• Title/Summary/Keyword: People-people interactivity

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The Effect of Eye Contact on User Experience in Synchronous Online Communication (실시간 온라인 커뮤니케이션에서 눈 맞춤이 사용자 경험에 미치는 영향)

  • Shin, Hyorim;Lee, Soyeon;Choi, Junho
    • The Journal of the Korea Contents Association
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    • v.21 no.8
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    • pp.20-31
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    • 2021
  • The spread of non-face-to-face culture due to COVID-19 led to innovation in untact services and the increase of non-face-to-face communication through video conference platforms. However, it is difficult to identify nonverbal expressions in synchronous online communication. Moreover, it is hard to interact with people by making eye contact. Despite the positive effects of eye contact, including such as sharing emotions and helping build intimacy, no research has empirically verified the effectiveness of eye contact in synchronous online communication. Thus, the study verified the effectiveness of eye contact in synchronous online communication. Depending on the context of the communication and whether(or not) there is eye contact, six video treatments were used to measure four dependent variables-Continuance Intention to Use, Performance Expectancy, Interactivity, and Personal Connection. The study shows that the communication with eye contact in all contexts was rated higher than the one without eye contact in all measurement variables. This study will help to provide a better user experience in synchronous online communication by verifying the effectiveness of eye contact in synchronous online communication and proposing the need of technology and the direction of the technological development.

A Study on Acceptance of Online Concerts Based on Mobile Augmented Reality: Focusing on the Extended Technology Acceptance Model (모바일 증강현실 기반 온라인 콘서트 수용에 관한 연구: 확장된 기술수용모델을 중심으로)

  • Choi, Bu-Heon
    • Journal of Digital Convergence
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    • v.19 no.11
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    • pp.315-325
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    • 2021
  • 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.

A Research on the Development of Service Nature Measurement Items in the Sevice Economic Era (서비스 경제로의 전환에 따른 서비스본질 측정항목 개발 연구)

  • An Sehong;Kim Hyunsoo
    • Journal of Service Research and Studies
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    • v.11 no.1
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    • pp.59-79
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    • 2021
  • Service-related research in accordance with the transition to the service economy era has been conducted in a wide variety of ways, but the development of a service-related scale suitable for the present time is still insignificant. The purpose of this study is to define the nature of services and to develop measurement items for them. First, four categories of service nature were adopted in the previous study. The four categories are 'relationship', 'interactivity', 'horizontality', and 'harmony'. In this study, sub-factors and specific items of each of these four service essences were extracted and developed as measurable items. As a qualitative study, the four categories of sub-factors were extracted, and a mixed study was adopted to prove the reliability and validity of the extracted factors through quantitative studies. The scale items were identified through literature study, free response method, and Delphi technique, and the measurement items were refined through a second questionnaire of 30 Delphi panels composed of experts. As a result of the study, 15 out of 52 questions for relationship, 11 out of 45 questions for bilateral direction, 9 out of 33 questions for horizontality, and 17 out of 61 questions for harmonization were derived after secondary refining. Through this study, it was possible to uncover new essential items suitable for the service economy era. SNS, network, synergy, platform, system, real name, and breakthrough are concepts that have not been obtained in previous studies, and can be seen as contributions of this study. However, due to various limitations, this study did not cover all aspects of the service, but mainly dealt with people-centered services, which are part of the service. In the future, it is necessary to study the development of service essence measurement items for the overall aspect of services developed according to the evolution of the service economy era.

