• Title/Summary/Keyword: SNS 몰입

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A Study on the Factors Affect on Opticians' Customer Orientation (안경사의 고객지향성에 영향을 미치는 요인에 관한 연구)

  • Choi, Youngro;Park, Inn-Jee
    • The Korean Journal of Vision Science
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    • v.20 no.4
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    • pp.403-411
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    • 2018
  • Purpose : The purpose of this study is to analyze how the certain efforts of the optical shops affect on opticians' job satisfaction and organizational commitment, and to analyze how opticians' job satisfaction and organizational commitment affect on the customer orientation and to suggest the method of maintaining competitiveness. Methods : Two hundred opticians took participations on the surveys via the Internet survey method and social network system (SNS), and SPSS 18.0 statistics program was used for data analysis; frequency analysis, T-test, factor analysis, reliability analysis, and multiple linear regression analysis were conducted. Results : It is analyzed the differences on the job satisfaction and organizational commitment in accordance with type of optical shops, conducting 5 working days/week and flexible time. As a result, higher job satisfaction is presented with 5 working days/week. Relationships with co-workers statistically affect on job satisfaction positively and emotional labor and work overload statistically affect on job satisfaction negatively. In addition, relationships with co-workers and reward statistically affect on organizational commitment positively and emotional labor and work overload statistically affect on organizational commitment negatively. And opticians' job satisfaction and organizational commitment statistically affect on customer satisfaction positively. Conclusion : It is necessary for the optical shops to make an effort for their opticians to improve the job satisfaction and organizational commitment. And to do so, it is needed to form trusting and respecting relationships with co-workers or superiors. In addition, it is necessary to have continuous communication and education for opticians' self-management. Also, it is needed to establish an effective reward system.

Study on the Effect of Organizational Justice on Innovative Behavior (조직의 공정성이 혁신행동에 미치는 영향)

  • Kim, Sun-Woo;Suh, Sang-Hyuk
    • Journal of Korea Technology Innovation Society
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    • v.21 no.3
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    • pp.1021-1049
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    • 2018
  • The purpose of this study is to examine whether organizational justice, including procedural justice and distributive justice, improve employees' innovative behavior through work engagement and knowledge sharing. In addition, it was conducted to investigate whether work engagement and knowledge sharing indirectly affect the relationship between organizational justice and innovative behavior. For the hypothesis test of this study, Hayes (2018) PROCESS Macro was used. Result of the analysis shows that procedural justice, work engagement, and knowledge sharing influenced innovative behavior. The constructs influencing work engagement were procedural justice, distributive justice, knowledge sharing. Also, procedural justice and work engagement were constructs that affected knowledge sharing. In the relationship between procedural justice and innovative behavior, the indirect effect was confirmed in all paths. In the relationship between the distributive justice and the innovative behavior, It was confirmed that there is not the indirect effect only in the path via knowledge sharing. he indirect effect was confirmed in all paths that did not acquire knowledge sharing. In addition, through the PROCESS Macro analysis, we examined the magnitude of the indirect effect of various paths between mediators. The results show that organizational justice can have the greatest effect on innovative behavior through work engagement. The weakness of respondents control by SNS survey is the major limitation of this study. In the future, Further research is needed depending on the nature of the organization, such as the analysis of differences between various industries.

The Effect of Perceived Usefulness and Attitude of Adult Learners on Learning Flow and Learning Presence (성인학습자의 지각된 유용성과 태도가 학습몰입과 학습실재감에 미치는 영향)

  • Yu, Byeong Min;Park, Hye Jin;Jin, Hyun Seung
    • Journal of Agricultural Extension & Community Development
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    • v.23 no.4
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    • pp.449-457
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    • 2016
  • The purpose of this study are to examine the educational use of the Facebook and to examine the effects of the learners perceived usefulness, attitude and self-efficacy on learning flow and learning presence at university classes using social network service. The subjects of this study are 155 university students attending a class at a 4-year university in Seoul, and certain questions verified in the existing studies were modified, complemented, and used as a tool for measurement. The details of the purpose are as follows. First, it turned out that there were significant differences in learning flow and learning presence in accordance with the levels of the usefulness that learners perceived. It can be said that the higher the perceived level of usefulness, the higher the learning flow and learning presence. Second, it turned out that there were significant differences in learning flow and learning presence in accordance with the levels of learners' perceived attitudes. We can interpret such a result as suggesting that the higher a learner's perceived attitude, the higher the learning flow and learning presence.

