• Title/Summary/Keyword: People-people interactivity

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The Factors Influencing on the Loyalty of Self-Media (개인미디어의 충성도에 영향을 미치는 요인)

  • Nie, Yan-Ting;Kim, In-Jai
    • The Journal of Information Systems
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    • v.27 no.3
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    • pp.103-121
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    • 2018
  • Purpose As web 2.0 has taken root in the Internet environment, people began to create specific values to produce and disseminate contents on their own. In order to emphasize the personalized media attributes, the concept of self media was derived. In this paradigm shift, self media has emerged that succeeded in commercializing themselves in social media. Taking advantage of the influence of self media will have a tremendous positive impact on management activities such as marketing strategy, brand promotion, customer retention, and profit growth. This study examines the factors affecting the loyalty of self media in Korea and China because the studies in the area of selfmedia is not enough. Design/methodology/approach This study analyzed what factors influenced the loyalty of self-media in terms of Korea-China comparison. The research model was proposed on the basis of previous research papers. Content value, interactivity, ease of access, self-congruity, sympathy, and reputation were used as independent variables. Trust and satisfaction are used as mediating variables, nationality as moderator variables, and loyalty to self-media as a dependent variable. Results As a result, it was found that all independent variables directly influence the loyalty of self-media except interactivity, and interactivity indirectly influence loyalty through trust and satisfaction. There was a moderating effect of nationality between satisfaction and loyalty, but was not a moderating effect between trust and loyalty.

Interactivity Framework for Analysis of Social Network Sites User's Behavior for Identification of Usability Flaws and Effective User's Experience (소셜 네트워크 사이트의 사용자 행동 분석을 통한 사용성 결점 식별 및 효과적인 사용자 경험을 위한 상호작용성 프레임워크)

  • Abduljalil, Sami;Yoon, Seok-Jin;Kang, Dae-Ki
    • Proceedings of the Korea Information Processing Society Conference
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    • 2011.04a
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    • pp.544-546
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    • 2011
  • Due to the explosive growth of online social network users, large numbers of users discover these social network sites are a place where they can be able to spend their spare time, share feelings, ideas freely, and to search for new friends or partners. These web sites give an opportunity for its users to socialize with new people and to keep in touch or reconnect with current or old friends and families across disperse continents via these web sites, which traditionally replace the traditional methods. These social network web sites need careful investigations and findings on the usability for effective interactivity and more usability. However, little research might have previously invested on the usability of these on social network web sites. Therefore, we propose a new framework to study the usability of these social network sites. We namely call our framework "Interactivity". This framework will enable us to assess the usability of the social network sites. It will provide an overview of the user's behavior while interacting in these social network web sites. Measurement of the interactivity will be measured using Camtasia software. This software will entirely capture the interactivity of users including the screen and the movements, which the screen and the motion of the user action will undergo to analysis at the end of our research.

The Effect of Metaverse Presence on Intention to Continuous Use Through User Motivation: Moderating Effect of Normative Interpersonal Influence (메타버스 실재감이 사용자의 이용 동기를 통해 지속적 이용의도에 미치는 영향: 규범적 대인 민감성의 조절 효과)

  • Hwang, Inho;Kim, Jin soo;Lee, IL Han
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.17 no.3
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    • pp.119-133
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    • 2022
  • The COVID-19 pandemic is rapidly changing the behavior of members of society. Typically, the strong contagious power of the virus minimizes interaction between people in the real world, and they keep interaction activities to a minimum through online activities. Recently, as people demand online activities that enhance a sense of reality, the metaverse, which strengthens the 3D technology-centered sense of presence capability, is being chosen by people. The purpose of this study is to suggest a strategic direction for the establishment of the metaverse business model of startups by presenting factors for users' use and gratification of the metaverse. In detail, this study proposes the motivation for using the metaverse by reflecting the uses and gratification theory, and suggests a method to strengthen the motivation for the metaverse by reflecting the presences provided by the metaverse plotform and individual characteristics (normtive interpersonal influence). We surveyed people over 20 years of age who experienced metaverse and obtained 314 samples. In addition, we conducted the main effect analysis using the structural equation model and the moderating effect analysis using Process 3.1. As a result of hypothesis testing, we confirmed that metaverse presence (telepresence, social presence) has a positive effect on intention to continuous use by increasing metaverse's use and satisfaction factors (information, enjoyment, social interactivity). In addition, we found that individuals' normative interpersonal influence moderated the positive relationship between uses and gratification factors(enjoyment and social interactivity) intention to continuous use. Our study suggests strategies for establishing a user-centered business model for companies related to the metaverse.

