• Title/Summary/Keyword: Media experience

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The Role of Brand Page Experiences on Consumer Engagement in Social Media

  • Park, Jee-Sun;Ha, Sejin
    • Journal of the Korean Society of Clothing and Textiles
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    • v.44 no.3
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    • pp.499-515
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    • 2020
  • This study develops and empirically tests a comprehensive model of consumers' brand page experiences that illuminates dynamics among perceived values (practical value, stimulation, enjoyment, and social identification), brand page engagement dimensions (cognitive engagement, affective engagement, and behavioral engagement) and brand loyalty. An online survey was employed for data collection. We collected 358 usable responses for data analysis. Structural equation modeling results show that three dimensions of perceived values (practical value, perceived enjoyment, and social identification) positively affect brand engagement dimensions, while perceived stimulation affects affective engagement only. As for the roles of brand page engagement, affective and behavioral engagement positively influence brand loyalty. This study demonstrates how consumers' perceived values of brand page experience influence each dimension of brand page engagement and how each dimension has a different impact on brand loyalty. The results of this study provide substantive contributions to the consumers' brand page experience and engagement literature and brand page management on social media for developing brand loyalty.

The Effect of the Experience Factors of New Media Art on the Motivation (뉴미디어아트의 경험요소가 이용동기에 미치는 영향에 관한 연구)

  • Yoon, Yeosun;Ahn, Byeonghoon
    • Journal of the Korea Convergence Society
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    • v.13 no.4
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    • pp.279-285
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    • 2022
  • The development of various media and technologies as a digital paradigm brought about a change in perception of the times along with the culture and art industry, and the innovative influence of new media accelerated the change in the environment for experiencing art. Technological and art converge and emerge due to changes in the digital environment, and New Media Art centered on interaction and participation enables two-way communication. As research on the interaction between domestic and foreign digital paradigms and New Media Art continues, this study also focused on this. In this study, the elements of experience in New Media Art were defined and their effects on motivation to use them were verified. In New Media Art, based on the theoretical basis of the existing experience factors and applying and analyzing the factors of motivation, it was verified that the factors of experience were applied as very useful variables, and it was confirmed that they actually affect usage motivation. The conclusion and significance of this study were discussed in that it was an early study that was used as a path on the use motives of experienced users according to the interaction characteristics in New Media Art.

The Effect of Presence and Interactivity of Digital Signage Using 3D Virtual Reality on Brand Experience and Attitude (3D 가상현실을 이용한 디지털 사이니지의 실재감과 상호작용성이 브랜드 경험과 태도에 미치는 효과)

  • Han, Kwang-Seok
    • Journal of Digital Convergence
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    • v.17 no.4
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    • pp.299-307
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    • 2019
  • In this study, we experimented with experience of digital signage using Virtual Reality technology, and the difference between presence and interactivity in brand experience and digital signage attitude. We conducted a two-way MANOVA analysis with cognitive presence, emotional presence, and media presence as the independent variable and interactivity level(high vs low) as dependent variables and the brand experience and attitude as dependent variables. First, cognitive presence was found to be most effective through behavioral experience when low interactivity. Second, emotional presence also has a positive effect on emotional experience when the level of interactivity is low. Third, media presence has a positive effect on emotional experience if the level of interactivity is low. This study suggests a communication strategy to communicate presence according to the characteristics of media strategy and technology through appropriate level of interactivity when using digital technology. Future research requires a qualitative approach rather than a quantitative one in terms of interactivity.

The Formation of New Game Generation in Game-Extended Space : Focused on the Experience Game (게임-확장공간에서의 '게임적 신인류'의 형성 : 체감형 게임을 중심으로)

  • Kim, Jae-Young;Sung, Jung-Hwan
    • Journal of Korea Game Society
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    • v.10 no.5
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    • pp.3-13
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    • 2010
  • This paper focuses on the sequences between game performance, game experience, game generation. Present-day the game has powerful effects to form new human species as game generation. Especially, the experience game is important because it could have one of the most powerful effect by characteristics of own interface. First of all, this paper analyzes a experience of the experience game and researches the game-extended space. Secondly, We create concept of 'new game generation' in order to explain new human species on the experience game. So we can reveal the social meaning of accelerated present state by the experience game through this new analysis.

