• 제목/요약/키워드: interactivity-as-process

검색결과 76건 처리시간 0.025초

An Interactivity-based Framework for Classifying Digital Games

  • Kim, Yong-Young;Kim, Mi-Hye
    • International Journal of Contents
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    • 제6권4호
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    • pp.35-38
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    • 2010
  • The current categorization of digital games is not objective and is unable to assess the latest and more complex digital games. Digital games need to be systematically categorized so that similarities and differences can be identified and analyzed. The fundamental characteristic of digital games is interactivity. This paper addresses the current categorization gaps through the lens of interactivity. Through this lens, a conceptual framework consisting of primary and corresponding participants and controlling characters is developed. Future research topics are then presented based on this framework.

인터넷 의류제품 쇼핑 시 기업-소비자 간 상호작용성이 관계의 질과 관계성과에 미치는 영향 (The Effect of Interactivity on Relationship Quality and Performance in Internet Apparel Product Shopping)

  • 배강미;박재옥
    • 한국의류학회지
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    • 제34권9호
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    • pp.1538-1545
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    • 2010
  • Relationship marketing can be one of the most efficient strategies that enable a company to achieve business success in the marketing environment of tough competition and the desire of consumers for diverse products. Using relationship marketing instead of mass marketing can help a company increase profits. For. proper research in relationship marketing, it is indispensable to study interactivity. This study investigates the effects of interactivity on relationship marketing. The results are as follow: The enterprise-consumer interactivity had a significantly positive effect on relationship quality (trust, satisfaction, and commitment). Especially enterprise-consumer interactivity appeared as the most positive effect on satisfaction and customization benefit appeared to be the most positive effect on trust. The enterprise-consumer interactivity had a significantly positive effect on relationship performance (long-term relationship orientation, repurchase intention, and word of mouth). Especially, enterprise-consumer interactivity appeared as the most positive effect on long-term relationship orientation. Internet shopping malls should enhance the interaction between the company and customers with the feedback system to share important information, and maintain a reliable technological environment. The company can deal with customer requirements by supplying proper products and content. The findings of this study provide both industry and academic researchers with a guide to increase customer satisfaction in the relationship marketing process.

상호작용성(Interactivity)과 리좀(Rhizome)적 작품체계: 디지털 이미지를 중심으로 (Interactivity and Rhizomatic Art Systems: Focusing on the Digital Images)

  • 박연숙
    • 미술이론과 현장
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    • 제9호
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    • pp.33-57
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    • 2010
  • Focused on the performance of interactivity in the appreciation of media art, this study is associated with the continually changed art texts and a participator's physical reactions to savor the art. Digital works of art emphasizing interactivity usually decentralize and disperse the responsibility and the central role for creating and producing the art works. Proper procedure of the work is generated by actions such as clicking the mouse, controlling the joy stick or actual movement of anticipators' bodies. The art works are influenced by participators' interactivity, which makes the leading roles and the responsibility for creating art scattered and divided. These features are similar with those of the 'Rhizome' which Gilles Deleuze(1925~1995) and Felix Guattari(1930~1992) have discussed. In their argument, 'Rhizome' is an interval or being 'between', which keeps changing. 'Rhizome' is a state in which the individual and the work of art never reach the conclusion, only a phenomenon of eternally altering. Like 'Rhizome', this sort of art work has the decentralized system, opens for several directions, and activates the system which is changeable as linked items increased or decreased. These works stimulate the individual to perform and act while appreciating the art piece. In terms of processing and preceeding, interactivity is the important equipment and catalyzer. Through these procedures, the pieces can be the 'floating work of art' combined and condensed with the whole participators' reactions. The 'floating work of art' is neither the expression of an individual nor that of one particular group. Multidimensional influence of the web is the web which is constantly reorganizing and producing in its connective state. This connective state is activated by interactivity. The Rhizomatic system embodies the floating work of art process. Due to each individual perceiving art in individualistic terms, there is no dominating powers or central points. I regard this art works possessing above traits as the work of art with Rhizomatic system. The work of art with the Rhizomatic system is embodied through interactivity and because physical action activates the process of appreciation, a participator can actually experience and practice the philosophy. Ultimately the Rhizomatic speculation occurs during the interactivity of appreciating the Rhizomatic art pieces. The Rhizomatic system penetrates into the intuitive area beyond our recognition and thoughts, as we are engaged in the connective process. With the methods and manners of interactive art, we can possibly reconsider the system as a tool in which the participator is directly able to link experience and theory to the philosophies of Deleuze and Guattari.

