• Title/Summary/Keyword: Usage experience

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Effects of Perceived Similarity between Consumers and Product Reviewers on Consumer Behaviors (상품후기 작성자에 대해 상품후기 독자가 느끼는 유사성이 상품후기 독자에게 미치는 영향)

  • Kim, Ji-Young;Suh, Eung-Kyo;Suh, Kil-Soo
    • Asia pacific journal of information systems
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    • v.18 no.3
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    • pp.67-90
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    • 2008
  • Prior to making choices among online products and services, consumers often search online product reviews written by other consumers. Online product reviews have great influences on consumer behavior because they are believed to be more reliable than information provided by sellers. However, ever-increasing lists of product reviews make it difficult for consumers to find the right information efficiently. A customized search mechanism is a method to provide personalized information which fits the user's requirements. This study examines effects of a customized search mechanism and perceived similarity between consumers and product reviewers on consumer behaviors. More specifically, we address the following research questions: (1) Can a customized search mechanism increase perceived similarity between product review authors and readers? (2) Are product reviews perceived as more credible when product reviews were written by the authors perceived similar to them? (3) Does credibility of product reviews have a positive impact on acceptance of product reviews? (4) Does acceptance of product reviews have an influence on purchase intention of the readers? To examine these research questions, a lab experiment with a between-subject factor (whether a customized search mechanism is provided or not) design was employed. In order to enhance mundane realism and increase generalizability of the findings, the experiment sites were built based on a real online store, cherrya.com (http://www.cherrya.com/). Sixty participants were drawn from a pool that consisted of undergraduate and graduate students in a large university. Participation was voluntary; all the participants received 5,000 won to encourage their motivation and involvement in the experiment tasks. In addition, 15 participants, who selected by a random draw, received 30,000 won to actually purchase the product that he or she decided to buy during the experiment. Of the 60 participants, 25 were male and 35 were female. In examining the homogeneity between the two groups, the results of t-tests revealed no significant difference in gender, age, academic years, online shopping experience, and Internet usage. To test our research model, we completed tests of the measurement models and the structural models using PLS Graph version 3.00. The analysis confirmed individual item reliability, internal consistency, and discriminant validity of measurements. The results show that participants feel more credible when product reviews were written by the authors perceived similar to them, credibility of product reviews have a positive impact on acceptance of product reviews, and acceptance of product reviews have an influence on purchase intention of the readers. However, a customized search mechanism did not increase perceived similarity between product review authors and readers. The results imply that there is an urgent need to develop a better customized search tool in order to increase perceived similarity between product review authors and readers.

A Software Architecture for Supporting Dynamic Collaboration Environment on the Internet (인터넷 상에서의 동적인 협업 환경의 지원을 위한 소프트웨어 구조)

  • 이장호
    • Journal of KIISE:Computing Practices and Letters
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    • v.9 no.2
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    • pp.146-157
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    • 2003
  • Our experience with Internet-based scientific collaboratories indicates that they need to be user-extensible, allow users to add tools and objects dynamically to workspaces, per mit users to move work dynamically between private and shared workspaces, and be easily accessible on the Internet. We present the software architecture of a development environment, called Collaboratory Builder's Environment(CBE), for building collaboratories to meet such needs. CBE provides user extensibility by allowing a collaboratory to be constructed as a collection of collaborative applets. To support dynamic reconfiguration of shared workspaces, CBE uses the metaphor of room that can contain applets, users, and arbitrary data objects. Rooms can be used not only for synchronous collaboration but also for asynchronous collaboration by supporting persistence. For the access over the Internet room participants are given different roles with appropriate access rights. A prototype of the model has been implemented in Java and can be run from a Java-enabled Web browser. The implemented system had been used by 95 users including 79 space scientists around the world in a scientific campaign that ran for 4 days. The usage evaluation of the campaign is also presented.

