• Title/Summary/Keyword: Page Management

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제품태도에 대한 회복노력의 차별적 효과 (Differential Effects of Recovery Efforts on Products Attitudes)

  • 김천길;최정미
    • 마케팅과학연구
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    • 제18권1호
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    • pp.33-58
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    • 2008
  • 본 연구는 서비스실패가 아니라 제품실패 이후, 회복노력의 효과를 실패심각성에 따라 확인하는 것이다. 회복노력은 보상노력, 장점노력 및 단점노력으로 구분되었다. 보상노력은 실패상황을 직접적으로 되돌리려는 의도로 구체적인 보상을 제공하는 방안으로, 장점노력은 제품실패를 초래하는 이유가 특정한 장점을 추구하는 과정에서 불가피하게 발생할 수 있는 문제임을 언급하는 것과 같이 추가적인 상대적 장점을 설명하는 방식으로, 그리고 단점노력은 자사제품이 서비스실패를 초래할 수 있는 문제점을 지니고 있는 반면에 경쟁제품은 또 다른 측면의 단점을 지니고 있다는 점을 부각시켜 소비자의 자사제품에 대한 부정적 태도를 회복시키려고 방안이라고 개념화되었다. 그러한 회복노력들이 실질적으로 효과가 있다고 결론을 내리기 위해서, 회복노력이 제공되지 않는 상황과 비교하여 소비자의 태도나 의향이 우호적인지 검토된다. 가설검증을 위해 화장품산업에서 소비자들을 대상으로 가상적인 시나리오를 이용한 실험을 실시하였다. 연구 결과, 전반적으로 회복노력들은 효과적인 전략임이 확인되었고, 보상노력은 장점노력이나 단점 노력보다 효과적이었다. 특히 심각성이 높은 실패조건에서 단점노력은 장점노력보다 긍정적인 제품태도를 유도하였다. 심각성이 낮은 실패조건에서 장점노력과 장점노력의 효과는 기대할 수 없었다.

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클라우드 컴퓨팅 관련 논문의 서지정보 및 인용정보를 활용한 연구 동향 분석: 사회 네트워크 분석의 활용 (Research Trend Analysis Using Bibliographic Information and Citations of Cloud Computing Articles: Application of Social Network Analysis)

  • 김동성;김종우
    • 지능정보연구
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    • 제20권1호
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    • pp.195-211
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    • 2014
  • 클라우드 컴퓨팅 서비스는 IT 자원을 사용자 요구에 따라 서비스 형태로 제공하며, IT 자원을 소유하는 기존의 개념에서 빌려서 사용하는 개념으로 새로운 IT 패러다임 전환을 이끌고 있다. 이러한 클라우드 컴퓨팅은 과거의 네트워크 컴퓨팅, 유틸리티 컴퓨팅, 서버 기반 컴퓨팅, 그리드 컴퓨팅 등에 대한 연구들을 기반으로 진화해온 IT 서비스로서, 추후 여러분야에 접목 가능성이 높음에 따라 다양한 분야에서의 연구가 지속적으로 이루어지고 있다. 본 연구에서는 1994년부터 2012년까지 주요 해외 저널에 게재된 클라우드 컴퓨팅 관련 연구 논문들의 서지정보 및 인용정보를 수집하였으며, 사회 네트워크 분석 척도를 활용하여 연구 논문간의 인용 관계와 동일 논문에 출현하는 키워드간의 관계로부터 연구 주제들 간 네트워크 변화를 분석하였다. 이를 통해서 클라우드 컴퓨팅 관련 분야의 연구 주제들간의 관계를 파악할 수 있었고, 추후 잠재성이 높은 신규 연구 주제들을 도출하였다. 또한 본 연구에서는 클라우드 컴퓨팅에 대한 연구 동향 맵(research trend map)을 작성하여, 클라우드 컴퓨팅과 관련된 연구 주제들의 동태적인 변화를 확인하였다. 이러한 연구 동향 맵을 통해서 클라우드 컴퓨팅 주요 연구들의 추이를 쉽게 파악 할 수 있으며, 진화 형태 또는 유망 분야를 설명할 수 있다. 논문 인용 관계 분석 결과, 클라우드 컴퓨팅 보안과 분산 처리, 클라우드 컴퓨팅에서의 광네트워크에 관한 연구 논문들이 페이지랭크 척도를 기준으로 상위에 나타났다. 연구 논문의 핵심 주제를 나타내는 키워드에 대한 결과는 2009년에는 클라우드 컴퓨팅과 그리드 컴퓨팅이 높은 중심성 수치를 보였으며, 2010~2011년에는 데이터 아웃소싱, 에러검출 방법, 인프라구축 등 주요 클라우드 요소 기술에 관한 키워드가 높은 중심성 수치를 나타내었다. 2012년에는 보안, 가상화, 자원 관리 등이 높은 중심성 수치를 보였으며, 이를 통해서 클라우드 컴퓨팅 기술들에 대한 관심이 점차 증가함을 확인 할 수 있다. 연구 동향 맵 작성 결과, 보안은 유망영역에 위치하고 있으며, 가상화는 유망영역에서 성장 영역으로 이동하였고, 그리드 컴퓨팅과 분산 시스템은 쇠퇴 영역으로 이동하고 있음을 확인 할 수 있다.