Relationships between Perceived Outcome of SNS Use and Social Capital: Focused on Moderating Effects of Victim and Offender Experiences (소셜미디어 사용의 지각된 성과와 사회자본과의 관계 - 피해경험과 가해경험의 조절효과를 중심으로 -)

  • Kim, Sora
    • The Journal of the Korea Contents Association
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    • v.20 no.9
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    • pp.448-460
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    • 2020
  • The purpose of this study is to examine the effects of negative experiences on social capital in order to see if the adverse functions of social media could be a barrier to the promotion of social capital through the use of social media. The study verified the moderating effect of perceived performance from social media and negative experiences(victim experience and offender experience) on social capital. The online survey was conducted in November 2019, and a total of 846 responses were used for the final analysis. As a result of the two-step regression analysis using the mean-centering technique first, it was found that the victim experience had no significant effect on the bridge social capital, but the perceived performance and the victim experience had negative moderating effect on the bridge social capital. Second, the victim experience showed a significant positive effect on the binding social capital, but showed a negative moderating effect with the perceived performance indicating positive influence on the binding social capital of the perceived performance could reduce through victim experience. Accordingly it is necessary to educate social media users on the cyber ethics, and regulation is required to mitigate risk factors for trust.

Experience Expansion of Interface through Meta-Thinking in Digital Media -Focused on Augmented Things and Media Art Cases- (디지털 미디어에서 메타적 사고를 통한 인터페이스의 경험 확장 -증강된 사물, 미디어 아트 사례를 중심으로-)

  • Seo, Hyun-Seok;Song, Sang-Min;Han, Ki-Eun
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1009-1014
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    • 2009
  • Meta-thinking is a kind of thinking beyond certain scope or border, which sees objects as an expanded definition exceeding its essence. It can be experienced when people come into contact with new things. As for digital media, experience acquired from computer screen makes users' thinking be changed continuously and help their thinking to be expanded. Today, studies on development of digital technology regarding virtual reality (VR) and experience obtained from digital media become a topic of conversation, however, this experience depends on the sense of sight through screen. Actually, transparent experiences in digital media are not the same with those in real world, therefore, this study investigated experience expansion through interaction with real things which are much closer to daily lives than virtual experiences. It can be found in media art which induces positive participation of audiences and shows them a new meaning through delight and amusement experienced in the process of interaction. Visual expression in digital media should be more than spectacular which is only full of excessive images. In addition, interface should not be remained as an expression from technological attempts, instead, it is necessary to find humans aspiration with meta-thinking which accepts things expansively and visualize their experiences.

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Information Sharing and Evaluation as Determinants of Spread of Fake News on Social Media among Nigerian Youths: Experience from COVID-19 Pandemic

  • Sulaiman, Kabir Alabi;Adeyemi, Ismail Olatunji;Ayegun, Ibrahim
    • International Journal of Knowledge Content Development & Technology
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    • v.10 no.4
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    • pp.65-82
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    • 2020
  • This study examined information sharing and evaluation as determinants of the spread of fake news among Nigerian youths on social media using experience from COVID-19 pandemic. A descriptive survey design was adopted for the study and a Web-based questionnaire (Google Forms) was used to collect data for the study. The total responses of 278 were collected from the participants, which represents the unit of analysis. The finding of the study revealed that most Nigerian youths used Facebook, Twitter, WhatsApp and Instagram to share information on COVID-19. However, only a few Nigerians used Linkedln and other types of social media to share information on COVID-19. It was also found that building a relationship with social media communities, enjoyment and risk taking, and political inclination influence the sharing behavior of Nigerian youths during the COVID-19 pandemic. Results show that social media handle/page found sharing of fake news on COVID-19 especially on the treatment, vaccines numbers of cases and symptoms. The study concludes that there is a positive relationship between information evaluation and the spreading of fake news on COVID-19 among Nigerians. Information sharing and evaluation should be done with the utmost level of objectivity and sincerity.