A Study on the Intention of Continuing Use of Online Community in High School Students (고등학생의 온라인 커뮤니티 지속사용의도에 대한 연구)

  • Moon, Jae-Young;Lee, Sae-Bom;Choe, Ho-Seong
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2019.01a
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    • pp.195-196
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    • 2019
  • 온라인 커뮤니티는 사용자들의 상호작용을 기반으로 생성된 컨텐츠(member-generated content)를 그 핵심가치로 제시하고 있으며, 이용자들은 소통의 장으로써 온라인 커뮤니티 내에서 정보획득, 교육자료 공유 등 다양한 혜택을 누릴 수 있다. 최근 2년 페이스북과 카카오스토리, 밴드 등과 같은 대표적인 소셜 네트워크 서비스(SNS) 이용자 수가 감소한 반면, 온라인 커뮤니티만 상승세를 보이고 있다. 따라서 본 연구에서는 여자고등학생들을 대상으로 고등학생들의 온라인커뮤니티 이용 실태와 이용하는 의도를 살펴보고자 한다. 연구를 위해 정보품질, 커뮤니티 정보의 신뢰성, 학습 혜택, 사회적 혜택, 자아존중감 혜택, 쾌락적 혜택, 경제적 혜택, 신뢰, 몰입 그리고 지속사용의도와 관련된 설문을 실시하였다.

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Real Time Q&A System Based on Smart Phone Using Gamification (스마트폰 기반 게임화 전략의 실시간 질의응답 시스템)

  • Yu, Do-Jun;Park, Hyun-Woo;Kwon, Soon-Kak;Lee, Jung-Hwa
    • Proceedings of the Korea Information Processing Society Conference
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    • 2013.11a
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    • pp.977-979
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    • 2013
  • 본 논문은 스마트 폰 상의 SNS(Social Network Service)기반의 집단의 지식을 효율적으로 공유할 수 있도록 게임화(Gamification)전략을 도입한 질의응답 시스템을 제안한다. 질의응답 시스템은 신규 사용자 및 이미 많은 사용자가 있는 트위터와 페이스북 서비스에서 제공하는 API를 이용하여 사용자를 확보하고, 질문과 답변을 쉽게 할 수 있도록 한다. 또한 게이미피케이션 전략을 통해 사용자의 적절한 서비스 재 몰입루프를 형성한다. 따라서 제안된 시스템에 따라 서비스의 장기간 사용을 사용자에게 효율적으로 유도할 수 있다.

A Study on Methods for Activating Libraries' YouTube Channel (도서관 유튜브(YouTube) 채널의 활성화 방안에 관한 연구)

  • Ro, Ji-Yoon;Noh, Younghee
    • Journal of the Korean Society for information Management
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    • v.37 no.3
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    • pp.1-24
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    • 2020
  • The social media paradigm centered on videos continues to deepen due to the diversification of 5G devices, high-definition and immersive SNS. The purpose of this study is to propose various utilization strategies and measures through the analysis of the current status of YouTube channel operation and provided contents operated in public libraries. In this study, 44 libraries in Korea that have opened and operated Library YouTube Channel and 12 libraries that actively utilize library YouTube channels with more than 1,000 subscribers were surveyed for the current status of subscribers, views, video count data, and contents and delivery methods of Library YouTube Channel. Based on the analysis results, the library's YouTube channel was proposed to utilize the library's YouTube channel, 1) to secure the specificity and purpose of the library's YouTube channel, 2) to promote and enhance access to the YouTube channel, 3) to improve the YouTube channel to user-friendly interface, 5) to plan and provide library expertise and educational contents, 6) to operate the integrated YouTube channel, and 7) to provide user-based content.

