• Title/Summary/Keyword: interactivity factors

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A Study on the Influential Factors of Intention to Continued Use of e-Learning (이러닝의 특성과 유용성이 지속적 이용의도에 미치는 영향에 관한 연구)

  • Kwon, Sun-Dong;Yun, Suk-Ja
    • Journal of Information Technology Applications and Management
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    • v.17 no.1
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    • pp.35-54
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    • 2010
  • Why does e-Learning service for individuals remain in the early development stage? To find the answers of this question, we adopted usefulness and intention to continued use as dependent variables based on technology acceptance model and inferred convenience, cost-effectiveness, social presence, interactivity, concentration, and procrastination as independent variables based on literature review and interview with e-Learning users. Convenience and cost-effectiveness of e-Learning tend to enhance usefulness and/or intention to continued use, while lack of social presence, interactivity, and concentration of e-Learning and academic procrastination tend to hinder usefulness and/or intention to continued use. To prove this research model, we used a data set collected from the survey. The respondents of survey were the undergraduate students who used voluntarily e-Learning. Data analysis was conducted using 275 respondents by partial least square. The analysis result of causal relation indicated that convenience and cost-effectiveness influenced both usefulness and intention to continued use, and that cost-effectiveness and concentration influenced only intention to continued use. But, interactivity and procrastination did not influence usefulness and intention to continued use.

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An Exploratory Study for Investigating Loyalty in On-line Games : Focus on Interactivity and the Sense of Presence (온라인 게임의 애호도에 관한 실증적 연구: 상호작용성과 현존감을 중심으로)

  • Um Myoungyong;Kim Taeung;Kim Chungkoo
    • Korean Management Science Review
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    • v.22 no.1
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    • pp.47-66
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    • 2005
  • Online game business has emerged as the most lucrative entertainment Industry, with over 10 million players in South Korea. The popularity of online games can be attributed to the availability of broadband network and the presence of numerous PC Bangs and around the country, which have pushed online games Into the main-stream entertainment culture. The age distribution of online game players is expanding and a variety of new games are under development to target certain age groups. While the interactive entertainment market continues to expand, with many new online game publishers entering the market, relatively little is known about which factors influence online game players' behavioral intentions to play continuously in this area. It appears that in this extremely attractive and growing services segment, academics, as well as practitioners, would benefit from in vestigating the relationships among the players' loyalty, interactivity, the sense of presence and the impacts of several other key game-related constructs. Several types of interaction in on-line games and their relationship with the flow construct are investigated, and the resulting conceptual model is proposed. Based on data collected from online questionnaire survey, the validity of the simultaneous equation model has been tested and interesting conclusions have been developed concerning the relationships between the players' loyalty to the sense of presence, flow, satisfaction and interactions. Other interesting results concerning game development strategy are also provided.

Understanding the Adoption of T-Commerce in Telecommunications-Broadcasting Convergence Environment (통신 방송 융합 환경에서의 T-Commerce 수용 모델에 관한 연구)

  • Ahn, JoongHo;Kim, Eunjin;Park, Chulwoo
    • Knowledge Management Research
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    • v.10 no.2
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    • pp.15-33
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    • 2009
  • Telecommunications-broadcasting convergence in the domain of IT is a representative phenomenon that is expected to provide the saturated existing markets with a new source of profit. Especially, T-Commerce combines familiarity of TV and immediacy of the Internet which are expected to cover all the users familiar with each media and expand the existing commercial transactions. Telecommunications-broadcasting convergence in Korea, however, is focusing on technical and regulatory aspects so that research on the real users is not up to the mark yet. This is the most fundamental problem in hampering growth in the corresponding service and market. Thus, we are proposing an adoption model on T-Commerce to rapidly expand the convergence service through understanding the potential users. Perceived utilitarian and hedonic values, perceived interactivity, media substitution and personal innovativeness have been examined as the factors influencing the users' intention to adopt a new convergence service. As a result of empirical analysis, it is verified that perceived utilitarian and hedonic values and personal innovativeness directly influenced the users' intention to adopt whereas perceived interactivity had indirect affect on them. T-Commerce service providers should not only emphasize on the benefit that the older media could not provide the users with, but also provide them with more pleasure and entertaining experience during the course of satisfying the users' needs to distinguish T-Commerce from the other existing media.

