• Title/Summary/Keyword: digital engagement

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Gamified Contents Management System design for continuous and voluntary participation of Users (사용자의 지속적이며 자발적인 참여를 위한 게임화 기반의 콘텐츠 관리 시스템 설계)

  • Choi, Won-Kyum;Yun, Chan;Woo, Tack
    • Journal of Korea Game Society
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    • v.18 no.6
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    • pp.5-16
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    • 2018
  • It is very difficult, but important, to induce and maintain voluntary user engagement in content. For example, many Internet contents provide financial rewards for the user's participation and maintenance. However, there are limitations to methods such as stimulating only external motivations, such as monetary rewards, and sophisticated design and management are needed to obtain sustained and voluntary user participation in content. For this purpose, we propose a Gamified CMS that extends the existing Content Management System (CMS) by referring to the example of the Gamified Learning Management System. This will ultimately increase the participation and commitment of users in content.

The Effect of Live Broadcast of Fresh Food on Customer's Purchasing Intention

  • Young-Geun PARK;Dai-Hwan MIN;Hanjin LEE
    • The Journal of Industrial Distribution & Business
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    • v.14 no.9
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    • pp.31-39
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    • 2023
  • Purpose: Social media's increasing adoption and the development of digital technology have completely changed how businesses interact with their clients. The current study is to examine the impact of live broadcasts on consumers' perceptions and actions across a range of fresh food goods. Research design, data and methodology: The scrutiny relies on the existing peer-reviewed literature, which may prevent a comprehensive evaluation of some recent advancements in the subject. Despite these caveats, the outcomes of this scrutiny are anticipated to contribute significantly to our understanding of the effect of live broadcast marketing on consumers' propensity to make purchases. Results: Previous literature review clearly states that 'Live Broadcast of Fresh Food' to attract relevant customers should be followed: (1) Increased Product Transparency and Trust, (2) Enhanced Customer Engagement, (3) Impact on Customer's Perception of Product Quality, and (4) sense of urgency and scarcity. Conclusions: All in all, the study's advice for firms in the food industry to improve their marketing efforts through live broadcasts have important practical ramifications. Promoting openness and trust in the production process and with the audience boosts a brand's reliability. Customers are more likely to participate and feel more connected to a brand.

Empirical Research on the Causal Effect of Implementation of "With-COVID19" Policy on the Viewer Engagement of Online Fitness Contents (위드코로나 정책이 온라인 피트니스 콘텐츠의 시청자 참여도에 미치는 영향에 대한 실증 연구)

  • Byoung-Hyuk Ahn;Jiye Baek
    • Information Systems Review
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    • v.25 no.4
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    • pp.1-25
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    • 2023
  • The online fitness industry has experienced rapid growth in recent years, overcoming physical constraints of conventional fitness programs. The COVID-19 pandemic accelerated the trend as social distancing policies were implemented. However, as financial distress of offline gyms worsened, the Korean government implemented the "With-COVID19" policy, which lifted most of the restrictions and regulations on offline gyms, on November 1st, 2021, raising concerns about the loss of drivers for the growth of the online fitness industry. Using regression discontinuity design in time (RDDiT), this study investigates the causal effect of the "With-COVID19" policy on the viewer engagement of online fitness content. Contrary to expectations that viewer engagement would decrease, it increased by 21%. Additionally, subgroup analysis based on opportunity cost reveals heterogeneity, and the high-cost group experienced a greater increase of 32% compared to low-cost group. Based on these findings, the study provides possible mechanisms of the increase, theoretical contributions on using RDDiT in the Information Systems, and practical implications for guidelines on managing online fitness platforms and content in the era of digital transformation.

Digital Multimodal Storytelling: Understanding Learner Perceptions (디지털 멀티모달 스토리텔링: 학습자 인식에 대한 이해)

  • Chung, Sun Joo
    • Journal of Convergence for Information Technology
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    • v.11 no.3
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    • pp.174-184
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    • 2021
  • The present study intends to understand how multimodality can be implemented in a content course curriculum and how students perceive multimodal tasks. Twenty-eight students majoring in English were engaged in a digital storytelling assignment as a part of the content curriculum. Findings from the questionnaire and reflective essays that investigated students perceptions of digital storytelling showed that students felt that the assignment helped them engage in the task and felt motivated. In comparison to traditional writing tasks, students perceived digital storytelling to be more engaging and motivating, but felt that the assignment required more mental effort and caused more anxiety. By supporting students to explore technology and implement multimodal aspects in the learning process, digital storytelling can encourage engagement and autonomous learning to create meaningful works that are purposeful and enjoyable.

A Review on Cognitive Assessment and Rehabilitation for the Elderly Using Gamification Elements in Digital Applications: Focusing on Studies from 2015 to 2024 (디지털 애플리케이션과 게이미피케이션 요소를 활용한 고령자 인지 평가와 인지재활에 관한 문헌 고찰: 2015년부터 2024년의 연구를 중심으로)

  • Haewon Byeon
    • Journal of Advanced Technology Convergence
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    • v.3 no.3
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    • pp.37-45
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    • 2024
  • This study reviews the literature on the utilization of gamification elements in digital applications for cognitive assessment and rehabilitation of the elderly, focusing on both domestic and international research from 2015 to 2024. Following the PRISMA methodology, inclusion and exclusion criteria were applied to align with the research objectives. Out of 1,718 initial studies, 18 were ultimately analyzed after a screening and filtering process. The results of this literature review indicate a growing interest in cognitive training and other interventions aimed at mitigating cognitive decline among the elderly. Additionally, it was found that the gamification elements of digital applications are effective in engaging elderly users and improving cognitive functions such as memory, attention, and executive function. The findings of this study suggest that integrating gamification elements can enhance user engagement and provide practical solutions for cognitive health management. Further research is needed to explore the long-term effects and broader applicability of these digital interventions.