Implementation of an Interactive Advertising platform Using the Kinect (Kinect를 이용한 Interactive 광고 플랫폼 구현)

  • Kim, Kyung-hyun;Lee, Ki-young
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.05a
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    • pp.89-92
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    • 2013
  • South Korea's advertising market in 2012, growing at a standard 10 trillion, but most advertising is in the form of one-way communication by advertisers. In this paper, at the time they are attracting the interest of consumers, more recent placement by Facebook or Youtube propose an advertising platform using the Kinect motion-sensitive controller that can communicate with consumers. In the proposed platform, by the simple enjoyment of the game accept ads without resistance, and can deliver content more effectively than advertising indirectly passing. Had occurred in the existing Windows forms drawing problem was solved by using the XNA game engine using the Facebook API was designed so that it can be integrated with SNS.The scored elements to attract the interest of the users with the introduction of the ranking system and the user's face image to extract added to the story line, and increased immersive.

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Awareness and Utilization Plan of the Smart Learning in University Education (대학교육의 스마트러닝에 대한 인식 및 활용 방안)

  • Lim, Jin-Hyung;Ko, Sun-Young
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.8
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    • pp.5232-5239
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    • 2015
  • The purpose of this study is to examine university student's awareness and utilization plan of Smart Learning of the university education. For this purpose, a needs analysis is performed through a survey of 345 university students. Through the survey, first, students of media devices, including the average daily usage time of four hours at the most common smart devices, the intended use was used SNS, games and entertainment, datebook, and more. Second, the benefits of the smart learning, which students learn to recognize the challenges and reducing the burden most common obstacle was the difficulty in immersion classes. Third, the demand for university education smart learning, the most common opinion about the classroom building. On the basis of the above research findings, the utilization plans are proposed.

Moderating Effect on Transportation Between Short Storytelling ad types and Message Sensation Value: Focusing on TikTok & Chinese consumers (짧은 동영상 광고 스토리텔링 유형과 메시지자극가(MSV)가 스토리몰입에 미치는 영향연구 - 틱톡(TikTok) 중국소비자를 대상으로)

  • CHEN, KAKA;Kim, Jung Kyu
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.4
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    • pp.659-665
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    • 2021
  • Short video applications (e.g., TikTok, YouTube shorts) are growing quickly in terms of active users and usage time. Of course, advertising industry is utilizing the app as AD channel. The current study, however, argues that the effectiveness of ADs in short video apps are not articulated well and that precise research for measuring the effect is required. In this context, this study measured the effects of storytelling ad types(reality, parody, creative) and message sensation value(high vs. low level) on story transportation. The notable finding is that when creative storytelling ad type which requires more cognitive resources than other two types meets high level of message sensation value, ad viewers could reach cognitive overload state which induced low effectiveness of ad. As its result, the effectiveness of AD reduced. More specific theoretical discussion and suggestions for advertising producers are described.

The Recognition Comparison for the Utilization State of Smart Devices and Culinary Education Application Development of High School Students (고등학생의 스마트 기기 활용 실태와 조리교육 애플리케이션 개발에 대한 인식 비교 연구)

  • Kang, Keoung-Shim
    • Journal of Digital Convergence
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    • v.10 no.11
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    • pp.619-626
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    • 2012
  • The purpose of this study is to compare and analyze the utilization state of smart devices and the recognition level of educational application development of the general high school and the specialized high school. Specialized high school students preferred the utilization of smart devices more and daily spent on the devices more time than general high school students. As for the learning field, language for the general high school and the certificate of qualification for the specialized high school were shown high. The merit of smart device utilization is the use of spare time and its infrastructure was most required. The most expected content is a video lecture for the general high school and cooperative learning for the specialized high school and the most satisfied point was mobility. The specialized high school students feel more necessity about the application development for culinary education and had a plan to utilize it more and more preferred practice videos. As for the food development areas, the general high school students hoped simple food and the specialized high school students did cooking technician food and they both hoped the application to be uploaded in portal sites and the department homepage. The application development for culinary education is required to focus simulation learning including practice videos and cooking recipes and add an evaluation function to check the academic achievement levels. It is required to provide the subject goals of each course and concrete information on solving problems. Contents including video, music, texts need to be attached to improve learning immersion. There should be the beginning and development of a lesson and the flow of arrangement and communication between main bodies of learning should be improved by utilization of SNS cooperative learning services.