• 제목/요약/키워드: Use of Communication Media

검색결과 816건 처리시간 0.037초

기업 마이크로블로그 이용 동기 및 만족의 한중 비교연구 (A Comparative Study on Usage Motivation and Satisfactions of Enterprise Micro-blog between Korea and China)

  • 전병호;김정;강병구
    • 디지털산업정보학회논문지
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    • 제9권1호
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    • pp.177-188
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    • 2013
  • As the number of smart phone users increases, many organizations begin to adopt social media rapidly to diversify communication channels with customers. Specifically, micro-blog, which supports instant and two-way communications between users and between organizations and users, has been adopted by many organizations as an efficient way not only to identify new customers but also to retain existing customers. The purpose of this study is to investigate the usage motivation and satisfaction of enterprise twitter based on use and gratifications perspectives comparing with Korea and China. Based on prior studies on use and gratifications of internet-related media, information seeking, pleasure/entertainment, relationship, communication, and incentives were identified as usage motivations of enterprise Micro-blog. This study contributes to provide the base of activation strategies and practical implications for micro-blog as a marketing tool.

Indonesian Diplomacy in the Digital World

  • Wuryandari, Ganewati
    • 수완나부미
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    • 제9권2호
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    • pp.145-164
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    • 2017
  • In the 21st century, the growing use of information and communication technologies (ICTs) and social media platforms has influenced our way of life, including international diplomacy. With the use of new interactive communication technologies such as WhatsApp, Twitter, Facebook, Instagram, video sharing website, blogs, and other social media networks, digital diplomacy has become an active diplomatic mode in modern society and plays an increasing important role in international relations. Although Indonesia has gradually realized the pivotal role of internet diplomacy and recently put it into practice, it is still lagging far behind. This paper will examine how Indonesia conducts its diplomacy in the new era of digital world. How far and in what ways does the Indonesian government make use of digital technology to conduct its diplomacy? What opportunities and challenges are confronted to develop digital diplomacy? How does it navigate diplomacy in the digital age? Unless Indonesia embraces new channels and methods of diplomacy, its foreign policy implementation may not run optimally to support its aim of attaining its objectives in the international stage.

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The Effectiveness of Jeju Island Mixed Reality Tourism Application: Focusing on the Moderating Role of Users' K-Culture Involvement

  • Yoo, Seungchul;Jung, Kwanghee;Nguyen, Vinh T.;Piscarac, Diana
    • International Journal of Advanced Culture Technology
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    • 제8권2호
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    • pp.116-128
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    • 2020
  • In this study, we introduce a multi-modal mixed reality (MR) application for advertising the main touristic landmarks on Jeju Island, and evaluate its effectiveness based on the Technology Acceptance Model (TAM) with a focus on the user's involvement in Korean culture (K-Culture). Specifically, we deployed several stimuli to enable users to retrieve information, visualize a variety of heritage content such as text, images, videos, virtual artifacts, and immerse in a VR environment to experience the heritage locations. The results of the online survey with 436 participants showed that for consumers with low K-Culture involvement, Perceived Usefulness and Perceived Ease-of-Use did not affect their Intention to Visit the island. Still, it had a significant impact on their Intention to Use the application. On the other hand, for the group with high K-Culture involvement, Perceived Usefulness had no effect on the Intention to Use and Intention to Visit. However, Perceived Ease-of-Use had a significant impact on their Intention to Use the application and Intention to Visit Jeju Island. Therefore, when user involvement in K-Culture is high, convenience of use has played a significant role in sensory media usage and the intention to visit, regardless of the usefulness of the mixed reality content. In contrast, users with low K-Culture involvement primarily focused on the functional aspects of the application. These findings open the path for follow-up studies on K-Culture involvement and immersive media tourism marketing, which will benefit digital tourism marketing and Korea's tourism industry.

OTT서비스이용자의 유료지불의사에 영향을 미치는 요인에 관한 연구 (A Study on the Factors Affecting the Willingness to Pay for OTT Service Users)

  • 한윤화;김찬원;이민규
    • 디지털융복합연구
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    • 제18권5호
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    • pp.105-114
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    • 2020
  • 본 연구는 OTT 서비스 이용자들을 대상으로 유료지불의사에 영향을 미치는 요인을 탐색하였으며, 주요 결과는 다음과 같다. 첫째, OTT 서비스 이용자들의 지각된 유용성은 이용만족에 정적 영향을 미치는 것으로 나타났다. 둘째, OTT 서비스 이용자들의 지각된 유희성은 이용만족에 정적 영향을 미치는 것으로 나타났다. 셋째, OTT 서비스 이용자들의 지각된 비용은 이용만족에 정적 영향을 미치는 것으로 나타났다. 넷째, OTT 서비스 이용자들의 지각된 유용성은 유료지불의사에 정적 영향을 미치는 것으로 나타났다. 다섯째, OTT 서비스에 대한 이용만족은 유료지불의사에 정적 영향을 미치는 것으로 나타났다. 결론적으로 OTT 서비스 이용자들의 지각된 유용성, 지각된 유희성, 지각된 비용은 이용만족을 높이며, 지각된 유용성과 이용만족은 유료지불의사를 예측하는 핵심요인이라는 사실을 확인하였다. 본 연구는 OTT 서비스 이용자들의 유료지불의사를 예측하고 설명할 수 있는 경로를 밝혔다는 점에서 의의가 있을 것이다.

