• 제목/요약/키워드: Online Collaboration

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대중 집단지성의 사용자 수용 모형에 관한 연구 (A Study on the User Acceptance Model of Mass Collective Intelligence)

  • 이형용;안현철
    • Journal of Information Technology Applications and Management
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    • 제17권4호
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    • pp.1-17
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    • 2010
  • As web technologies evolve and so-called Web 2.0 technologies appear, collective intelligence is being applied in widespread areas. In general, mass collective intelligence like Wikipedia is created, revised, and managed by anonymous participants in an uncontrolled system. Thus, the knowledge provided by mass collective intelligence may be distorted, and may not be true, which may affect the user acceptance behavior. However, there have been few academic studies that analyzed the factors that affect user acceptance of mass collective intelligence, and their relationships. Under this academic background, we develop a model to examine how mass collective intelligence is accepted by users. The theoretical model is validated through an online survey of the Wikipedia users from three universities in Korea. The results reveal that the users will have positive attitude towards adopting mass collective knowledge when they perceive that the knowledge from mass collective intelligence is useful. We also find that the perceived usefulness of the knowledge is affected by perceived knowledge quality and trust in knowledge contributors. The results also suggest that perceived knowledge quality is determined by perceived level of collaboration, perceived objectivity, and recipient expertise, whereas trust in knowledge contributors is determined by natural propensity to trust and perceived objectivity. Theoretical and practical implications about mass collective knowledge are discussed.

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상호작용이 가능한 사회적 U-LEARNING 공동체 설계 (Interactive Social U-Learning Community Design)

  • 김혜진
    • 한국인터넷방송통신학회논문지
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    • 제11권5호
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    • pp.193-201
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    • 2011
  • 본 논문은 개방형 콘텐트에 기반하여 세계 모든 지역 학우들과 상호작용적인 온라인 학습 그룹 경험을 제공하는 개방형 사회적 u-learning 공동체에 대한 전체론적 개념 및 모델을 표현하였다. 상호작용적인 사회적 u-learning 공동체 설계를 통해 학습에 있어서 유비쿼터스 환경이 가지는 장점들을 개념화하고 극대화하도록 한다. 제안된 모델은 최신 웹 기술, 고도의 상호작용을 가능하게 하는 실시간 협력 기술, 관련 콘텐트 및 다른 학습자와 해당 학습자를 연결하여 주는 지능형 추천 시스템, 학습자의 학습 결과를 평가하고 분석하는 기법 등을 통해 가능하다. 따라서, u-learning 설계는 상호작용적이고 매력적이면서 고도로 측정 가능 시스템이어야 한다.

Formalizing the Role of Social Capital on Individuals' Continuous Use of Social Networking Sites from a Social Cognitive Perspective

  • Guo, Yu;Li, Yiwei;Ito, Naoya
    • Asian Journal for Public Opinion Research
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    • 제1권2호
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    • pp.90-102
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    • 2014
  • By integrating useful insights from social cognitive theory and social capital theory, we aim to develop a model for better understanding people's behaviors related to the use of social networking sites (SNSs) and formalize the role of social capital in individuals' continuous SNS use. Propositions that emphasize the triadic interactive relationships among environmental, personal, and behavioral factors were highlighted in this study. After reviewing previous studies, in this paper we proposed the following: (1) the causation between SNS use and individuals' perceived social capital might be mutual; social capital may not only be the result of media selectivity, but could also be an essential stimulus initiating the start of using SNSs; (2) the influences of SNSs use on the generation of individuals' online social capital might be conditional upon particular patterns of use; (3) both the level of dependence on SNSs and the differentiated patterns of SNSs use vary according to individuals' perceived offline social capital and their personal characteristics, for instance, personality or self-construal, and social anxiety.

