• Title/Summary/Keyword: Viewer Satisfaction

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Influence of Internet One-person Game Broadcasting BJ Property on the Viewers' Satisfaction - Flow experience as a Mediator - (인터넷 1인 게임 방송 BJ 속성이 시청자의 시청만족도에 미치는 영향 - 플로우(FLOW)경험을 매개변인으로 -)

  • Kim, Jong-Moo
    • Journal of Digital Convergence
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    • v.16 no.7
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    • pp.357-367
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    • 2018
  • The purpose of this study is to investigate whether flow experience is effective as a mediator in the effect of BJ attributes on viewer satisfaction. For this study, a survey was conducted on a total of 198 users who watch one - person game broadcasting on African TV. According to analysis, first, the joy flow experience is mediating role in the relationship between intimacy BJ attributes and viewing satisfaction. Second, the Control flow experience did not mediating role in the relationship between all BJ attributes and viewing satisfaction. Third, the attention flow experience is mediating role in the relationship between intimacy and reliability BJ attributes and viewing satisfaction. Fourth, the Time distortion flow experience is mediating role in the relationship between intimacy BJ attributes and viewing satisfaction. Fifth, the Self loss flow experience did not mediating role in the relationship between all BJ attributes and viewing satisfaction. The intimacy of the game BJ was found to affect mediocre satisfaction, attention, attention, and time distorted flow experience.

User's Emotional Experience Through the Retro Content Trend: A Case Study on the Answer me 1994 (Retro(복고) 콘텐츠 트렌드(Trend)를 통해 살펴본 사용자의 감성적 경험연구: <응답하라 1994>를 중심으로)

  • Shin, Dong-Hee;Kim, Tae-Yang
    • The Journal of the Korea Contents Association
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    • v.14 no.4
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    • pp.123-134
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    • 2014
  • Recently, the retro content emerges one of the highest topics in the cultural content area. This retro content has been exponentially expanded through the series of and the success of the series highlights the importance of content that can cause user's emotional experience. Along the line, this research tries to know how the retro contents draw user's emotional experience beyond the role of just user's recall for the past through the Answer me 1994 syndrome. As the result of factorial analysis for the user's emotional experience, five factories were classified: the emotional experiences by music, item, sensory, story and actors exposed in the drama. Also, the five emotional experience factories influence the relations between the viewers and retro content. Specifically, the factories for the emotional experiences are statistically significant to the viewer's satisfaction. They significantly influence the viewer's trust and attachment for the retro content as well. The influence for the emotional experience factors which affect to viewer's satisfaction are music, item, sensory, story, and actors in order. The influence on the trust about the retro content are music, sensory, story, item in order. On the other hand, the emotional experience by actors are not significantly affect to the trust for the retro content. Lastly, The influence for the attachment about the retro content are music, item, actors, sensory, and story in order.

Study on the UX of Internet Broadcasting -Focused on the Afreeca TV, the Twitch TV- (인터넷 방송 애플리케이션의 사용자 경험 연구 -아프리카 TV와 Twitch TV를 중심으로-)

  • Kwon, Jin-Hyuk;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.16 no.3
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    • pp.407-413
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    • 2018
  • This study suggest the development direction of mobile environment by combining UX satisfaction index and UI guideline. In order to improve the satisfaction of viewers, in this study, we understand the mobile Internet broadcasting environment and application by combining UX and UI index. We present components which are suitable for internet broadcasting and calculate it on each broadcasting screen. Internet broadcasting application is for satisfaction of viewers. To make application which is satisfy viewer's needs, those advantages of applications should be combined.

The Effect of the Technical and Virtual Creator Characteristics of Vtuber's Personal Broadcasting on Pleasure, Satisfaction, and Paid Sponsorship Intention: Based on the S-O-R Model (브이튜버(Vtuber) 개인방송의 기술적 특성과 가상 크리에이터 특성이 즐거움, 시청만족도 및 유료후원의도에 미치는 영향: S-O-R 모델을 기반으로)

  • Jin, Chengjun;Yang, Sung-Byung;Yoon, Sang-Hyeak
    • Journal of Information Technology Services
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    • v.21 no.5
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    • pp.107-127
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    • 2022
  • Personal broadcasting utilizing Vtuber, a virtual creator made of 2D or 3D avatars, has recently appeared and is growing in popularity. Vtuber is a virtual person who broadcasts on the Internet using 2D or 3D avatars with real-time motion capture and computer graphics technologies. While the personal broadcasting industry utilizing Vtuber is proliferating, related studies have mainly concentrated on technical issues. Therefore, in this study, the antecedent factors that form the technical characteristics and virtual creator characteristics of Vtuber personal broadcasting are derived using the Stimulus-Organism-Response (S-O-R) model. Then the effect of these factors on viewer pleasure and satisfaction, which lead to increased paid sponsorship is to be examined. Furthermore, we investigate how this influencing mechanism fluctuates based on the avatar type (2D vs. 3D). This study contributes to empirical examinations of viewers' paid sponsorship intention in Vtuber personal broadcasting through the S-O-R model. It also offers insights that technological or virtual creator characteristics could improve viewers' pleasure, satisfaction, and even paid sponsorship.

