.4
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pp.173-202
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2021
Purpose This study explored overall phenomena in context such as YouTube channel operation, strategy, and profit generation through interviews with two research participants who started their own businesses and are recognized as influencer on YouTube and analysis of viewer responses to uploaded contents. With the explosive growth of YouTube content provision and use, previous studies on YouTube are only being conducted individually on YouTube's content, influence, and content providers, so it is need to explore YouTube channel operations and the effect of revenue generation in context from an integrated perspective. Therefore, the purpose of this study is to present an integrated model that provides a specific process by contextually linking the factors and results influencing YouTube channel operation and revenue generation phenomena to individuals and companies who are trying to operate YouTube channels for the first time. Design/methodology/approach This study systematized and structured the overall phenomena in context such as YouTube channel operation, communication strategy, effect on revenue generation, and YouTube channel operation results by selecting interview subjects and collecting data through interviews, and analyzing viewer reactions (likes, comments, etc.). Due to the lack of previous studies exploring integrated phenomena, research analysis used Strauss & Corbin (1998)'s grounded theory approach, which presented inductive research methods to discover new theories by structuring concepts and categories based on detailed observations and information provided by interviewees. Findings The academic implication of this study is that while previous studies are conducted as individual studies on YouTube's content, influence, and content providers in the current situation where YouTube content provision and use are exploding, it integrally explores and presents an integrated model throughout the process. In addition, taking into account the lack of previous studies, it can be found in the aspect of using the grounded theory approach, an inductive theory approach that establishes a new theory. The practical implications can be found in that it presented practical directions to beginners who want to start operating YouTube channels by identifying operational preparations, communication strategies with viewers, and response management strategies.
This study conducted a questionnaire survey on 280 people who had experience of using mobile augmented reality-based online concerts. Using the SPSS 21.0 and AMOS 21.0 programs, the factors affecting the intention to reuse were investigated through statistical analysis(correlation analysis, path analysis, etc.). The main results are as follows. First of all, Presence and interactivity had a positive effect on flow, perceived ease of use and perceived usefulness. Flow had a positive effect on perceived ease of use and perceived usefulness. Perceived ease of use had a positive effect on perceived usefulness, and perceived usefulness had a direct positive effect on intention to reuse whereas perceived ease of use had an indirect effect on intention to reuse through perceived usefulness. In order to increase the intention to reuse of the mobile augmented reality-based online concert, it is necessary to prepare a plan to increase the level of presence, interactivity, and flow experienced by users. This study identified factors that affect the intention to reuse online concerts based on mobile augmented reality in an untact society. Therefore, it will be meaningful in that it presents the implications necessary to prepare a plan that can be efficiently accepted by consumers for the rapidly growing mobile augmented reality-based online concert.
Recently, the method of contacting and purchasing NFT art has been popularly evolving, and various prospects and predictions for NFT art have emerged. The discussion of NFT art is mainly a hot topic in terms of market size, profit, and sustainability. As the transition to digital accelerated after COVID-19, almost all genres of culture and arts faced a forced transition with the topic of combining digital and technology, but in terms of profitability, it was generally difficult to guarantee positive continuity. On the other hand, the combination of art and blockchain, and the new distribution method called NFT, attracted a lot of attention by causing fundamental changes that lead to technological transformation, continuity through profit creation, and even genre expansion of visual art. The discourse on NFT and the art market is a recent phenomenon and is being discussed focusing on statistics and numerical reports through data from newspapers and art-related research institutes rather than academic analysis or research. However, discussions related to NFT art should be considered in various aspects, such as the incorporation of technology and art, changes in distribution methods, and changes in creative methods according to media changes, not just short stories of phenomena such as high prices and winning bids. In this paper, we would like to examine the impact of changes in creators and distribution methods.
Journal of the Korean BIBLIA Society for library and Information Science
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v.33
no.4
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pp.5-25
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2022
The purpose of this study is to analyze the duties and competencies of the teacher librarian required by schools as consumers to operate the curriculum, and to suggest ways to improve their professionality. To this end, the duties and competencies included in 20 job advertisements posted by IB schools to select teacher librarians were analyzed based on the IFLA School Library Guidelines. As a result of the analysis, it was found that the duties and competencies of IB schools are based on the IB curriculum guidelines and this guideline is based on the educational philosophy and learner image that IBO curriculum aims. And the job that schools want the most from the teacher librarian is teaching through library collection management and collaboration, and the main competencies for this are communication and collaboration skills, teaching-learning·curriculum·education design and operation, and digital & media literacy. The results of this analysis show that the professionalism should be based on the vision for the educated person and learner capabilities presented in the curriculum. Based on this results, in this study the ways for developing teacher librarians' professionalism were presented in the following aspects. First, including the educational responsibilities of the school library in the Arrangement and Implementation Guideline of National Level Curriculum. Second, Classifying human resources' duties through revision of the Enforcement Decree of the School Library Promotion Act. Third, reorganizing of basic courses to acquire teacher librarian qualifications and introducing a demonstration of collaborative teaching in the eduactional practice and the certification examination.