Following Firms on Twitter: Determinants of Continuance and Word-of-Mouth Intentions (트위터를 통한 기업과 고객과의 소통: 지속적인 팔로윙과 구전 의도에 영향을 미치는 요인에 대한 연구)

  • Kim, Hongki;Son, Jai-Yeol;Suh, Kil-Soo
    • Asia pacific journal of information systems
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    • v.22 no.3
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    • pp.1-27
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    • 2012
  • Many companies have recently become interested in using social networking sites such as Twitter and Facebook as a new channel to communicate with their customers. For example, companies often offer "special deals" (e.g., coupons, discounts, free samples, etc.) to their customers who participate in promotions or events on social networking sites. Companies often make important announcements on their products or services on social networking sites. By doing so, customers are encouraged to continue to have relationships with companies on social networking sites and to recommend the companies' presence on social networking sites to other potential customers. Moreover, customers who keep close relationships with companies on social networking sites often provide the companies with valuable suggestions and feedback. For instance, Starbucks has more than 2 million followers on Twitter, and often receive suggestions and feedback for their product offerings and services from the followers on Twitter. Although companies realize potential benefits of using social networking sites as a channel to communicate with their customers, it appears that many companies have difficulty forging long-lasting relationships with customers on social networking sites. It is often reported that many customers who had followed companies on Twitter later stopped following them for various reasons. Therefore, it is an important issue to understand what motivates customers to continue to keep relationships with companies on social networking sites. Nonetheless, due attention has yet paid to this issue until recently. This study intends to contribute to our understanding on customers' intention to continue to follow companies on Twitter and to spread positive word-of-mouth about companies on Twitter. Specifically, we identify seven potential factors that customers perceive as important in evaluating their experience with companies on Twitter. The seven factors include similarity, receptivity, interactivity, ubiquitous connectivity, enjoyment, usefulness and transparency. We posit that the seven perception factors can affect the two types of satisfaction, emotional and cognitive, which can in turn influence on customers' intention to follow companies on Twitter and to spread positive word-of-mouth about companies on Twitter. Research hypotheses formulated in this study were tested with data collected from a questionnaire survey administered to customers who had been following companies on Twitter. The data was analyzed with the partial least square (PLS) approach to structural equation modeling. The results of data analysis based on 177 usable responses were generally supportive of our predictions for the effects of the seven factors identified and the two types of satisfaction. In particular, out results suggest that emotional satisfaction was strongly influenced by perceived similarity, perceived receptivity, perceived enjoyment, and perceived transparency. Cognitive satisfaction was significantly influenced by perceived similarity, perceived interactivity, perceived enjoyment, and perceived transparency. While cognitive satisfaction was found to have significant and positive effects on both continued following and word-of-mouth intentions, emotional satisfaction had a significant and positive effect only on word-of-mouth intention.

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A study on the Improvement Measures of Supporting projects in the regional industry for Regional Competitiveness -Focused on Honam Region- (지역경쟁력 강화를 위한 지역산업 육성정책의 개선방안 - 호남권을 중심으로 -)

  • Park, Sang-Ok;Won, You-Ho;Lee, Joo-Hyung
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.4
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    • pp.2036-2047
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    • 2014
  • Now that there is no more barrier in terms of the global countries, every country begins to show its interest in the regional industry in order to boost local growth and economy revitalization preparing for the globalization, the age of limitless competition and the age of knowledge economy. The reason of the interesting in the regional industry is that it fosters the profitable environment that promotes technical innovation and knowledge creation. The local government should have continual concern and roles to fulfil the political subjects and keep analysing about the possibility that there could be the sustainable development by Task Ahead of the local industry. for this reason, this paper conducted a survey by targeting supported corporations's experience of supporting projects in the regional industry and the relationship impact of supporting projects in the regional industry. the elements are analyzed by PLS structural equation. To sum up, first, the improving of 'infrastructure Usage', 'Technical development', 'Marketing support', 'Attraction of investment', 'Manpower training' is impacted on Industrial development. Second, the improving of 'Joint research', 'Technology transfer', 'Attraction of investment', 'Manpower training', 'Networking ' is impacted on Regional development. Third, improving of Industrial development is impacted on Regional development.