Effect of Cognitive Affordance of Interactive Media Art Content on the Interaction and Interest of Audience (인터랙티브 미디어아트 콘텐츠의 인지적 어포던스가 관람자의 인터랙션과 흥미에 미치는 영향)

  • Lee, Gangso;Choi, Yoo-Joo
    • KIPS Transactions on Software and Data Engineering
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    • v.5 no.9
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    • pp.441-450
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    • 2016
  • In this study, we investigate the effect of the level of cognitive affordance which explains an explicit interaction method on the interest of viewers. Viewer's recognition of the interaction method is associated with cognitive affordance as a matter of visual-perceptual exposure of the input device and viewer's cognition of it. The final goal of the research on affordance is to enhance the audience participation rather than the smooth interation. Many interactive media artworks have been designed with hiding the explicit explanation to the artwork due to worry that the explicit explanation may also hinder the induction of impressions leading the viewer to an aesthetic experience and the retainment of interest. In this context, we set up two hypotheses for study on cognitive affordance. First, the more explicit the explanation of interaction method is, the higher the viewer' understanding of interaction method is. Second, the more explicit the explanation of interaction method is, the lower the interest of the viewer is. An interactive media art work was manufactured with three versions which vary in the degree of visual-perceptual information suggestion and we analyzed the participation and interest level of audience in each version. As a result of the experiments, the version with high explicitness of interaction was found to have long time spent on watching and high participation and interest of viewers. On the contrary, the version with an unexplicit interaction method was found to have low interest and satisfaction of viewers. Therefore, regarding usability, the hypothesis that a more explicit explanation of interaction would lower the curiosity and interest in exploration of the viewer was dismissed. It was confirmed that improvement of cognitive affordance raised the interaction of the work of art and interest of the viewer in the proposed interactive content. This study implies that interactive media art work should be designed in view of that the interaction and interest of audience can be lowered when cognitive affordance is low.

A Survey Research on Tourists' Satisfaction with Digital Technology-based Special Exhibitions: Focused on The National Museum of Korea (디지털기술을 적용한 특별기획전 관람객의 체험만족도에 관한 조사연구 : 국립중앙박물관을 중심으로)

  • Chen, Chen;Cho, Joung-Hyung
    • Journal of the Korea Convergence Society
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    • v.11 no.2
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    • pp.127-137
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    • 2020
  • This study is aimed to point out the direction for more reasonable and effective application of future digital technology in the exhibition. It's also to improve the satisfaction of visitors' overall experience through inspecting the special exhibition using digital technology in the national central museum in 2019. The relationship of visitors' expectations, experience and satisfaction are analyzed through literature investigation. Hence, four dimensions of digital experience were summarized on this basis, the content of the questionnaire was set through this research. The satisfaction of visitors to the digital technology experience was evaluated and the key contents needing to be improved were found through Importance-Performance Analysis (IPA). According to the IPA analysis, the content located in quadrant IV is analyzed emphatically, and improvement suggestions are put forward from macro-level, micro-level and viewer's inner levels. The results can be used as a reference for improving the feasibility of the current problem. In order to ensure the forward-looking and timeliness of this field, continuous research will be conducted according to the changes and developments.

Make-Up Behavior and Influential Factors - Focusing on Clothing Involvement, Age and Face Satisfaction - (화장행동과 영향 변인 연구 -의복관여도, 연령, 얼굴만족도를 중심으로-)

