• Title/Summary/Keyword: interactivity-as-process

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A Study on the Relationship Between the Characteristics of the Tourism Information of the MZ Generation's SNS Content, Tourist Destination Reputation, and the Intentions of Traveling Behavior: Focusing on Jeju Special Self-Governing Province (MZ세대의 SNS 콘텐츠 관광정보특성, 관광지이미지, 관광행동의도 간 영향 관계 연구 : 제주특별자치도를 중심으로)

  • Lee, Jong-Hyun;Kim, Woo-Jeong
    • The Journal of the Korea Contents Association
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    • v.22 no.9
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    • pp.328-338
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    • 2022
  • This study aims to identify the influential relationship between the characteristics of tourism information of the MZ generation's SNS content, tourist destination reputation, and intentions of traveling behavior with a focus on Jeju Province. To achieve the purpose of this research, this study was conducted on 270 tourists who had recently traveled to Jeju Island after being exposed to characteristic tourism information on SNS within the last year among the MZ generation through a commissioned survey company. A total of 270 results were collected and used for empirical analysis. The results of the research are as follows. First, it was found that the reliability, usefulness, timeliness, and interactivity factors of SNS tourism information had a significantly positive (+) effect on the reputation of the tourist destination. Second, it was found that the reliability, usefulness, timeliness, and interactivity factors of SNS tourism information had a significantly positive (+) effect on the intentions of traveling behavior. Third, it was found that the tourist destination reputation has a positive (+) effect on the intentions of traveling behavior. This study discussed the future tourist destination reputation formation and future behavioral decision process of the MZ generation tourists who are constantly seeking tourist destinations. In addition, the theoretical implications presented in this study were discussed.

The Effect of Beauty Influencers' Characteristics and Product Characteristics on New Product Acceptance Intentions - Focusing on Chinese Consumers - (뷰티 인플루언서 특성과 제품 특성이 신제품 수용의도에 미치는 영향 - 중국 소비자를 대상으로 -)

  • Ruiqi Xu;Eun-Hye Kim;Jin-Hwa Lee
    • Fashion & Textile Research Journal
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    • v.24 no.6
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    • pp.719-730
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    • 2022
  • This study explored the impact of beauty influencers' characteristics and product characteristics on new product acceptance intentions and studied the mediating effects of consumer trust in this process. A survey was conducted from February 22, 2021, to February 28, 2021, with Gen Y and Gen Z women in China, and 379 questionnaires were analyzed. The conclusions are as follows: First, the characteristics of beauty influencers are authenticity and expertise, similarity, attractiveness, interactivity, familiarity, and trustworthiness; product characteristics are cost, image, product quality, product perception, sales promotion, and sustainability. Second, partial beauty influencers' characteristics and partial product characteristics have a positive impact on consumer confidence and acceptance intention of the new product. Third, the mediating effect of consumer trust in the process by which beauty influencers' characteristics and product characteristics influence the intention of new product acceptance was determined. Therefore, when beauty companies use influencers in marketing, it is necessary to understand their characteristics, consider their professionality and authenticity, examine their reliability, and assess their ability to form connections with images and viewers that match their products. Additionally, to increase the acceptance intention of new products, companies should present the price of high-quality products, product sensibilities, and corporate images of products and establish measures that can positively affect consumers' acceptance intention of new products by combining them with the characteristics of beauty influencers.