A study about factors influencing on internet advertising effects -Focus on consumer characteristics- (인터넷 의류광고 태도에 미치는 영향요인 연구 -소비자특성 중심으로-)

  • Ko, Eun-Ju;Mok, Bo-Kyoung
    • Journal of Global Scholars of Marketing Science
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    • v.7
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    • pp.283-302
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    • 2001
  • The purpose of this study was to examine the current situation about the internet usage and advertisement attitude, to investigate the relationship between consumer characteristics and internet advertising effect, and to identify the moderating effect of consumer characteristics on the relationship between advertising types and advertising effects. For the study, a sample of 152 apparel consumers participated in this survey research. The survey of design with a questionnaire was employed. Questionnaire was developed with the html language and data collection was done at Korea though the internet on October 2000. For data analysis, descriptive statistics (i.e., frequency, percent), ANOVA with duncan tests were used. First, the major place of using internet was found as home, company, school, PC room in order and the average time of using internet was found as three times weekly. The major purpose of using internet were information search, e-mail, PC communication and program-download. The experience of internet fashion advertising was high. Second, consumer characteristics(age, job) had significant effects on attitude to the product. 20 years-old age group and specialist group were found to influence on the higher attitude toward product. Third, main effects of consumer characteristics(age, job) were found to be significant. The correlation and interaction effects of consumer characteristics and internet advertisement types were not significant.

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A case study on the bolt failure of the moving parts of a marine diesel engine (선박용 디젤기관의 운동부 볼트 손상사례에 대한 연구)

  • Kim, Jong-Ho;Lee, Jae-Hyun
    • Journal of Advanced Marine Engineering and Technology
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    • v.41 no.1
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    • pp.118-124
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    • 2017
  • To investigate and analyze the cause of the failure of the connecting rod bolt and the crank pin bearing bolt of the diesel engine of this study, the following results were obtained through site surveying, the investigation of literature referring to similar failures, testing and inspection of the fracture surface, and the experience of the researchers. The fractured crank pin bearing bolt of the diesel engine is estimated to be damaged later than the connecting rod bolt. From the shape of fracture surface, it is evident that the failed connecting rod bolt is fractured by fatigue failure due to abnormally repeated loads (e.g. loosening of the connecting bolt, etc.), and is not failed by brittle fractures due to the impact load. The surface of the U-nut on the fractured connecting rod bolt has been worsening due to the improper use of lubricant (agent for prevention of thread fixing) and no usage of separating the each connecting rod on each cylinder. Moreover, there is the possibility that those poor surface conditions of the fractured connecting rod bolt have affected the failure of the connecting rod bolt of the main engine. And it could be assumed that the mechanical characteristic and manufacturing process of the failed connecting rod bolt and crank pin bearing bolt, which were made by a domestic company, conform to the design requirements for those bolts.

Development and Usage of Interactive Digital Linear Algebra Textbook (대화형 수학 디지털교과서 개발과 활용 사례 연구 - 선형대수학을 중심으로-)

  • Lee, Sang-Gu;Lee, Jae Hwa;Park, Kyung-Eun
    • Communications of Mathematical Education
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    • v.31 no.3
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    • pp.241-255
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    • 2017
  • The 4th industrial revolution is coming. In order to prepare for the new learning environment with it, we may need digital mathematics textbooks that fully utilize all possible technologies. So various attempts have been made in elementary and middle school mathematics education. However, despite the importance of higher mathematics, we haven't seen a best possible math digital textbooks yet in Korea. In this paper, we introduce our new model of interactive math digital textbook about Linear Algebra/ Calculus/ Differential Equations/ Statistics/ Engineering Math. Especially, this manuscript focuses on our experience of using digital contents and interactive labs for developing a new model for linear algebra digital textbook. We introduce our works on linear algebra digital textbooks which include pdf e-book, web contents, video clips of lectures, interactive lab. Using this linear algebra digital textbook, students can freely use any mobile devices to access diverse learning materials, lessons, and hands-on exercises without any limitations. Also, times saved in the computation, coding, and typing process can be used to have more discussions for deeper understanding of mathematical concepts. This type of linear algebra digital textbook, which contains all interactive free cyber-lab with codes and all lectures for each sections, can be considered as a new model for the next generation of math digital textbook.