Involvement of Social Media in Disaster Management during the Wenchuan and Ya'an Earthquakes

  • Li, Leah Xiufang
    • Asian Journal for Public Opinion Research
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    • 제1권4호
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    • pp.249-267
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    • 2014
  • Social media is being increasingly utilized in disaster relief work to identify safety issues, locate displaced-victims, and seek or provide support for those who need help. The presence of social media in disaster management has changed significantly in recent years, as it was not prevalent in the 2008 Wenchuan earthquake, but had become a powerful force in the 2013 Ya'an earthquake. This paper discusses the development of social media in disaster management via making a comparison between how it functioned in the two earthquakes. It examines the following aspects: who are the stakeholders that use social media in the earthquake management; how do they adopt this means in response to the earthquakes; and what are the outcomes of adopting social media with regards to public engagement and collaboration in an emergency event. As Sina Weibo acts as the equivalent of China's Twitter, the methodology relies on an analysis of posts in Weibo. The outcomes primarily show that: (1) authorities, celebrities and the public actively adopted social media for the purpose of information dissemination and resource mobilization; and (2) social media users are both content consumers and content generators in the times of earthquakes. The study concludes that social media as a backchannel communication tool is helpful for government institutions, corporations, and nonprofit organizations to build relationships with their stakeholders in the disaster management cycle. The result will interest academics and emergency management practitioners who are concerned with improving disaster communication.

A Study on the Predictive Analytics Powered by the Artificial Intelligence in the Movie Industry

  • Song, Minzheong
    • International journal of advanced smart convergence
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    • 제10권4호
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    • pp.72-83
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    • 2021
  • The use of the predictive analytics (PA) powered by the artificial intelligence (AI) is more important in the movie sector during the COVID-19 pandemic, because Hollywood witnessed the impact of the 'Netflix Effect' and began to invest in data and AI. Our purpose is to discover a few cases of the AI centered PA in the movie industry value chain based on five objectives of PA: Compete, grow, enforce, improve, and satisfy. Even if movie companies' interest is to predict future success for competing with over-the-tops (OTTs) at a first glance, it is observed, once they start to use the PA with the AI, they try to utilize the enhanced PA platforms for remaining four objectives. As a result, ScriptBook, Vault, Pilot, Cinelytic and Merlin Video (Merlin) are use cases for the objective 'compete.' Movio of Vista Group International and Datorama of Salesforce are use cases for the objective 'grow.' Industrial Light & Magic (ILM) and Geena Davis Institute on Gender in Media (GDI) with Disney are use cases for the objective 'enforce.' Watson, Benjamin, and Greenlight Essential are use cases for the objective 'improve.' Disney Research (DR) with Simon Fraser University and California Institute of Technology is the use case for the objective 'satisfy.'

Social Network Service 수용 후 사용회피에 관한 연구: 페이스북 사용자를 중심으로 (A Study on the Avoidance Intention of Social Network Service in Post Adoption Context: Focusing on the Facebook User)

  • 박경자
    • 한국정보시스템학회지:정보시스템연구
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    • 제24권1호
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    • pp.147-168
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    • 2015
  • Why people reduce or stop using social network services(SNS), which are regarded as a mean of relationship and communication, unlike the early trend? To explain the phenomenon, this study tries to predict psychological decision making process of users from perspectives of cognitive dissonance theory. From this perspective, this study attempted an integrative approach that reflected 'User's literacy' indicating the ability of individuals to use SNS, and 'negative mass media influence' such as media reports on side effects or the bad experiences of acquaintances, along with the 3 factors used in the SNS Prior research. This study conducted an empirical analysis by surveying 256 facebook users, and the major findings are as follows:- First, Social-overload, complexity, uncertainty and negative media influence are significantly affect dissonance on the use of SNS. Second, Dissonance on the use of SNS significantly affects the behavior that possibly reduces and limits the use of SNS. In other words, the users who have experienced psychological dissonance respond passively by avoiding the use of SNS to resolve the dissonance. Third, the moderating effect of User's literacy wasn't a significant. This study presents a clue to understand psychological decision making process of use of SNS and a guideline for establishing practical strategies. In addition, it is important to note that this study contributes to expansion of theoretical discussion about usage.