User-centered Design of m-Learning System: Moodle On The Go

  • Minovic, Miroslav;Stavljanin, Velimir;Milovanovic, Milos;Starcevic, Dusan
    • Journal of Computing Science and Engineering
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    • v.4 no.1
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    • pp.80-95
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    • 2010
  • In order to truly integrate e-Learning system into regular curriculum at a university, mobile access to Learning Management Systems has to be enabled. Mobile devices have the potential to be integrated into the classroom, because they contain unique characteristics such as portability, social interactivity, context sensitivity, connectivity and individuality. Adoption of Learning Management Systems by students is still on the low rate, mostly because of poor usability of existing e-Learning systems. Our initial research has confirmed this hypothesis. Usability issue is rising to the higher level on the mobile platform, because of the mobile devices' limited screen size, input interfaces and bandwidth, and also because of the context of use. Our second hypothesis was that it is wrong to consider a mobile device as a surrogate for desktop or laptop personal computer (PC). By just adopting the existing Learning Management System on mobile devices with adaptive technologies such as Google proxy, we do not acquire the satisfactory results. Usability can prove to be even lower compared to desktop application. One possible solution to the problem could be development of rich client applications for today's mobile devices that would raise the usability to a higher level. We developed a PocketPC prototype application by using user-centered design principles, which we presented as a third alternative in usability research conducted among university students. Results gathered in such a way have confirmed that development of e-Learning system, in order to be widely accepted by students, needs to have the user(student) in the center of development process.

A Study on the Metaphorical Color System in Contemporary Architecture (현대건축의 은유적 색채체계에 관한 연구)

  • Lee, Young-Soo;Kim, Sun-Young
    • Korean Institute of Interior Design Journal
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    • v.18 no.4
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    • pp.61-70
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    • 2009
  • Rapid social changes and scientific advances of the $21^{th}c$ have brought on a major paradigm shift towards consilience, making boundaries more or less irrelevant. In the field of architecture, this is manifested in the emergence of colors that can be described as 'being aleatory', 'non-formal', 'non-deterministic' and 'perpetually evolving'. Contemporary architectural colors are not definitively fixed. They are rather liquid and metaphorical. Whereas the more traditional architectural colors have delivered clearly and precisely the intended symbolic meaning and visual information, those of today are less definitive and embody a more liquid and conceptual value system. This paper discusses the denoted signification and the meaning effect of the metaphorical color system found in contemporary architecture. This paper analyzes works of architecture from the late 20th century, when dramatic change sin architectural color system surfaced, to the more contemporary creations. Here, three categories of color are suggested, namely material color, spatial color and liquid color. Each categories considered in connection with deconstruction, holistic interactivity and the multiplicity of meanings that may result as information from the external world is perceived as stimulus to the inner mind. Contemporary architectural color scheme is characterized by its unpredictable vagueness of meaning, synesthetic engagement of imagination and chance, and expansion of the inner and outer world, all of which contribute to a metaphorical effect. The metaphorical color system of contemporary architecture can be classified into three dimensions, and it connects with human consciousness and amplifies itself through flexible and fluid communication. In this process non-physical colors materially serve as formal logic and room for varied interpretation of architectural space and our conceptual framework.

A Study on the Service Philosophy of Major Western Ideology (서양 대표사상의 서비스철학성 연구)

  • Kim, Hyunsoo
    • Journal of Service Research and Studies
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    • v.9 no.3
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    • pp.1-16
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    • 2019
  • This study considers service philosophy of Western representative ideology to establish service philosophy following previous studies. The service philosophy is analyzed by referring to previous researches, and the structure and operation model of service philosophy are presented together. In the analysis of the Western representative thought by the age, the ancient Mediterranean philosophy and the Athenian philosophy were analyzed in detail from the viewpoint of the service structure, and the modern thoughts were analyzed from the perspective of the service operation model consistency. We analyze whether the intangibility and process characteristics of service are consistent with the world view of Western representative ideology and analyzed whether the essential characteristics of service, such as relationship, interactivity, horizontality, and harmony, are emphasized in Western representative ideology. Also, we examined whether the spiral development model of service matches the world development model in Western representative ideology. From the ancient thought to the modern thought, mainstream thoughts emphasize the dialectical development of the conflicts, and the Taegeuk - type basic structure of service is consistent with the world 's operating structure in Western thought. In addition, it is shown that circular reasoning and process theory are central idea from ancient times to modern thought, and process theory is consistent with service operation model which creates value. Relationality and harmoniousness are presented by the majority of Western thinkers as the fundamental operating principle of the world, and both the interactive and horizontal aspects are presented as ideal operating models of the world. It is confirmed that the service philosophy can play a central role as the ideology that leads the human society.