Analysis on Children Robot Interaction with Dramatic Playes for Better Augmented Reality (어린이 극놀이 증강현실감을 위한 아동로봇상호작용 분석)

  • Han, Jeong-Hye
    • Journal of Digital Contents Society
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    • v.17 no.6
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    • pp.531-536
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    • 2016
  • This study highlights the effectiveness of analyzing the feelings children have when interacting with robots in a dramatic play setting using augmented reality in Human Robot Interaction (HRI). Existing dramatic play activities using robots by QR-markers were edited, and their weaknesses have been corrected so that children could interact more effectively with robots. Additionally, children's levels of interest and engagement in dramatic play activities, the accuracy of robotic props, and the smartness of robots were analyzed throughout children's interactions during such activities using augmented reality. Younger participants were more likely to find robots interesting and intelligent, and participants with no previous experience with robots had relatively higher levels of interest in robots and tended to notice changes in robots' costumes.

Fashion Accessory Design Using Media Art (미디어아트를 이용한 패션 액세서리 디자인)

  • JeKal, Mee;Lee, Youn-Hee
    • Journal of the Korean Society of Costume
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    • v.58 no.4
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    • pp.1-12
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    • 2008
  • The expansion of media art has not only developed the digital technology but also given lots of environmental evolution to improve various fields of design as the main topic of the 21st century. The purpose of this study is aimed at proposing the new design that integrates fashion accessaries with media art technology. This will be done by understanding the social environment in digital ages and studying technology of design based on a variety of literature about changes in our society, neo value, vision, culture and art with fundamental notion of media art. First stage for this study, put an idea into just fashion accessary design because it is not sufficient to incoporate fashion and media art technology. The presented OLED(Organic Light Emitting Diodes) in this study is a kind of display to be in a limelight in the next generation and can be applied to various field of design. media art simultaneously moved into the scope of artistic debates. As a result, we can found that the use of audiovisual introduced numerous new aspects to the conceptual and aesthetic engagement with questions of conception. Today, the presented forms of art and inter-action from the closed -circuit work to interactive media art installations to open process-exist as parallel possibilities.

Analysis of Accounting Information Systems Consulting Effects (회계정보시스템 컬설팅 효과 분석)

  • Kim, Dong-Il;Choi, Seung-Il
    • Journal of Digital Convergence
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    • v.11 no.10
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    • pp.351-357
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    • 2013
  • This research studied that the effect of consulting local SMEs focusing on the effective factors related to quality of theoretical study and the previous studies according to research model and research hypotheses. Also, in this empirical analysis, analyzed the consulting performance that distinguish such as consulting procedures quality, consulting adaptation, consultant emotional intelligence and efforts factors. Second, in relationship with consulting adaptation and performance, statistically significant relationship showed weak. Finally, the quality of the consultant engagement and emotional intelligence was analyzed high significance. Therefore, this study further accounting information systems consultant at consultant emotional intelligence factors can expect a useful guidelines.

Fashion Granfluencers as a Cultural Intermediary in Fashion and Style -A Case Study on Iris Apfel

  • Syachfitrianti Gadis Nadia;Setiawardhani Shaffira Dewi;Se Jin Kim
    • Journal of the Korean Society of Clothing and Textiles
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    • v.46 no.6
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    • pp.1105-1127
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    • 2022
  • This study investigated the role of fashion granfluencers as cultural intermediaries in the present digital era. The concept of fashion granfluencer as cultural intermediaries and their fashion style characteristics were defined and examined. The literature on cultural intermediaries, social media, and seniors in the context of fashion was reviewed. Primarily, three characteristics of cultural intermediaries-interactive communication, nonconformist attitude, and aesthetic disposition-were identified and used as analytical variables in this study. Through netnography, 1,452 Instagram posts from the renowned fashion granfluencer Iris Apfel (@iris.apfel) were examined. This study presented Iris as a fashion granfluencer and a senior professional, who uses fashion to express herself and define her identity. As a cultural mediator, she contributes to revitalizing the cultural economy and creating cultural products. Iris Apfel' fashion and style embody her digital persona. Her engagement in fashion activities-producing fashion content or attending fashion events-mediates the relationship between fashion producers and fashion consumers, thereby promoting the aesthetic value of fashion.

Analysis of Actual Condition of Innovative Sharing University Project for the Human Resource Development of Digital New Technology (디지털 신기술 인재양성 혁신공유대학 사업 실태 분석)

  • Han, Jiyoung;Lee, Seungyeop
    • Journal of Engineering Education Research
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    • v.26 no.4
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    • pp.66-78
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    • 2023
  • The purpose of this study was to analyze the actual condition of the innovative sharing university project. To this end, a focus group interview was conducted by selecting officials participating in the innovative sharing university project as study participants. The collected data was analyzed using the content analysis method. The results of the study are as follows. First, in terms of the promotion system and operation dimension of project group, study participants presented difficulties and improvements in terms of the national promotion system and university-level project operation. Second, in terms of curriculum management dimension, study participants presented difficulties and improvements in content development and sharing, engagement support for professors and students participation, and securing and sharing educational infrastructure. Third, in terms of management of project performance indicators, study participants presented difficulties and improvements in managing core performance indicators, managing autonomy performance indicators, and sharing project performance. Based on these study results, suggestions for the use of research results were presented.