Video UGC 제작 동기와 행위 과정에 관한 이해: 구현의도이론 (Theory of Implementation Intentions)의 적용을 중심으로 (Understanding User Motivations and Behavioral Process in Creating Video UGC: Focus on Theory of Implementation Intentions)

  • 김형진;송세민;이호근
    • Asia pacific journal of information systems
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    • 제19권4호
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    • pp.125-148
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    • 2009
  • UGC(User Generated Contents) is emerging as the center of e-business in the web 2.0 era. The trend reflects changing roles of users in production and consumption of contents on websites and helps us to understand new strategies of websites such as web portals and social network websites. Nowadays, we consume contents created by other non-professional users for both utilitarian (e.g., knowledge) and hedonic values (e.g., fun). Also, contents produced by ourselves (e.g., photo, video) are posted on websites so that our friends, family, and even the public can consume those contents. This means that non-professionals, who used to be passive audience in the past, are now creating contents and share their UGCs with others in the Web. Accessible media, tools, and applications have also reduced difficulty and complexity in the process of creating contents. Realizing that users create plenty of materials which are very interesting to other people, media companies (i.e., web portals and social networking websites) are adjusting their strategies and business models accordingly. Increased demand of UGC may lead to website visits which are the source of benefits from advertising. Therefore, they put more efforts into making their websites open platforms where UGCs can be created and shared among users without technical and methodological difficulties. Many websites have increasingly adopted new technologies such as RSS and openAPI. Some have even changed the structure of web pages so that UGC can be seen several times to more visitors. This mainstream of UGCs on websites indicates that acquiring more UGCs and supporting participating users have become important things to media companies. Although those companies need to understand why general users have shown increasing interest in creating and posting contents and what is important to them in the process of productions, few research results exist in this area to address these issues. Also, behavioral process in creating video UGCs has not been explored enough for the public to fully understand it. With a solid theoretical background (i.e., theory of implementation intentions), parts of our proposed research model mirror the process of user behaviors in creating video contents, which consist of intention to upload, intention to edit, edit, and upload. In addition, in order to explain how those behavioral intentions are developed, we investigated influences of antecedents from three motivational perspectives (i.e., intrinsic, editing software-oriented, and website's network effect-oriented). First, from the intrinsic motivation perspective, we studied the roles of self-expression, enjoyment, and social attention in forming intention to edit with preferred editing software or in forming intention to upload video contents to preferred websites. Second, we explored the roles of editing software for non-professionals to edit video contents, in terms of how it makes production process easier and how it is useful in the process. Finally, from the website characteristic-oriented perspective, we investigated the role of a website's network externality as an antecedent of users' intention to upload to preferred websites. The rationale is that posting UGCs on websites are basically social-oriented behaviors; thus, users prefer a website with the high level of network externality for contents uploading. This study adopted a longitudinal research design; we emailed recipients twice with different questionnaires. Guided by invitation email including a link to web survey page, respondents answered most of questions except edit and upload at the first survey. They were asked to provide information about UGC editing software they mainly used and preferred website to upload edited contents, and then asked to answer related questions. For example, before answering questions regarding network externality, they individually had to declare the name of the website to which they would be willing to upload. At the end of the first survey, we asked if they agreed to participate in the corresponding survey in a month. During twenty days, 333 complete responses were gathered in the first survey. One month later, we emailed those recipients to ask for participation in the second survey. 185 of the 333 recipients (about 56 percentages) answered in the second survey. Personalized questionnaires were provided for them to remind the names of editing software and website that they reported in the first survey. They answered the degree of editing with the software and the degree of uploading video contents to the website for the past one month. To all recipients of the two surveys, exchange tickets for books (about 5,000~10,000 Korean Won) were provided according to the frequency of participations. PLS analysis shows that user behaviors in creating video contents are well explained by the theory of implementation intentions. In fact, intention to upload significantly influences intention to edit in the process of accomplishing the goal behavior, upload. These relationships show the behavioral process that has been unclear in users' creating video contents for uploading and also highlight important roles of editing in the process. Regarding the intrinsic motivations, the results illustrated that users are likely to edit their own video contents in order to express their own intrinsic traits such as thoughts and feelings. Also, their intention to upload contents in preferred website is formed because they want to attract much attention from others through contents reflecting themselves. This result well corresponds to the roles of the website characteristic, namely, network externality. Based on the PLS results, the network effect of a website has significant influence on users' intention to upload to the preferred website. This indicates that users with social attention motivations are likely to upload their video UGCs to a website whose network size is big enough to realize their motivations easily. Finally, regarding editing software characteristic-oriented motivations, making exclusively-provided editing software more user-friendly (i.e., easy of use, usefulness) plays an important role in leading to users' intention to edit. Our research contributes to both academic scholars and professionals. For researchers, our results show that the theory of implementation intentions is well applied to the video UGC context and very useful to explain the relationship between implementation intentions and goal behaviors. With the theory, this study theoretically and empirically confirmed that editing is a different and important behavior from uploading behavior, and we tested the behavioral process of ordinary users in creating video UGCs, focusing on significant motivational factors in each step. In addition, parts of our research model are also rooted in the solid theoretical background such as the technology acceptance model and the theory of network externality to explain the effects of UGC-related motivations. For practitioners, our results suggest that media companies need to restructure their websites so that users' needs for social interaction through UGC (e.g., self-expression, social attention) are well met. Also, we emphasize strategic importance of the network size of websites in leading non-professionals to upload video contents to the websites. Those websites need to find a way to utilize the network effects for acquiring more UGCs. Finally, we suggest that some ways to improve editing software be considered as a way to increase edit behavior which is a very important process leading to UGC uploading.