OTT 서비스의 이용만족도에 영향을 미치는 요인에 관한 연구 (A Study on Factors Influencing User's Satisfaction of OTT Service)

  • 이희성;김해연;황하성
    • 인터넷정보학회논문지
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    • 제18권6호
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    • pp.93-100
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    • 2017
  • 다매체, 다채널 시대, 기존의 방송망이 아닌 인터넷 망을 통해 디지털 디바이스를 이용한 동영상 시청이 새로운 방송 시청 행태로 급부상 하고 있다. 이러한 시청 행태 변화의 주요 서비스로 OTT 서비스가 주목 받고 있다. OTT 서비스란 인터넷 연결이 가능한 곳이면 끊어짐 없이(seamless) 자신이 원하는 콘텐츠를 원하는 시간에 다양한 단말기(any time, any device, any contents)로 이용 할 수 있는 동영상 서비스를 말한다. 본 연구는 OTT 서비스의 확산에 발맞춰 OTT 서비스의 만족도에 영향을 미치는 요인을 기술 수용 모델이론을 적용하여 탐색하고자 하였다. OTT 서비스 초기 이용자 303명의 설문조사를 통해 분석한 결과, 사회적 압력, 인지된 대중성, 인지된 비용, 이용자 평판, 개인의 혁신성, 심미성 등이 인지된 유용성, 인지된 용이성, 인지된 유희성에 부분적으로 영향을 미치고 있는 것으로 나타났다. 또한 유용성, 용이성, 유희성은 각각 만족도에 긍정적인 영향을 미쳤다. 이러한 결과를 바탕으로 이론적, 실무적 함의를 논의하고 향후 연구 과제를 제언하였다.

커뮤니케이션매체 특성과 교수행위 특성이 협력적 상호작용과 프로젝트 성과에 미치는 영향 (The Impact of Characteristics of Communication Media and Instruction Behavior on Collaborative Interaction and Project Performance)

  • 고윤정;정경수;고일상
    • Asia pacific journal of information systems
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    • 제18권4호
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    • pp.83-103
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    • 2008
  • In the new web based learning environment which has recently emerged, a variety of new learning objectives and teaching methods suited to this learning environment have been adopted. Recently, web based project-based learning methods have received a great deal of attention from those wishing to improve learning performance. The objective of this study is to identify the impact of characteristics of communication media and instruction behavior on collaborative interaction and project performance through web based group projects. The characteristics of communication media were divided into richness, flexibility, and ease of use, and the characteristics of instruction behavior were divided into support and expression, which are independent variables. Collaborative interaction as a mediate variable, was divided into information sharing and negotiation. Project performance was the dependent variable. To verify the proposed research model empirically, an experiment was conducted in which learners participated in on-line and off-line courses with group projects. The group project was conducted virtual product development(VPD), and designed a web-site about the VPD. At the end of the project, a survey was conducted. Of the 270 students, 239 responded. The students were assigned to groups of 3 or 4 members, and represented different genders and levels of computer competence. The reliability, validity, and correlation of research variables were analyzed using SPSS 14.0, and the measurement model and the structural goodness-of-fit of the research model were verified through SEM analysis using Lisrel 8.54. We found important results as follows; First, richness and ease of use has positive impacts on each of sharing information and negotiation. This suggests that richness and ease of use are useful in sharing information which is related to the task and agreeing in opinions among group members. However, flexibility has not positive impacts on sharing information and negotiation. This implies that there is no great difference in performance of PC and information literacy of user. Second, support and expression of instructor have positive impacts on sharing information and negotiation. This indicates that instructors play an important role in encouraging learners to participate in the project and communicating with them, sharing information related to the project, making a resonable decision and finally leading them to improve a project performance. Third, collaborative interaction has a positive impact on project performance. This result shows that if the ability to share information and negotiate among students was improved then a project performance would be improved as well. Recently, in the state of revitalized web based learning, it is opportune that web-based group project is practically conducted, and the impact of characteristics of communication media and characteristics of instruction behavior on sharing information, negotiating among group members and improving a project performance is verified. On the basis of these results, we propose that forms of learning, such as web based project, could be one of solution which is to enforce interaction among learners, and ultimately improve learning performance. Moreover web-based group project is able to make up for a weakness which makes it difficult to make interpersonal relations or friendship among learners in computer mediated communication or web based learning.

User context conjecture system using location and schedule information

  • Ogasawara, Naohito;Sato, Kiwamu;Nunokawa, Hiroshi;Shiratori, Norio;Noguchi, Shoichi
    • 한국감성과학회:학술대회논문집
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    • 한국감성과학회 2002년도 춘계학술대회 논문집
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    • pp.152-155
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    • 2002
  • In recent years, with the spread of communication media, such as a cellular phone and E-mail, we are able to communicate with others without any restriction of position or time. However, complexity of communicative context has increased so that user has to guess a partner user's situation and status in order to use various medias efficiently. This problem will grow larger as new media are brought in the expanding communications network. To solve this problem, we propose the system that guesses the context in communication by a user's media from the position information on PHS (Personal Handy phone System) and schedule information from schedule application. In this system a user's agent guesses automatically the context that owner has set, and answers the demand of the context from a partner user. Moreover, the agent decides a suitable answer, when there is a demand of communication by the media, which cannot be used.

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