A Case Study on the Nonverbal Immediacy of the Robot (로봇의 비언어적 즉시성에 대한 사례연구)

  • Jeong, Seongmi;Shin, Dong-Hee;Gu, Jihyang
    • The Journal of the Korea Contents Association
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    • v.15 no.7
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    • pp.181-192
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    • 2015
  • Nonverbal immediacy plays a key role in interpersonal communication, inducing closeness and another interaction. This case study investigates the nonverbal behaviors in Human-Robot Interaction(HRI) focusing on immediacy, and how they affect perception of a robot. The results show that nonverbal immediacy, such as nodding and leaning forward, affect perceived interactivity. Nonverbal immediacy can be interpreted their meaning clearly when verbal feedback or other communication channel reinforcing them. Also, touch is found to affect come up with similar ones to the robot, because it is associated with concrete and discrete context. People tend to apply social rules to the robot, but they are more open to the unfamiliar robot compared to strangers. The findings in this study provide future HRI studies with heuristic implications by showing a direction and clarifying principles for composition of verbal and nonverbal expression.

Interactive Popup Book System Based on User Preference (사용자 선호도 기반 인터랙티브 팝업북 시스템)

  • Lee, Jung-Suk;Byun, Hae-Won
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.469-474
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    • 2008
  • Recently popular media, book, has problems to satisfy a child who wants to be a character in a story, because it just transmits fixed story. Therefore, many people are interested in interactive contents that are changed variously by user's acting in multimedia division. This paper introduces an interactive pop-up book system that can control a story of book by interesting interactivity. This system suggests a special story graph that transforms a linear architecture story to a interactive story by traversing diverse node We focus to make a special pop-up book interface and wind blowing interface for physical environments to have interesting and familiar user interaction, and to conclude by user studies. We also investigated user preference for various interactive story paths, so we can excluded unnecessary stories and surveyed to compare before the excluding and after. Finally, story paths that user prefers are introduced in the Interactive Popup Book System.

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A Study on Preference according to Affordance Design Elements in Digital Media Exhibition Environment (디지털미디어 전시환경에서의 어포던스디자인 요소별 선호에 관한 연구)

  • Noh, Yi-Kyung;Nam, Kyung-Sook
    • Korean Institute of Interior Design Journal
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    • v.26 no.5
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    • pp.135-142
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    • 2017
  • Recently, as human-centered design and humanization of space accelerates, the concept of physical space is changing to user-centered space. In particular, in the case of exhibition space to utilize digital media, visitors' actively experiencing exhibits and participating exhibition are regarded as an important factor, thus affordance design serves as a crucial factor to afford satisfaction with exhibition space to the visitors. Accordingly, the study is to understand the concept of the affordance and the digital media exhibition environment and to analyze the preference for each affordance design factor in the digital exhibition environment. The survey is conducted to people in the twenties who inhabit Seoul and the metropolitan area, familiar with the digital media. The results of the survey show that the most important role of the digital media in the exhibition environment is to create the atmosphere for concentration and complexity is the most preferable among interactivity, network ability and complexity, the feature of the digital media. Additionally, the results reveal that cognitive affordance presenting the feature of design to help the user when he/she want to know something is the most preferable among sensory affordance, physical affordance, cognitive affordance and functional affordance and as the time exposed to the digital media increases the importance of the affordance design is high. As the digital environment is common now in many fields, it will be regarded as a crucial factor to the visitors of an exhibit hall from now on whether affordance design is used.

Advertising Attributes of One-Person Media Distribution in Purchase Intent

  • CHOI, Youngjin;YUN, Youngbae;LEE, Sojeong;LEE, Seulbi;LEE, Yejin;LEE, Yujin;JE, Hayeong
    • Journal of Distribution Science
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    • v.17 no.11
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    • pp.17-26
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    • 2019
  • Purpose: Mobile media is gaining ground as an independent and core platform, and corporate interest and the expectations forstrategic use are rising in one-person media. Therefore, this study aims to establish interactivity, entertainment, information, professionalism, and up-to-date as the sub-factors of one-person media advertising properties, and to study the effect of one-personmedia advertising attributes on purchasing intention. Research design, data, and method: After collecting data from a total of 202 people, including 106 men and 96 women with the online survey method, frequency analysis and regression analysis were conducted using SPSS 25.0. Results: Research has shown that information, professionalism, entertainment, and up-to-date have a significant influence on purchasing intent. In addition, although information and expertise are found to have a significant influence on trust which shows a direct impact on the purchasing intention, the results of verification for the effect of purchasing intent through the medium of trust found to be significant in entertainment, information and up-to-date. Conclusions: There is a difference in Professionalism and Entertainment between men and women. This study provided the suggestions for establishing the most effective measures and marketing strategies in producing one-person media advertisements.