A Study on Education Application of Digital Concrete Poetry through the Web Interactivity (웹 인터랙티비티를 통한 디지털 구체시의 교육적 활용에 관한 연구)

  • Park, Min-Hee;Kim, Jung-A;Yim, Sung-Yul;Choung, Yu-Jean;Kim, Dong-Ho
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.97-102
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    • 2008
  • In this paper, we propose an educational content which can be applied to the web interactivity. Rapidly growing digital media has been applied to various fields and made people experience multiple media. The development of digital media also influenced education. As a result, the environment of computer-based education was produced based on CD-ROM titles, video, and the web. Active communication with students is impossible using traditional educational methods. However, the students' motive for learning can be enhanced through the digital media. In this paper, we apply concrete poetry which is simple, brief, and focused on visualization to the web environment. It has made people easily and interactively access the web to learn better through participation. We also applied concrete poetry to the web based educational games for self-motivated learning.

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A Study on Antecedents of Online Trust in the Context of e-Government Services (전자정부 서비스 사용에 있어 온라인 신뢰에 관한 연구)

  • Moon, Chul-Woo;Kim, Jae-Hyoun
    • Journal of Internet Computing and Services
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    • v.12 no.3
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    • pp.57-67
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    • 2011
  • Trust is generally assumed to be an important precondition for people's adoption of e-government services. This study analyzes the direct and indirect impact of information privacy, interactivity, subjective norms and words-of-mouth on perceived trust of e-government services and trust toward government. The Partial Least Square(PLS) was applied to the citizen survey data for hypotheses testing. PLS permits the simultaneous testing of cause-effect hypotheses while also allowing evaluation of the measurement model. Statistical results indicate that interactivity, subjective norms and words-of-mouth positively affects perceived trust of e-government services, which in turn affects the level of political efficacy and the trust toward the government. Interactivity has been found to affect words-of-mouth as well. However, information privacy has no significant effect on the trust of e-government services.

The Effect of VR Fashion Shopping Channel Characteristics and Consumer's Involvement in Channel Acceptance -Focusing on the Vividness, Interactivity and Fashion Involvement- (VR 패션쇼핑채널 특성과 소비자 관여가 채널수용에 미치는 영향 -생동감과 상호작용성, 패션관여도를 중심으로-)

  • Hur, Hee Jin;Jang, Ju Yeun;Choo, Ho Jung
    • Journal of the Korean Society of Clothing and Textiles
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    • v.43 no.5
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    • pp.725-741
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    • 2019
  • Virtual Reality (VR) represents a key technology for future shopping platforms. This study examined the effect of vividness and interactivity, the two technological characteristics of VR, and fashion involvement, a consumer characteristic, on a consumer's intent to use VR stores under the framework of the Technology Acceptance Model (TAM). The study explained consumers' belief in a new technology and the process underlying the use behavior. The survey was conducted on 200 people between the ages of 20s and 30s via an online survey firm. Data are analyzed using confirmatory factor analysis and structural equation modeling. The results showed that a greater level of perceived vividness had a positive effect on ease of use and playfulness, while perceived interactivity had a significant impact on usefulness and playfulness. The findings also indicated that consumers with a high degree of fashion involvement tend to perceive a higher level of playfulness through VR shopping. Regarding the effects of consumer beliefs, perceived ease of use had a positive influence on usefulness perception. A higher level of perceived usefulness and playfulness meant a higher consumer intention to adopt a VR shopping platform.

The Effect of The Characteristics of One-Person Media on Intention of Usage: Focusing on The Mediating Effect of Perceived Value (1인 미디어의 특성이 사용의도에 미치는 영향: 지각된 가치의 매개효과를 중심으로)

  • Chen Yu, Fei;Chen, Xing
    • Journal of Digital Convergence
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    • v.20 no.5
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    • pp.357-362
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    • 2022
  • This study classified the characteristics of one-person media into two factors: interactivity and entertainment, and investigated the effect on intention of usage and the mediating effect of perceived value. In order to confirm this, this study conducted an empirical analysis targeting Chinese people who have experience watching one-person media real-time broadcasting and Chinese students studying in South Korea. As a result of the analysis, it was found that the interactivity and entertainment of one-person media had a positive (+) effect on intention of usage, and the partial mediating role of the perceived value was also verified in the relationship between the characteristics of one-person media and the intention of usage. Based on the above results, characteristics such as interactivity and entertainment of one-person media were identified as important factors that can increase users' intention to use. In addition, it also introduces the significance of this study, and reviews the limitations of the study and the direction of follow-up research.