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Interactive Case Study on Fashion Media: Focused on Showstudio's Fashion Projects (패션 미디어에 나타난 상호작용 사례 연구: 쇼스튜디오(Showstudio)의 패션프로젝트를 중심으로)

  • Kim, Jiyoung
    • Journal of Fashion Business
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    • v.17 no.5
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    • pp.101-119
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    • 2013
  • The purpose of this study is to consider the interactivity which appeared on the fashion media that focus on Showstudio's fashion projects. Showstudio is a famous fashion site that was founded by the famous photographer, Nick Knight, which has displayed interactive projects with fashion designers and artists. The methods of this study are undertaken by theoretical studies and project analysis. The 38 projects under the 'interactive' category are being chosen among archive data and the project explanations, photos and videos provided from the site are studied. Interactivity of fashion projects in Showstudio is considered by main factors such as two-way communication, participation, user control, and responsiveness. Two-way communication appears as transactional communication in the creation process and feedbacks from contents of users. The characteristic of participation appears as participation in the creation process and the practical use of contents. User control appears as control of contents, user interface and streaming media systems. The characteristic of responsiveness appears as real time and synesthesia responsiveness between the user and contents. Showstudio show free communication through digital information transmit system and also indicate the opportunity of innovative interactions among users, media, and contents.

An Exploratory Study for Investigating Loyalty in On-line Games : Focus on Interactivity and the Sense of Presence (온라인 게임의 애호도에 관한 실증적 연구 : 상호작용성과 현존감을 중심으로)

  • Kim Taeung;Um Myoungyoung
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 2004.10a
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    • pp.200-218
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    • 2004
  • Online game business has emerged as the most lucrative entertainment industry, with over 10 million players in South Korea. The popularity of online games can be attributed to the availability of broadband network and the presence of numerous PC Bangs and around the country, which have pushed online games into the mainstream entertainment culture. The age distribution of online game players is expanding and a variety of new games are under development to target certain age groups. While the interactive entertainment market continues to expand, with many new online game publishers entering the market, relatively little is known about which factors influence online game players' behavioral intentions to play continuously in this area. It appears that in this extremely attractive and growing services segment, academics, as well as practitioners, would benefit from investigating the relationships among the players' loyalty, interactivity, the sense of presence and the impacts of several other key game-related constructs. Several types of interaction in on-line games and their relationship with the flow construct are investigated, and the resulting conceptual model is proposed. Based on data collected from online questionnaire survey, the validity of the simultaneous equation model has been tested and interesting conclusions have been developed concerning the relationships between the players' loyalty to the sense of presence flow, satisfaction and interactions. Other interesting results concerning game development strategy are also provided.

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The Study of Factors Influencing the Intention of Continuous Usage Using Augmented Reality Games: Comparative Analysis of Korean and Chinese Users

  • Namjae Cho;YanRui Wang;Jeong Hun Lim;Giseob Yu
    • Asia pacific journal of information systems
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    • v.32 no.2
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    • pp.249-274
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    • 2022
  • This study is to focuses on users' attitudes toward augmented reality games. Based on the Technology Acceptance Model (TAM) and Flow theory, continuous usage intention was set as a dependent variable, and immersion was set as a mediating variable. As independent variables, spatial presence, perceived interactivity, perceived pleasure, and sickness were set. Besides, this study strived to compare and analyze Korean and Chinese Data. The results of this study were as follows. First of all, Korean users significantly affected spatial presence, perceived pleasure, and immersion. Spatial presence and perceived pleasure had also mediated effects on continuous usage intention through immersion. However, perceived interactivity and sickness did not affect immersion and even no mediating effect to continuous usage intention. In the case of Chinese users, spatial presence, perceived interactivity, and perceived pleasure were grouped into one variable. This variable influenced immersion and also had mediated effect on continuous usage intention. However, sickness, like Korean users, did not affect the set path. This study had implications for analyzing user perspective using immersion, a significant variable in previous research. In addition, this study found similarities and characteristics through a comparative analysis between Korean and Chinese users indirectly.

Effects of the service and the product quality evaluation factors of internet shopping mall on the satisfaction for Korean internet fashion shopping malls - Focusing on Chinese university women - (인터넷 쇼핑몰의 서비스 및 제품의 품질평가 요인이 한국 인터넷 패션 쇼핑몰의 만족도에 미치는 영향 - 중국 여대생을 중심으로 -)

  • Yu, Jihun;Kong, Shim
    • The Research Journal of the Costume Culture
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    • v.22 no.5
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    • pp.655-669
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    • 2014
  • This study was to examine the service and the product evaluation factors of Korean internet fashion shopping malls and to suggest marketing implications for Korean internet fashion shopping malls wanting to expand into the Chinese market. This study conducted a questionnaire survey for college female students in Qingdao, China, who have shopped at Korean internet shopping malls, and 310 surveys were used in the final analysis, frequency analysis, factorial analysis, and regression analysis. The results of the study were as follows. First, Most of the respondents answered that they found the Korean internet fashion shopping malls through the internet, and the most purchased item was outer clothing. Second, the system stability and web site structure excellence factors had a positive influence on the service satisfaction for the shopping mall 'S', while the system satisfaction, service efficiency, interactivity and web site structure excellence factors had positive influences on service satisfaction for the shopping mall 'P', and the system satisfaction, service efficiency, interactivity factors had positive influences on service satisfaction for the shopping mall 'N'. Third, examining the correlation between product satisfaction for the shopping mall 'S', 'P', and 'N' with fashion product evaluation factors showed that, design factors and quality excellence factors of the three shopping malls had positive influences on product satisfaction. The results of this research provide useful information in forming an efficient operating system and improving marketing strategies for internet fashion shopping malls planning to enter or having already entered the Chinese market.