Drinking Behaviors and Health Problems among Enlisted Soldiers in Thailand

  • Kheokao, Jantima;Yingrengreung, Siritorn;Tana, Prapas;Sunapan, Amornphan
    • Asian Journal for Public Opinion Research
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    • 제5권3호
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    • pp.192-203
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    • 2018
  • Alcohol consumption among soldiers impairs health status, performance, and increases the risks of injuries and violence. This study examined drinking behaviors, health problems, and violence among enlisted soldiers at Adisorn military unit in Saraburi, Thailand. Data collection using self-reported questionnaires were distributed to 256 enlisted male soldiers in May 2017. Participants were age 20-22 (93%), Buddhists (98%), high school education or lower (93%). They purchased alcohol at their own expense (46.5%). For alcohol consumption, all were lifetime drinkers (100%). The current drinking patterns were different 28.5% were current drinkers, 65.5% are currently abstaining from drinking (64.5%), and 6.6% stopped drinking permanently. The top three alcohol beverages were beer (52.3%), brandy (25.0%), and hard liquor (19.5%). Problems related to alcohol were from lost balance/falls (6.7%), illness (10.2%), driving under the influence (19.5%), and accidents (24.2%). Violence from drinking in the past month was from fighting (28.1%). This study is the first to provide information about alcohol-related problems in enlisted male soldiers. There is the need to offer straightforward advice, brief counseling, and refer soldiers to receive treatment to prevent alcohol-related problems. Online social media and web-based programs were recommended as platforms to provide preventive alcohol message to the enlisted.

How Facebook Functions in a Social Movement: An Examination Using the Web Mining Approach

  • Cao, Wenny;Cheong, Angus;Li, Zizi
    • Asian Journal for Public Opinion Research
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    • 제1권4호
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    • pp.268-291
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    • 2014
  • Social media is becoming more and more important in social movements. This study, adopting the web mining approach, attempts to investigate how social media, Facebook in particular, functioned in the "May 25 Protest" and the "May 27 Protest", two movements which broke out in Macao on 25 and 27 May 2014, respectively, against the Retirement Package Bill. In the two protests, Macao residents deployed Facebook to share information and motivated people's participation. Twelve events (181,106 people invited) and 36 groups/pages (41,266 members) related on Facebook were examined. Results showed that the information flow on Facebook fluctuated in accordance with the event development in reality. Multiple patterns of manifestation, such as video of adopted news or songs, designed profile (protest icon), original ironic pictures, self-organized clubs by undergraduates and white T-shirts as a symbol, among others, appeared online and interacted with offline actions. It was also found that social media assisted the information diffusion and provided persuasive reasons for netizens to join the movement. Social media helped to expand movement influence in providing a platform for diversified performances for actions taken in a protest, which could express and develop core and consistent movement repertoire.

Purchase Intention of Green Products Following an Environmentally Friendly Marketing Campaign: Results of a Survey of Instagram Followers of InnisfreeIndonesia

  • Dewi, Wayan Weda Asmara;Avicenna, Fitria;Meideline, Maria Magdalena
    • Asian Journal for Public Opinion Research
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    • 제8권2호
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    • pp.160-177
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    • 2020
  • In Indonesia, concern about environmental protection is increasing. Thus, companies not only adjust their products but also create promotion strategies with environmentally friendly messages, called green marketing. This study identifies the effect of green marketing on purchase intentions. A quantitative method with an explanatory design was conducted. Data was gathered online. In this study, the population was @InnisfreeIndonesia Instagram followers. Thus, a direct message with the survey invitation was sent to randomly selected Instagram followers. Additional followers were invited daily for about a month until 100 responses were collected. The majority of respondents were Indonesian females, age 21-25. The results show that green products partially influence purchase intentions. Once consumers consider environmental friendly issues before buying a skin care product, they may identify whether the product is toxic-free, environmentally friendly, and holds a certification that identifies it as such. Thus, potential consumers tend to seek information to set expectations about the product they want to buy, prioritize them over other products, and to refer the product to others.

대형 오프라인 유통업체의 브랜드 신념이 신진 패션 디자이너 브랜드 제품에 대한 지각된 가치, 태도, 구매의도에 미치는 영향 -신진 패션 디자이너 브랜드와 대형 오프라인 유통업체 간 마케팅 협업의 맥락에서- (Effects of Brand Belief of a Mass Offline Retailer on the Perceived Value, Attitude, and Purchase Intention toward the Products of Emerging Fashion Designer Brands -In the Context of Marketing Collaborations between Emerging Fashion Designer Brands and a Mass Offline Retailer-)

  • 심수인
    • 한국의류학회지
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    • 제43권6호
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    • pp.779-794
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    • 2019
  • This study examines the effects of brand belief of a mass offline retailer on the perceived value, attitude, and purchase intention toward the products of emerging fashion designer brands in the context of marketing collaborations between emerging fashion designer brands and a mass offline retailer. We invited 198 adults aged 20 to 59 to an online survey who were asked to read a news article and respond to a questionnaire. The results of structural equation modeling show that brand belief of a mass offline retailer positively influences the perceived value of the products of emerging fashion designer brands. The perceived value also positively influences the attitude toward the products that subsequently enhances purchase intention. The findings suggest that emerging fashion designer brands should strategically select a mass offline retailer as their collaboration partner by considering consumer perceptions of the retailer brand because the brand belief of the retailer may have a halo effect on a consumer evaluation of the products of emerging fashion designer brands.