Innovative Technologies in Higher School Practice

  • Popovych, Oksana;Makhynia, Nataliia;Pavlyuk, Bohdan;Vytrykhovska, Oksana;Miroshnichenko, Valentina;Veremijenko, Vadym;Horvat, Marianna
    • International Journal of Computer Science & Network Security
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    • v.22 no.11
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    • pp.248-254
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    • 2022
  • Educational innovations are first created, improved or applied educational, didactic, educative, and managerial systems and their components that significantly improve the results of educational activities. The development of pedagogical technology in the global educational space is conventionally divided into three stages. The role of innovative technologies in Higher School practice is substantiated. Factors of effectiveness of the educational process are highlighted. Technology is defined as a phenomenon and its importance is emphasized, it is indicated that it is a component of human history, a form of expression of intelligence focused on solving important problems of being, a synthesis of the mind and human abilities. The most frequently used technologies in practice are classified. Among the priority educational innovations in higher education institutions, the following are highlighted. Introduction of modular training and a rating system for knowledge control (credit-modular system) into the educational process; distance learning system; computerization of libraries using electronic catalog programs and the creation of a fund of electronic educational and methodological materials; electronic system for managing the activities of an educational institution and the educational process. In the educational process, various innovative pedagogical methods are successfully used, the basis of which is interactivity and maximum proximity to the real professional activity of the future specialist. There are simulation technologies (game and discussion forms of organization); technology "case method" (maximum proximity to reality); video training methodology (maximum proximity to reality); computer modeling; interactive technologies; technologies of collective and group training; situational modeling technologies; technologies for working out discussion issues; project technology; Information Technologies; technologies of differentiated training; text-centric training technology and others.

Development of Digital Textbook for Maternity Nursing Practice for the Internet: Nursing Care of Women in Labor and Delivery (모성간호학 실습 전자교과서 개발 - 산부간호편 -)

  • Chang, Soon-Bok;Kim, Jeong-Eun;Song, Ju-Eun;Lee, Sun-Kyoung;Jun, Eun-Young
    • Women's Health Nursing
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    • v.8 no.2
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    • pp.222-231
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    • 2002
  • This study was done to develop a digital textbook for students to use over the internet for maternity nursing practice. The textbook is not only for student nurses, but also for nurse midwives and nurses working in the maternity. The process used was as follows; 1. Existing educational media on maternity nursing were reviewed and examined. 2. Workshops and meetings were held to decide the most appropriate type of presentation. 3. The digital content including text, pictures, audios, and videos were developed using Macromedia Dreamweaver, Adobe Photoshop and Adobe Premier. 4.Revisions were made recursively as the content was previewed and implemented over the internet by professionals and the end-users. 5. A database of members and a web survey module were developed and posted. The clinical implication of a digital textbook over the internet is the possibility of using it to educate many student nurses throughout the country and to disseminate the content for whoever needs it in practice settings and facilities. Another implication is that this site stressed interactivity by developing member database and web survey. In conclusion, the study found this first trial of digital textbook to be a unique educational media for nursing skills practice. Further refinement of this media is strongly recommended.

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The Role of Cue-based Trust for Trust Building in e-Commerce (전자상거래에서의 신뢰 형성을 위한 단서적 신뢰의 역할)

  • Choi, Jae-Won;Sohn, Chang-Soo;Lee, Hong-Joo
    • The Journal of Society for e-Business Studies
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    • v.14 no.2
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    • pp.1-22
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    • 2009
  • As Internet shopping is getting popular, "trust" has become an important factor for customers to select websites and have repurchase intention. "Trust" has been developed from uni-dimensional concept to multi-dimensional concept in e-Commerce area. From the multi-dimensional viewpoint, this study is to investigate the processes to build trust for online stores. For this purpose, this study classifies the concept of trust into cue-based trust and experience-based trust, and then investigates their relationship in online stores. This study also identifies factors that explain cue-based trust and experience-based trust. The result from questionnaire survey distinguished cue-based trust from experience-based trust and both trust concepts are correlated each other. Second, cue-based trust is explained by perceived size, perceived reputation, and return policy, while experience-based trust is done by navigation, information usefulness and interactivity.