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The Effect of Interactivity between KIBS Firms and Customers on Innovations in KIBS Firms

  • Yong Jin Kim;Myung-Seong Yim
    • Asia pacific journal of information systems
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    • 제30권4호
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    • pp.758-784
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    • 2020
  • In today's dynamic and hypercompetitive business environment, knowledge and innovation have emerged as bases for sustained competitive advantage. This paper addresses two specific research questions. First, we ask, "What is the effect that firm interactivity has on various types of innovation?" As we address this question, we explain that interactivity helps firms create knowledge, which then promotes and enables innovation. Second, we ask, "How do the various types of innovation impact firm performance?" We develop a research model and a set of hypotheses from the basis of organizational knowledge creation theory and the knowledge-based view of the firm. We test this model using survey data, and find that interactivity is positively associated with innovation. We also find that several types of innovation, including service innovation, process innovation, and organizational innovation have a positive impact on firm performance.

상호작용성 영향요인이 적용된 공간디자인 프로세스에 관한 연구 - 상호작용 행태지원 프로그래밍 프로세스를 중심으로 - (A Study on the Design Process of Interactive Space with the Influential Factors on the Interactivity - Focus on Programming Process for Supporting Interactive Behaviors -)

  • 이정민
    • 한국실내디자인학회논문집
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    • 제20권5호
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    • pp.23-33
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    • 2011
  • Starting with 21st Century, the role of the design has been widened and designers began to regard the psychological and behavioral factors as main design considerations. These factors are the core elements especially in designing interactive space. This research proposed the user-centered design methodology for interactive space. It developed Programming Process for Supporting Interactive Behaviors. To compose the process, this research analyzed the influential factors on the interactivity and the results were applied on the process. This newly proposed Programming Process contains four basic stages which are 'Opportunity Identification Cell', 'Intersubject Cell', 'Interaction & Interface Cell', and 'Programming Solution Cell'. More detailed tasks are also specified for each stage. This research asserts that the design process for Interactive space should differ from the past design processes in the fact that it puts much more attention on systemizing the psychological and behavioral elements than before. Therefore the design process for Interactive space should be reinforced with the data related to these psychological and behavioral understandings. The Programming Process of this paper is an attempt to enlarge the roles of these data in designing interactive space, and thus it is an attempt to accommodate the contemporary user-centered design paradigm.

Examination of Implicit Interactivity in Wiki-based Learning in University

  • 서봉현;강인애;남선우
    • 한국컴퓨터정보학회:학술대회논문집
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    • 한국컴퓨터정보학회 2010년도 제42차 하계학술발표논문집 18권2호
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    • pp.485-491
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    • 2010
  • The arrival of the Web 2.0 age, which is characterized by such key words as participation, sharing and openness, provides a learning environment in which both instructors and students can experience interactivity. In the educational area, we are particularly witnessing a growing interest in the social software like Wiki as one of the communication tools that reflects the characteristics of Web 2.0 and focuses on the interactivity with others. Based on this background, this study aims to examine into the meanings of interactivity inherent in the Wiki-based learning by studying such cases where Wiki is being used as a learning tool. For the purpose of our study, we practiced the Wiki-based learning method on the study subjects of the 17 junior students from U- University and 18 junior students from K- University during their 2009 fall semester teacher training courses. Through a comprehensive analysis of the questionnaires, interviews, Interactivity Measurement Diagram, examinations on the Wiki uses, Daily Self-reflection Records, and any other materials collected throughout the program, we could garner the following results: First, most of the students acknowledged that the use of Wiki was a useful communication means and helped promote their interactivity during their learning activities. Second, the interactivity of the Wiki-based learning was found to be more dynamic in the team-based projects or the community-based Wiki uses than in the instructor-oriented cases. Third, the Wiki-based learning is judged effective in expanding the scope of thinking and improving the learning capabilities through the collaborative knowledge-building process. The educational employment of the social software like Wiki in this web 2.0 age has great potentials for the true establishment of the learner-oriented learning environment, which has long remained at a standstill.

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지식서비스 기업과 고객간의 상호작용성 및 지식유형이 기업의 서비스 혁신에 미치는 영향에 대한 연구 (The Effect of the Interactivity and Knowledge Type Between KIBS Firms and Customers on Innovation in KIBS Firms)