  • 백경진;김미영
    • Journal of the Korean Society of Clothing and Textiles
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    • v.28 no.7
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    • pp.892-903
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    • 2004
  • The purpose of this study was to analyze the differences in make-up behavior according to clothing involvement, age, and face satisfaction. Subjects of is study were the females in Seoul and Kyonggi, who were 20s and 40 $.$ 50s. Questionnaire was used as major method of gathering data. The data were collected from Sep. to Oct. in 2003 and analyzed by using SPSS 10.0 with various techniques such as the factor analysis, mean, percentage, cluster analysis, ANOVA, Duncan test, 1-test, Cronbach's $\alpha$, and $\chi$$^2$-test. The results of this study were as follows: 1. The consumers were classified into four categories by clothing involvement; high clothing involvement group, low fashion involvement group, middle clothing involvement group, low clothing involvement group. 2. The differences in make-up behavior according to the clothing involvement showed that make-up behavior was getting more aggressive as clothing involvement was getting higher. And generally Korean females thought the make-up was important. 3. The differences in make-up behavior according to the age revealed that 20s' make-up behavior was fashion oriented more than 40ㆍ50s, and 40ㆍ50s' make-up behavior was that they were taking a serious viewer than 20s' in interpersonal relationship oriented make-up behavior. 4. The result of differences in make-up behavior according to the face satisfaction was that no noticeable difference was found depending on the face satisfaction. This study revealed that the differences in make-up behavior according to clothing involvement and age were found and suggested that the cosmetic market segmentation could depend on clothing involvement market and two age group market such as younger and elder than 40ㆍ50s.

The Effects of Mid-program Advertising on Audience's Preference of Television Program (중간광고가 TV프로그램 시청 만족도에 미치는 영향에 관한 연구)

  • Han, Sangpil
    • Journal of the Korea Convergence Society
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    • v.11 no.6
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    • pp.183-189
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    • 2020
  • The objective of this research was to provide an objective and scientific basis for the effect of mid-advertising on viewers' rights by conducting an empirical study on how mid-program advertising affects viewer satisfaction and interest from the viewers' perspective. The experiment was conducted on 210 subjects to investigate the difference between viewers' interest in the program and purchase intention price. The results did not support the hypothesis that advertisements inserted in the middle of television programs would affect the dependent variables. The theoretical and practical implications of the mid-program advertisements on the interests of viewers were discussed.

A Research on Curved Display Comparing to Flat Display Regarding Posture, Tilt Angle, Focusing Area and Satisfaction

  • Ahn, Sung Hee;Jin, Byungki;Kwon, Sanghyun;Yun, Myung Hwan
    • Journal of the Ergonomics Society of Korea
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    • v.33 no.3
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    • pp.191-202
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    • 2014
  • Objective: This study is conducted on the differences between flat and curved displays with respect to location of focused points, posture and satisfaction as well as preferred tilt angles. Background: In order to avoid physical and eye fatigue caused by misplayed sitting posture, many studies have asserted that the display requires appropriate location, size and tilt angle as well as curvature. However, most studies have focused on the work environment and the results are varied in the extent. Method: Eye height data in sitting posture were collected from 30 participants. Participants selected the most comfortable viewing angle within the range from $0^{\circ}$ to $12^{\circ}$ while watching videos for both curved and flat display. Then, physical and eye fatigue and overall satisfaction were subjectively evaluated. Lateral diagram describing viewing display condition was set and used to develop linear models for expecting the preferred tilt angle. Results: Due to sitting in the natural viewing posture rather than upright, the eye height is lowered to about 4.6 centimeters, on average, for both displays showing no significant differences. In contrast, preferred angles for the two displays are significantly different and this can be interpreted that curvature vary the points focused. Two linear models as functions of sitting eye height are developed to expect preferred tilt angle for each display. Based on the result of overall satisfaction evaluation, curved display is statistically better than flat display. Conclusion: The results show that flat and curved displays are significantly different expect for the viewing posture. However, reasons for preferring curved display are not accurately factorized and the linear models are limited in the experiment condition such as size of display, distance between display and viewer and other physical environmental factors. Further studies on curved displays under more various conditions are required. Application: This study can contribute to use of the curved display in various way.

Usability Test for Interactive Television Programme : Skytouch Channel on Digital Satellite Platform (양방향 TV 프로그램의 사용성 평가:스카이터치 채널을 중심으로)

  • Oh, Jong-Sir
    • The Journal of the Korea Contents Association
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    • v.8 no.3
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    • pp.75-85
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    • 2008
  • Since the first interactive broadcasting of Skylife had been launched in S. Korean it has passed over 4 years. Subsequently the new digital broadcasting platforms, such as DMB, Mobile-TV, IPTV and so forth, are appearing between the keen rivalries. At the centre of diagram for new digital platforms there is positioned the interactivity. In order to cope with the limitation of contents on television, even Korean terrestrials have resolutely carried out interactive broadcasting as of 8th of June, 2006. Although the flamed competition of digital environment there are lacking in the public understanding and interests for interactive programmes on digital television. We can be analysed that it is difficult to acquire the viewer's satisfaction for guessability in spite of our governmental efforts. Here it presents the problematic results obtained by analysing both quantitative and qualitative data from the usability test for the current interactive programme in centre of the viewer.