Investigating Consumer Innovativeness for New Media Infusion: Role of Literacy in the Context of OTT Services in Korea

  • Park, Keon Chul;Lee, Sangmin
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.16 no.6
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    • pp.1935-1952
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    • 2022
  • Consumer innovativeness plays a vital role in explaining consumer dynamics, such as adoption, usage, and behavioral intention, in the new world of disruptive online media. This empirical study aimed to examine the importance of consumer innovativeness and digital literacy in the adoption and expansion of new technology-based media services, focusing on OTT services. Extending the theory of adoption of new technologies by innovators to new media environment centered on OTT services, it examines the influence of the four dimensions of motivated consumer innovativeness on OTT service usage. The Korea Media Panel Data of 2019, where overall ICT usage and media consumption of a broad panel of respondents was collected, was used for the analysis. From the data of 10,864 respondents, 4,031 (37.1%) were found to have experience in using OTT services. To clarify the mediating effect of digital literacy on the correlations between cognitive innovativeness of consumers and their use of OTT services, Process Macro Model 4 was used. The bootstrap method was applied to reveal that all four dimensions of consumer innovativeness have a significant indirect effect on new media usage through digital literacy, thus indicating how digital literacy plays an important role in the spread of new digital services in addition to consumer innovativeness. The findings are important in that they can help in the efforts to introduce new technologies to the public and educate them to improve their digital literacy so that they can enjoy the complete experience of using these new digital products.

MPEG-I Immersive Audio Standardization Trend (MPEG-I Immersive Audio 표준화 동향)

  • Kang, Kyeongok;Lee, Misuk;Lee, Yong Ju;Yoo, Jae-hyoun;Jang, Daeyoung;Lee, Taejin
    • Journal of Broadcast Engineering
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    • v.25 no.5
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    • pp.723-733
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    • 2020
  • In this paper, MPEG-I Immersive Audio Standardization and related trends are presented. MPEG-I Immersive Audio, which is under the development of standard documents at the exploration stage, can make a user interact with a virtual scene in 6 DoF manner and perceive sounds realistic and matching the user's spatial audio experience in the real world, in VR/AR environments that are expected as killer applications in hyper-connected environments such as 5G/6G. In order to do this, MPEG Audio Working Group has discussed the system architecture and related requirements for the spatial audio experience in VR/AR, audio evaluation platform (AEP) and encoder input format (EIF) for assessing the performance of submitted proponent technologies, and evaluation procedures.

Video Quality Assessment Based on Short-Term Memory

  • Fang, Ying;Chen, Weiling;Zhao, Tiesong;Xu, Yiwen;Chen, Jing
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.15 no.7
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    • pp.2513-2530
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    • 2021
  • With the fast development of information and communication technologies, video streaming services and applications are increasing rapidly. However, the network condition is volatile. In order to provide users with better quality of service, it is necessary to develop an accurate and low-complexity model for Quality of Experience (QoE) prediction of time-varying video. Memory effects refer to the psychological influence factor of historical experience, which can be taken into account to improve the accuracy of QoE evaluation. In this paper, we design subjective experiments to explore the impact of Short-Term Memory (STM) on QoE. The experimental results show that the user's real-time QoE is influenced by the duration of previous viewing experience and the expectations generated by STM. Furthermore, we propose analytical models to determine the relationship between intrinsic video quality, expectation and real-time QoE. The proposed models have better performance for real-time QoE prediction when the video is transmitted in a fluctuate network. The models are capable of providing more accurate guidance for improving the quality of video streaming services.