게임 내 캐릭터 뽑기 사용자의 과금 심리 분석 : 퍼즐 앤 드래곤을 중심으로 (Psychological Analysis on Consumer Sentiment for Gacha)

  • 김소울
    • 한국게임학회 논문지
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    • 제16권3호
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    • pp.77-86
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    • 2016
  • 게임 산업 시장이 모바일 게임중심으로 변화하며, 모바일 게임 상의 가상전자화폐 구매는 게임업체의 주요 수익창출요소가 되어 왔다. 특히 확률게임 원리가 도입된 캐릭터 뽑기 시스템은 가상전자화폐를 이용한 대표적인 수익창출요소이다. 본 연구에서는 그러한 게임업체 가운데서도 이례적인 매출을 기록한 일본의 겅호 엔터테인먼트의 모바일 게임 퍼즐 앤 드래곤의 캐릭터 뽑기 시스템에 과금하는 사용자들의 심리를 분석하였다. 연구의 결과 도출된 세 가지 심리적 요인은 다음과 같다: (1) 갓 페스티벌의 확률게임에 적용되는 도박적 심리반응 추구와 인지적 오류의 발생 (2) 기간한정 갓 페스티벌과 콜라보의 희소성메시지의 전달을 통한 반응심리 (3) 친구시스템 및 캐릭터 콜렉션을 통한 개인적 만족감의 추구.

웹2.0 기반의 전자정부서비스 제공전략에 관한 연구 (A Study on the Strategies of Electronic Government Services based on Web2.0)

  • 나종회;최영진;정승호;오강탁;강동석
    • 한국IT서비스학회지
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    • 제7권1호
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    • pp.237-254
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    • 2008
  • Government itself produces a vast amount of highly valuable information, and the internet increases its potential social and economic value. So far, government provide web services that is web 1.0 style. To meet the user's needs, that is online collaboration and sharing, government web services also change to web 2.0. This paper argues that government could now grasp the opportunities that are emerging in terms of web 2.0. Current policy and action is not yet adequate to grasp these opportunities. So, this study focused on the strategic development of electronic government services based on web 2.0. For the purpose, we reviewed the web 2.0 cases and former electronic government services. And then, we defined government 2.0 that is electronic government services based on web 2.0, and provided reference model of government 2.0. Government 2.0 reference model will help the administrators to find better ways to use the technological infrastructure and save efforts for trial and errors from the lack of systematic approach.

Predictors of Videoconference Fatigue: Results from Undergraduate Nursing Students in the Philippines

  • Oducado, Ryan Michael F.;Fajardo, Maria Teresa R.;Parreno-Lachica, Geneveve M.;Maniago, Jestoni D.;Villanueva, Paulo Martin B.;Dequilla, Ma. Asuncion Christine V.;Montano, Hilda C.;Robite, Emily E.
    • Asian Journal for Public Opinion Research
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    • 제9권4호
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    • pp.310-330
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    • 2021
  • Driven by the need for remote learning, the COVID-19 pandemic led to the rise of use of videoconferencing tools. Scholars began noticing an emerging phenomenon of feeling tired and exhausted during virtual meetings. This study determined the predictors of videoconference or Zoom fatigue among nursing students in a large, private, non-sectarian university in the Philippines. This cross-sectional online survey involves 597 nursing students in the Philippines using the Zoom Exhaustion and Fatigue Scale. Multiple linear regression analysis was used to examine predictors of videoconference fatigue. Results indicated that nursing students experienced high levels of videoconference fatigue. Gender, self-reported academic performance, Internet connection stability, attitude toward videoconferencing, frequency, and duration of videoconferences predicted videoconference fatigue. The regression model explained 25.3% of the variances of the videoconference fatigue. Videoconference fatigue is relatively prevalent and may be taking its toll on nursing students. Developing strategic interventions that can protect or mitigate the impact of fatigue during virtual meetings is needed.