A Study on Defining Communicative Characteristics of Public Libraries

  • Younghee Noh;Yoon-Jeong Kim;Woojung Kwak
    • International Journal of Knowledge Content Development & Technology
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    • v.13 no.3
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    • pp.95-123
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    • 2023
  • This study intended to discover the communicative characteristics of libraries, such as locality, communality, interactivity, and organic vitality, and measure as to whether the components constituting them were appropriate, and based on the research results, it was intended to establish the role of public libraries based on communicative characteristics. As a result of the study, it finally turned out that the libraries had the four communicative characteristics of 'locality', 'communality', 'interactivity', and 'organic vitality'. The four communicative characteristics may be classified into 16 factors and 63 detailed factors accordingly. Examining the characteristics of library communication, first, locality means that local residents create and maintain the identity of a social, historical, and cultural locality while sharing the space of a library. In the library, the users can receive local life information or create a cultural identity of the locality through communication between the users. Second, communality is a fundamental factor in forming a community of local residents and represents the characteristics of a group formed based on place and geographical characteristics, culture and belief system, and interests. Third, interactivity refers to a kind of behavior in which users interact with other users, information providers, and books and information in the library to give and receive influence. The actions in which two or more objects share knowledge, thoughts, emotions, and opinions may be seen as being accomplished through interaction. Lastly, organic vitality means seeking the continuous maintenance and development of the community, and creating a lasting characteristic even in the changing environment of the library.

On the Effect of Perceived Security, Perceived Privacy, Perceived Enjoyment, Perceived Interactivity on Continual Usage Intention through Perceived Usefulness in Mobile Instant Messenger for business (업무용도로 이용되는 모바일 인스턴트 메신저에서 인지된 보안성, 인지된 프라이버시, 인지된 즐거움, 인지된 상호작용성이 지속이용의도에 미치는 영향에 관한 연구)

  • Lee, Jieun;Hwang, Changyu;Kwon, Dosoon
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.11 no.3
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    • pp.159-177
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    • 2015
  • As smart phones become more common nowadays, mobile instant messengers such as kakao talk and line are used as essential communication tools exchanging information between individuals. Also, the mobile instant messengers extend their use to business area beyond communication between individuals. This study is on how factors of mobile instant messenger such as perceived security, perceived privacy, perceived enjoyment and perceived interactivity affect business continual usage intention through perceived usefulness. The proposed model is based on Expectation-Confirmation Theory of Oliver and Technology Acceptance Mode of Bhattacherjee. For an analysis, 159 survey responses were collected from the office workers in Seoul and nearby cities, having experiences of mobile instant messengers. To validate the proposed research model, PLS analysis is performed with the valid 154 questionnaires. The path analysis results are as follows. First, perceived security has a positive effect on expectation-confirmation. Second, perceived enjoyment has a positive effect on perceived usefulness. Third, perceived interactivity has a positive effect on both perceived usefulness and expectation-confirmation. Fourth, perceived usefulness has a positive usefulness on satisfaction and continual usage intention of mobile instant messenger. Last, expectation-confirmation has a positive effect on perceived usefulness, and satisfaction has a positive effect on continual usage intention of mobile instant messenger. Since the mobile instant messenger may bring a pressure of work and a violation of privacy, it is necessary that the company provide a guideline for use of the mobile instant messenger and establish the in-house mobile instant messenger system.

The Influence of Interactivity, Contents and Community on the Stickiness and Loyalty of the Web Brand (웹의 상호작용성, 컨텐츠, 커뮤니티가 웹 브랜드 흡입력과 충성도에 미치는 영향)

  • Park, Yeung-Bong;Choi, Dong-Gung
    • Journal of Global Scholars of Marketing Science
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    • v.8
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    • pp.139-164
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    • 2001
  • This study suggests several concepts on the brand role, brand loyalty, and stickiness on the web, and investigates the relationship between the stickiness/loyalty of the web brands and general characteristics of the web(interactivity, contents and community). This study also examines whether the web stickiness acts as mediating variable. As the result, the interactivity, contents, and community has positive effects on the web stickiness. This results shows that these are very important factors for valuable navigation activities and continuous and more frequent visits giving closer communication and rich contents to users. And the stickiness plays a role as mediating variable between this relationship, this is that interactivity, contents and community can be shift to the loyalty of the web-brand through this stickiness. This study suggests several effects on theoretical and practical area, and offers important theoretical backgrounds for the study of web stickiness.

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