  • 김용진;남기찬;송재기;이남희;임명성
    • 경영정보학연구
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    • 제12권2호
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    • pp.145-166
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    • 2010
  • 글로벌 경제전반에 서비스가 미치는 영향이 증가하면서, 서비스를 통해 가치를 창출하는 혁신에 대한 새로운 관점이 요구되고 있다. 최근 서비스 혁신은 서비스와 관련된 모든 창조적인 활동으로 이해되고 있으며, 기업이 아닌 고객주도하에서 서비스의 품질을 향상시키는데 중점을 두고 있다. 이는 고객의 역할이 서비스 거래만을 주도하는 수동적인 행위자에서 서비스 관련 활동에 적극적으로 참여하는 능동적인 행위자로 변화함에 따라, 지식서비스 기업이 고객과 긴밀한 관계를 가질 수 있는 다양한 상호작용 활동을 수행할 때 혁신을 이끌 수 있음을 의미한다. 이를 토대로 본 연구에서는 서비스 혁신에 관한 단순한 개념적 수준의 연구에서 벗어나, 서비스 혁신에 영향을 미치는 서비스 기업과 고객기업 간의 상호작용성과 이들 간에 공유되는 지식유형에 대해 알아보고자 하였다. 서비스 기업과 고객기업이 이루는 협업 활동을 의미하는 상호작용성은 세 가지 활동, 지식서비스 표준화, 양방향 학습 그리고 혁신 참여로, 서비스 혁신은 세 가지 서비스 제품 혁신, 프로세스 혁신, 그리고 조직혁신으로 구분하였다. 그 결과, 다양한 상호작용 활동들이 모두 세 가지 유형의 서비스 혁신에 유의한 영향을 미치는 것을 알 수 있었으며, 더 나아가 서비스 기업과 고객이 암묵지 형태의 지식을 공유할 때, 혁신을 더 높일 수 있는 것으로 나타났다. 이러한 연구결과는 기존과 다른 관점에서 서비스 혁신을 이해하는데 도움을 주고, 지식서비스 기업이 혁신을 이루기 위한 실질적인 방안을 제시하였다는 점에서 의의가 있다.

패션 온라인 커뮤니티 가입자들의 관계지향적 행동 (Relational Market Behavior of Fashion Online Community Members)

  • 장유정;박재옥;윤송이;이규혜
    • 복식문화연구
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    • 제15권1호
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    • pp.58-67
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    • 2007
  • The popularity of communities on the Internet has captured the attention of marketing professionals and more consumers are involved in online activities of fashion brands. The primary purpose of this research was to explain the process of how online interactivity influence members' relational market behavior. Subjects of this study were male and female members of online communities of fashion brands. Online survey data were obtained from 416 respondents. Empirical findings of this study were suggestive of two types of interaction in fashion online communities: community-customer interaction and customer-customer interaction. Fashion online community customers' relational market behavior (word of mouth and repurchase intention) was significantly influenced by both types of interactivity. The influence of interactivity on relational behavior was stronger for word of mouth intention than for repurchase intention. This study highlights the importance of interactivity in cyberspace as well as relational market behavior and contributes to e-relationship marketing strategies of fashion brands.

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

  • 김지영
    • 패션비즈니스
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    • 제17권5호
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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.

기업명성과 SNS 진정성의 영향력 연구 (Power of SNS Authenticity on Company Reputation)

  • 조정열
    • 디지털융복합연구
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    • 제13권2호
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    • pp.73-81
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    • 2015
  • 본 연구는 최근 마케팅 활용가치가 높아지고 있는 SNS 페이스북 팬페이지의 효과에 대한 검증을 목표로 진행됐다. 특히 증가하는 위기발생가능성에 주목, SNS 페이스북 팬페이지 이용자가 지각하는 진정성이 기업위기 시 기업명성과 기업이미지에 미치는 영향에 대해 검증함으로써 SNS 진정성에 대한 실체를 규명하고자 하였다. 또한SNS의 매체특성 상 이용자의 지속적이고 활발한 상호작용성이 기업명성과 기업이미지에 어떤 역할을 하는지도 함께 검증하였다. 페이스북 팬페이지 이용자 289명이 최종 참여했다. 분석결과 페이스북 팬페이지 사용자들이 인지하는 해당기업의 진정성은 중요한 기업의 자산으로 기능할 수 있다는 것을 확인할 수 있었다. 평소 인지하는 진정성이 높은 사용자들은 기업에 위기가 발생했을 때에도 그 기업의 명성이나 이미지에 대한 변화가 크게 다르지 않다는 것이 드러났기 때문이다. 반면에 팬페이지 사용자들의 상호작용성은 위기상황에서 오히려 부정적이 영향을 미칠 수도 있었다. 높은 상호작용성을 특성으로 하는 사용자들의 기업평가가 더 크게 변화했기 때문이다. 상호작용성이 높다는 것이 활발하 참여만을 의미하는 것이 아니라 활발한 의견조정과도 연결될 수 있다는 것을 시사하는 결과로 새로운 논의의 필요성이 주목된다. 이 부분에 대한 후속연구가 필요해 보인다.