Effects of TikTok fashion advertising characteristics and preferences on fashion product purchase intention- Focused on female consumers in their 20s and 30s in China - (틱톡 패션광고의 특성 및 선호도가 패션 상품의 구매 의도에 미치는 영향 - 중국 20~30대 여성 소비자 중심으로 -)

  • Kim, Chil Soon;Yu, Miao
    • The Research Journal of the Costume Culture
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    • v.30 no.4
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    • pp.548-562
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    • 2022
  • We conducted this study to determine the TikTok usage status of Chinese consumers, and the effect of fashion advertisement type preference and TikTok characteristics on fashion product purchase intentions. For this study, we conducted a literature review and survey method. The following conclusions were drawn by collecting data online and performing statistical analysis. Firstly, the period of use was 2 - 4 years, and 95.1% of people used it for 2 - 3 hours a day, and 95.1% of the people had a purchasing experience on TikTok. Secondly, the most people were interested in self creating and editing videos in TikTok. With regards to TikTok content, groups aged 30 are significantly more interested in fashion coordination suggestions and influencer' recommendations than groups aged 20. Thirdly, this study found that the characteristics of TikTok fashion advertisements significantly influenced purchase intention. Among the characteristics of fashion advertisements, this study conclude that the "fashion entertainment" characteristic factor that fashion advertisements are fun and entertaining was the most influential variable on purchase intention, followed by useful information, reliability, and interactivity related to fashion. Fourthly, the types of preferred TikTok fashion advertising had a statistically significant effect on product purchase intention. The influential types of preferred advertising are top view, live advertisement, hashtag challenge, in-feed ads, and sticker ads.

Power of SNS Authenticity on Company Reputation (기업명성과 SNS 진정성의 영향력 연구)

  • Jo, Jung-Yul
    • Journal of Digital Convergence
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    • v.13 no.2
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    • pp.73-81
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    • 2015
  • SNS is in the process of fast evolution as well. This study is about influence of authenticity and interactivity among Facebook Fan Page users. Authenticity is something people form in the process of expressing and sharing information thru SNS Facebook Fan Page. Interactivity is a level of participation of users in the process of expressing and sharing information thru SNS Facebook Fan Page. The focus of this paper is to see the power of authenticity and interactivity of SNS Facebook Fan Page users in a time of crisis. Authenticity is proven as a valuable asset for corporations for it showed a sturdy characteristic even when something terrible happened. When a crisis attacked, high authenticity user group was not willing to change their evaluation on a company reputation and image as much as low authenticity user group. Interestingly enough, the meaning interactivity level was strikingly different from what we expected. The more their level of interactivity, was the more they were likely to change their evaluation on a company in a time of crisis. A serious discussion is necessary for this contraty results.

A Study on the Factors Affecting the Intention to Use the Virtual World Metaverse: An Innovation Diffusion Perspective (가상세계 메타버스 이용 의도에 영향을 미치는 요인에 관한 연구: 혁신확산의 관점에서)

  • Cheon-Ho Park;Chae Hyun Lee;Sung Mi Jung;Jeongil Choi
    • Journal of Information Technology Services
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    • v.22 no.2
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    • pp.41-56
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    • 2023
  • Metaverse is a three-dimensional virtual space where virtual and reality interact and co-evolutionize, and social, cultural, and economic activities are carried out in it to create value. Among the types of metaverse, the virtual world metaverse is expected to bring innovation beyond time and space in all areas of industry and society following the Internet. This study empirically analyzed factors affecting consumer's intention to use the virtual world metaverse by an innovation diffusion perspective. It was analyzed as an expanded technology acceptance model by setting relative advantages, ease of use, and visibility among the attributes of the innovation diffusion, and social presence, telepresence, and interactivity among the characteristics of the virtual worlds as factors. The proposed research model and hypothesis were verified through a PLS structural equation analysis based on a survey of 216 people. Studies have shown that relative advantage, telepresence, and interactivity have a significant effect on perceived usefulness and perceived enjoyment, but visibility does not have a significant effect on perceived usefulness and perceived enjoyment. It was found that ease of use had a positive effect on perceived enjoyment, social presence had a positive effect on perceived usefulness, and perceived usefulness and perceived enjoyment had a positive effect on the intention to use, respectively. This study is meaningful in that it empirically analyzed the factors affecting the intention to use the virtual world metaverse by dividing the psychological characteristics that induce consumer behavior into perceived usefulness which is an extrinsic motivation and perceived enjoyment which is an intrinsic motivation.