• Title/Summary/Keyword: online contents

Search Result 1,623, Processing Time 0.029 seconds

The Impact of Video Quality and Image Size on the Effectiveness of Online Video Advertising on YouTube

  • Moon, Jang Ho
    • International Journal of Contents
    • /
    • v.10 no.4
    • /
    • pp.23-29
    • /
    • 2014
  • Online video advertising is now an increasingly important tool for marketers to reach and connect with their consumers. The purpose of this study was to empirically investigate the impact of video format on online video advertising. More specifically, this study aimed to explore whether online video quality and image size influences viewer responses toward online video advertising. By conducting an experimental study on YouTube, the results suggested that enhanced video quality of online advertising may have an important impact on effectiveness of the advertising, and the concept of presence is a key to understanding the effects of enhanced video quality in online advertising.

A Study for Success Factors in On-line Games

  • Jung, Jai-Jin
    • Journal of Korea Multimedia Society
    • /
    • v.9 no.12
    • /
    • pp.1657-1668
    • /
    • 2006
  • The last few years have represented a boom for the online gaming industry. Internet-based online games have been an increasingly popular form of entertainment. The gaming industry estimates there will be over 26 million online gaming participants in 2002. The rapid development of online game content and related information technology will increase the size of the industry and have a profound impact on many aspects of our lives and our society. This paper develops the exploratory LISREL model for identifying the factors affecting the players' loyalty to a specific brand of online game. The concepts of flow, word of mouth, feedback, challenge, social norms, and online community activities, etc, are all introduced into the model, as the independent variables directly and indirectly affecting loyalty. Based on data collected from an online survey, the validity of the model has been tested and interesting conclusions have been developed concerning the relationships between loyalty and flow, word of mouth, and other independent variables. It is hoped that this result might provide useful guidelines for developing successful online game content.

  • PDF

Instructional Planning in Online Universities in Korea: Considering Student Stressors and Demographic Variables

  • Kang, Sun-Woo;Chung, Young-Sun
    • International Journal of Contents
    • /
    • v.8 no.1
    • /
    • pp.1-9
    • /
    • 2012
  • The present study explores how the stress of online learners is related to Korean cultural norms and social expectation and presents the criteria online education should aim at when designing instructional approaches. A sample of 176 students from a Korean online university participated in a study investigating the patterns in the academic and personal stressors they face. This study also examines stressor types in relation to sample characteristics, analyzed with a categorization method developed by extant researchers on the stress faced by U.S. college students. Unlike the findings of previous studies on college student stress, this study's results reveal that nontraditional Korean online students were faced with (1) taking on the multiple roles at work and home prescribed by cultural and social norms, and (2) challenges in regulating study habits and the learning environment as adult learners. The relevant implications for the design of online learning are discussed.

Exploring Antecedents of Consumers' Willingness to Depend on E-Health Information

  • Oh, Su-Jin
    • International Journal of Contents
    • /
    • v.8 no.1
    • /
    • pp.61-68
    • /
    • 2012
  • Previous research on online health (e-health) information was primarily focused on consumer information search behavior and information quality. Although studies addressing online information quality have flourished, they have yet to thoroughly examine whether consumers actually use the information they search. The purspose of this study suggests a conceptual framework that examines the potential antecedents of a consumers' willingness to depend on e-health information as an indicator of the consumer's trust of the provided e-health information. The proposed antecedents include healthcare product involvement, online skill level, perceived quality, and credibility of the source. Using structural equation modeling on online survey data, seven hypotheses, which describe the relationships between the variables of the model, were tested. The results indicate that consumer willingness to depend on provided e-health information was significantly influenced by the consumers' perceived quality and credibility of specific e-health information. Consumer involvement in healthcare and their online skill-level, respectively, also positively related to perceived quality and credibility regarding e-health information.

Students' Online Fashion Studio Class Experience and Factors Affecting Their Class Satisfaction

  • Lee, Jungmin;Lee, MiYoung
    • Journal of Fashion Business
    • /
    • v.24 no.6
    • /
    • pp.135-147
    • /
    • 2020
  • This study explored students' online fashion studio class experiences, and investigated the factors affecting their class satisfaction. An online survey of college students who were enrolled in online studio classes within apparel and fashion-related departments during the spring of 2020 was conducted in June 2020. Responses from a total of 213 participants were included in the final data. Respondents rated lecture clips as the most useful, followed by teacher demonstration and feedback, PowerPoint (PPT) supplements, and Q&As. Frequently mentioned areas of improvement were online platform stability and video quality. Many respondents also stated that more streamlined teacher-student communication channels, immediate and meticulous teacher feedback, the adoption of course contents developed specifically for an online environment, and provisions for equipment usage would be desirable. Student satisfaction of an online fashion design studio class was significantly affected by teaching presence, social presence, online learning system stability, perceived usefulness of teacher's demonstration, and affective response toward COVID-19. Students satisfaction of an online garment construction studio class was significantly affected by teaching and social presence, online learning system stability, and perceived usefulness of teacher's demonstration. Based on these findings, we recommend developing teaching contents and methods that allow students to feel included in class and establish an online system with various functions to enhance the sense of social connection that can enable two-way communication.