Analysis of Marketing Channel Competition under Network Externality (네트워크 외부성을 고려한 마케팅 채널 경쟁 분석)

  • Cho, Hyung-Rae;Rhee, Minho;Lim, Sang-Gyu
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.40 no.1
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    • pp.105-113
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    • 2017
  • Network externality can be defined as the effect that one user of a good or service has on the value of that product to other people. When a network externality is present, the value of a product or service is dependent on the number of others using it. There exist asymmetries in network externalities between the online and traditional offline marketing channels. Technological capabilities such as interactivity and real-time communications enable the creation of virtual communities. These user communities generate significant direct as well as indirect network externalities by creating added value through user ratings, reviews and feedback, which contributes to eliminate consumers' concern for buying products without the experience of 'touch and feel'. The offline channel offers much less scope for such community building, and consequently, almost no possibility for the creation of network externality. In this study, we analyze the effect of network externality on the competition between online and conventional offline marketing channels using game theory. To do this, we first set up a two-period game model to represent the competition between online and offline marketing channels under network externalities. Numerical analysis of the Nash equilibrium solutions of the game showed that the pricing strategies of online and offline channels heavily depend not only on the strength of network externality but on the relative efficiency of online channel. When the relative efficiency of online channel is high, the online channel can greatly benefit by the network externality. On the other hand, if the relative efficiency of online channel is low, the online channel may not benefit at all by the network externality.

A Study on Satisfaction and Dissatisfaction Coexistence of Social Network Service (소셜네트워크서비스의 만족과 불만족의 공존성에 관한 연구)

  • Lee, Jae-Beom;Lee, Jae-Beom;Park, Chanuk
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.15 no.5
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    • pp.225-236
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    • 2015
  • Social network services, it has attracted a lot of popularity that it us to allow the formation of past human network has been thought possible only in the main offline also on-line and mobile. However, by a variety of SNS with a recent other features it appeared a lot, the user, rather than stick to one SNS use only, if necessary, to join simultaneously two or more kinds of SNS status it is. By problem of invasion of privacy in recent SNS is a problem of, the user, in many cases that I have to worry about whether or not to leave the mainly use SNS. This study focused on these aspects and trying to figure out whether changing the SNS people to why use. Therefore, it is possible to obtain two factor theory is trying to figure out the psychology of users feel satisfaction SNS use and unsatisfactory at the same time as the significant result.

Realtime Multimedia e-Learning system research by using expanded SCORM (SCORM 표준 확장을 이용한 실시간 멀티미디어 e-Learning 시스템 연구)

  • Kim, Jung-Hyun;Hwang, Doo-Hong;Lee, Joo-Hwan;Kim, Won-Il
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.48 no.1
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    • pp.51-59
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    • 2011
  • In this paper, we propose the standardized idea for learning environment of e-Learning 2.0 (originated from Web 2.0 paradigm) to overcome limitations of current passive e-Learning environment. Because current LMS/ LCMS which manages e-learning systems has the limitation of providing various interactive elements when people use video contents to study, it lacks real-timeness and interactivity between teacher-learner and learner-learner in the operation of video contents and has difficulty in measuring accurate progress rate of learners in the process of teaching-learning. Therefore, we designed multimedia contents(both-way learning requisite) to overcome limitations of current e-Learning system and to maximize the effect of learning of learners so that it makes possible to interact between learners and teachers in realtime. For this, this thesis designs the standardized idea based on expanded SCORM standard which is now used for manufacturing LMS/LCMS, and according to ideas we have proposed, it implements e-learning multimedia environment.