Journal of Korea Entertainment Industry Association
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v.14
no.7
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pp.193-202
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2020
This study was intended to present the magnitude of privacy infringement concerns and their relationship to consumer innovation (functional innovation, hedonistic innovation, social innovation, cognitive innovation), to identify differences among groups and to suggest implications for marketing strategies for the spread of new products. The implications of this study are as follows. First, functional innovation has shown that differences exist between groups. Analysts say that sensitive groups are buying products that can simplify their work immediately after release despite concerns over privacy violations. Second, hedonistic innovation has shown that differences exist between groups. These findings suggest that sensitive groups prefer novel products, products that give excitement and excitement about products, and products that give new enjoyment and fun that they have never known before. Third, social innovation has been shown that there is no difference between groups. These analyses show that the self-esteem of using products that others have never experienced before, and the curiosity that anyone envies, are purchased or used first. Finally, cognitive innovation showed that differences existed between groups. These analyses show that new products are purchased when they meet the functions, design, and innovation that consumers want.
COVID-19, which occurred in 2019, has a strong contagious power, has serious symptoms of infection and after-effects, and death in severe cases depending on the underlying disease and symptoms. As COVID-19 is highly contagious, in Korea, screening clinics have been set up across the country to determine whether or not to be positive for COVID-19 and isolate the infected to prevent the spread of COVID-19. However, there are cases where COVID-19 test applicants flock to screening clinics and cannot receive tests due to longer waiting times, and there is a risk that secondary infections may occur in the atmosphere. In this study, the reservation and notification system can be applied from the existing screening care system to solve spatial constraints, reducing waiting time with screening appointments, and solving population bottlenecks to screening clinics. Taking the COVID-19 pandemic as an experience, we propose a system that can present directions in future pandemic situations. To process real-time data, we use Google's Firebase to use Realtime Database in the cloud environment. Because a real-time database is used, users can check the status of screening clinics in real time through the app, make reservations, and receive notifications about test reservations.
In the development of existing games, it is judged that virtual world production was done by arranging game elements one by one. What is noteworthy here is the question of whether quality virtual worlds were efficiently produced in preparation for investment. In this study, we propose a methodology that can build an efficient virtual world based on the concept of modularization in an unreal engine. First, precedents were analyzed and five reference elements for modularization were extracted. In addition, the concept of an instance production pipeline was proposed by dividing it into four stages, and the minimum-unit instance modules for urban virtual world production were compressed into four. Finally, an urban virtual world constructed based on the minimum unit module and reference elements was implemented and presented. In conclusion, research on the production method centered on this efficiency is thought to be able to focus the time that designers or artists had to spend on production only on ideas and creativity. The limitations of the research are that the basic minimum module is limited to the city, and the derived reference elements and production pipelines have not been verified when implementing them with an unreal engine. Therefore, it is expected that various virtual world creation plans will be derived through more advanced modular research.
Recently, Japanese cultural contents are being evaluated as a worldwide content. Among them, the animation takes an overwhelming place in the world market as a Japanese representative content. We need to understand that Japanese animation is being recognized world wide, because Japanese culture was grafted in to and it's very important to apply that to our situation. Cultural content to dominate the world has a fundamentally characteristics derived from regional culture. Cultural content includes elements of particular culture prototype. To investigate into cultural content that has globally used and is valuable, in-depth and systematic research for local (country) culture prototype showed be carried out. Our research aim to provide basic data so Korean animation can be developed as axis of Korean Wave. This compares and analyzes the Culture prototype from Korea and Japanese modern civilized media animation. Specifically for the animation shown in the culture prototype, we aim to - Analyze the content of culture prototype shown in Korea's animation: 'Hopi and Chadol Bawi', 'Heung-Bu and Nol-Bu', 'A Admiral's Diary', and 'Oseam'. - Analyze the content of culture prototype shown in Japan's animation: 'Genji', 'The Spiriting away of Sen and Chihiro', 'The Princess Mononoke', and 'Raccoon War Pom Poko'. - Compare and analyze the content of culture prototype depending on classifying criteria shown between Korea and Japan. We finally want to provide the basic data to develop the creation material for the global animation content based on these two countries throughout this research.
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