Factors Influencing Users' Intension to Play Mobile Games: A Combination of Game-Contents Traits and Mobile Handset's Capabilities into the Technology Acceptance Model (게임 콘텐츠 특성과 단말기 요인을 고려한 모바일게임 사용의도의 영향요인에 관한 연구)

  • Han, Kwang-Hyun;Kim, Tae-Ung
    • Information Systems Review
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    • v.7 no.2
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    • pp.41-59
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    • 2005
  • Mobile games have emerged as the most innovative entertainment technology adding new revenue streams, taking advantage of the potential of wireless consumer applications and service offerings. Mobile games, like any other types of computer game, offer a unique value for users in providing an exciting digital experience in virtual worlds. Players can become empowered through the development of new characters and strategies within games to achieve rewarding successes against the computers and other players. In this paper, we attempt to investigate the factors influencing the usage and acceptance of the mobile games in Korea, based on the extended version of the Technology Acceptance Model(TAM). Based on data collected from survey, we show that perceived usefulness is the major determinant for users to play mobile games. Two factors, including perceived enjoyment and self-expressiveness, are empirically shown to determine perceived usefulness. In addition, perceived ease of use, rewards, operational quality of device, and design/story have been showed to significantly and directly affect perceived enjoyment. It was also confirmed that self-efficacy and operational quality of device are the antecedents of perceived ease of use. Based upon the statistical results, some useful guidelines for game development and market penetration strategies are also provided.

Colonization Rate of Methicillin-resistant Staphylococcus aureus in Neonates: A Single Center Experience (단일병원 신생아 환자의 메티실린내성 황색포도알균 보균율)

  • Choi, Soo Young;Han, Sang Woo;Yoon, Hye Sun;Ki, Moran
    • Pediatric Infection and Vaccine
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    • v.19 no.3
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    • pp.111-120
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    • 2012
  • Purpose: The aim of this study is to investigate the colonization rate of Methicillin-resistant Staphylococcus aureus (MRSA) in neonates by different clinical characteristics, to presume the origin of MRSA acquisition, and to identify the risk factors associated with MRSA colonization. Methods: We retrospectively reviewed the medical records of 1,733 neonates admitted to Seoul Eulji hospital Neonatal Intensive Care Unit between January 2008 and December 2011. Nasal, inguinal and rectal swab specimens were obtained upon admission and each week until discharge. We classified the route of MRSA acquisition as; hospital associated (HA-MRSA) and community associated (CA-MRSA) according to the case definition. Results: Among 1,733 neonates, 415 (23.9%) were colonized with MRSA. Gestational age, birth weight, delivery type, maternal antibiotics usage before delivery, birth place and care place before admission were influencing factors in colonization of MRSA. The colonization rate was significantly high in neonates without maternal prophylactic antibiotics use before delivery than in the other group (relative risk 2.77, 95% CI 1.88-4.07; P<0.01), and outborns showed higher MRSA colonization rate compared to inborns (relative risk 2.28, 95% CI 1.17-4.42; P=0.015). Conclusion: We identified the neonatal MRSA colonization rate to be 23.9%. We estimated HA-MRSA colonization rate to be 10% (51/511) and CA-MRSA colonization rate to be 36% (309/858). We ascertained that risk factors in MRSA colonization in neonates were prophylactic use of antibiotics in mothers and the birth place.

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User Centered Design and Development Strategies for Participatory Learning Media (사용자중심의 참여 미디어 교육시스템 프로토타입 개발 전략)

  • Ahn, Mi-Lee;Cho, Y.C.;Hwang, Y.J.;Cha, H.J.;Kim, H.J.
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.926-932
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    • 2009
  • Recently many research reports on effective use of mobile devices for museums to provide information on displayed artifacts providing individualized learning space, collaborative learning, and discovery learning, Such devices have many possibilities to support learning as a participatory media and social network. Mobile devices are used, however, limited for its usability and lack in providing expected learning experiences. It offers one-way interaction and they are often limited in providing customized services for different patrons to experience learning and entertainment. In this research, we have adopted user centered design approach to identify the needs and possible usage of PDA system in the museum. Research methods include contextual observation and inquiry with symbolic interactionism for qualitative research and its epistemology. We have developed conceptual model with scenario and storyboard method, and developed vertical prototype with Flash.

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