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Relationships between Digital Media and Exhibition Design Methods Development -Focused on Camera Sensing & Video Input/Output Works- (디지털미디어와 전시디자인기법개발의 상관성 -카메라 센서와 비디오 입출력작업을 중심으로-)

  • Ahn, Ho-Eun
    • The Journal of the Korea Contents Association
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    • v.8 no.11
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    • pp.162-170
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    • 2008
  • The promotion of new product is one of most important object for exhibition design. The majority of conventional exhibition technique has been implemented through one-way communication. However, using digital technology, development of new exhibition techniques is necessary for promotion of high-tech products and consideration of the phases of the times. This paper propose the various possibilities of exhibition design model which is using camera sensing and video input/output. Interactivity is efficient method to communicate between viewers and displays. Viewers can be participate actively and exhibition goal will be accomplish through this. Using camera as visual senses, video input/output technique is offered not only introducing new product but also entertaining viewers through various ways of representation. Physical experience and learning process can be expected from the exhibition space and the object. The classification of the artist who are using video input/output technique and exhibition examples are described. The collaboration on a work with the new media artist and the exhibition design will be complement each other. It will be solved the problems of realization and corporation of idea and technology.

Narrative Strategies for Learning Enhanced Interface Design "Symbol Mall"

  • Uttaranakorn, Jirayu;McGregor, Donna-Lynne;Petty, Sheila
    • Proceedings of the IEEK Conference
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    • 2002.07a
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    • pp.417-420
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    • 2002
  • Recent works in the area of multimedia studies focus on a wide range of issues from the impact of multimedia on culture to its impact on economics and anything in between. The interconnectedness of the issues raised by this new practice is complicated by the fact that media are rapidly converging: in a very real way, multimedia is becoming a media prism that reflects the way in which media continually influence each other across disciplines and cultural borders. Thus, the impact of multimedia reflects a complicated crossroads where media, human experience, culture and technology converge. An effective design is generally based on shaping aesthetics for function and utility, with an emphasis on ease of use. However, in designing for cyberspace, it is possible to create narratives that challenge the interactor by encoding in the design an instructional aspect that teaches new approaches and forms. Such a design offers an equally aesthetic experience for the interactor as they explore the meaning of the work. This design approach has been used constructively in many applications. The crucial concern is to determine how little or how much information must be presented for the interactor to achieve a suitable level of cognition. This is always a balancing act: too much difficulty will result in interactor frustration and the abandonment of the activity and too little will result in boredom leading to the same negative result In addition, it can be anticipated that the interactor will bring her or his own level of experiential cognition and/or accretion, to the experience providing reflective cognition and/or restructure the learning curve. If the design of the application is outside their present experience, interactors will begin with established knowledge in order to explore the new work. Thus, it may be argued that the interactor explores, learns and cognates simultaneously based on primary experiential cognition. Learning is one of the most important keys to establishing a comfort level in a new media work. Once interactors have learned a new convention, they apply this cognitive knowledge to other new media experiences they may have. Pierre Levy would describe this process as a "new nomadism" that creates "an invisible space of understanding, knowledge, and intellectual power, within which new qualities of being and new ways of fashioning a society will flourish and mutate" (Levy xxv 1997). Thus, navigation itself of offers the interactors the opportunity to both apply and loam new cognitive skills. This suggests that new media narrative strategies are still in the process of developing unique conventions and, as a result, have not reached a level of coherent grammar. This paper intends to explore the cognitive aspects of new media design and in particular, will explore issues related to the design of new media interfaces. The paper will focus on the creation of narrative strategies that engage interactors through loaming curves thus enhancing interactivity.vity.

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