A Study of the Impacting Factors on Sharing Illegal Digital Contents and Copyright Cognition (불법 디지털콘텐츠 공유의도에 영향을 미치는 요인과 저작권인식에 관한 연구)

  • Shen, Hong Yan;Lim, Gyoo Gun
    • Journal of Information Technology Applications and Management
    • /
    • v.25 no.2
    • /
    • pp.23-40
    • /
    • 2018
  • In order to reduce the spread of illegal digital contents, many studies have been focusing on how to stop it through laws and regulations. Only few of the studies tried to explain the illegal behaviors from individual's viewpoints. This paper aims to examine the intention of sharing illegal digital contents over the Internet and proposes a theoretical model based on the Theory of Planned Behavior (TPB) along with the introduction of two outcome expectations. We also argue that the individuals' cognition of online copyright will influence individuals' illegal contents sharing on the Internet. We have collected data from online survey and offline interview. By empirical study, the results support the theoretical model except the subjective norm which has no effect on individuals' behavior. This is a different finding from the previous researches revealing that the subjective norm has no effect on individuals' unethical actions. Overall, the findings provide strong confirmation that attitude, self-efficacy and outcome expectations impact on individual's intention of sharing illegal contents. In addition, this study proposed an improved cognition of online copyright through education and standard of new media management will reduce illegal contents sharing on Internet.

Development of Digital Contents to Improve Computational Thinking

  • Ryu, Mi-Young;Han, Sun-Gwan
    • Journal of the Korea Society of Computer and Information
    • /
    • v.22 no.12
    • /
    • pp.87-93
    • /
    • 2017
  • The purpose of this study is to design and develop of digital contents to improve computational thinking in the online education environment. First, we planned the design and development of contents with 19 experts of Software education. Digital content was designed from the point of view of improving the educational quality and the quality of contents for the improve of computing thinking. The content type is classified into the SW education area; computer science, programming, physical computing, convergent computing, computing thinking, and software education that improves the computing thinking. And we designed 45 learning programs for each SW education area. Designed learning contents were developed in 464 lessons to suit the online education environment. The content validity of the proposed content was verified by the expert group and the average CVI value was over .83. Through this, we could analyze that the developed contents will help learners to expand their computing thinking.

A study of consumer content experience on Korean online premium food market (국내 온라인 프리미엄 푸드마켓에 대한 소비자 경험 연구)

  • Kim, Sung Hee;Kim, Hyun Suk
    • Journal of Digital Contents Society
    • /
    • v.19 no.7
    • /
    • pp.1413-1422
    • /
    • 2018
  • As the online food market is becoming major channel and fragmented, online premium food market is also emerging and growing. The purpose of this study is to clarify the experience factors of consumers in online premium food market and define the differences with offline. It is suggested that the online premium food market should be differentiated in terms of providing contents and services by revealing the differences in experience of cognitive, aesthetic and emotional experience with offline premium food market. In addition, the channel that consumers use in the online premium food market has a combination of online and offline experiences, so it is necessary to provide a consistent experience to the consumers. The consumer experience derived from this study is intended to be used as a basic data for providing content and services from the consumer perspective in the service design of online premium food market.

A Cross Sectional Study on Elementary Students' Access to Computer Online Pornography (일개지역 초등학교 고학년들의 컴퓨터 음란물 접촉 실태에 관한 연구)

  • Kim, Chung-Nam;Woo, Hae-Ja
    • Research in Community and Public Health Nursing
    • /
    • v.12 no.1
    • /
    • pp.150-167
    • /
    • 2001
  • This cross sectional study was done to find out the situation of computer online pornography access by 4th to 6th grade elementary school students. The subjects of this study were three elementary schools in Andong, which were selected randomly and 120 students randomly selected from 4th to 6th grade for a total of 360 students. The questionnaire was composed with the help of a community health nursing professor and through the reference review. The collected data were analysed by a PC SPSS 10.0 according to school grade and sex, an 12-test was implemented to learn what percent of students have computers and software which prohibit the viewing of online pornography, access motivation and time, content viewed, attitude after accessing the contents, and opinions about computer online pornography. The results of this study were as follows. 1. A total of 86.1% of students had computers at home. Most students placed computers in their own room, 78.9% of students had computer online communication experience. Higher grade students tended to have more experience of communications on the internet (P<0.001). Most students chatted on the internet once or twice a week and higher grade students tended to communicate online more frequently. (P<0.001). Most students used computers more than one hour a day (P<0.05). They used computers according to the following priorities: game, studying, listening to music, communications, chatting. 2. Regarding the frequency of going computer online more than seven times per week, male students showed a higher frequency than female students (P<0.05). Male students used computers more than one hour a day and female students less than half an hour (P<0.001). Male students mostly used computers to play computer games. On the other hand. female students used the computer to study, listen to music, and chat (P<0.001). 3. Regarding software installation to prevent access of computer online pornography, a total of 19.4% of students responded they installed one. but 80.6% didn't have any, 20.3% of students had accessed pornography, 46.6% of students responded. they first get to know to the computer online pornography through friends. 4. The reasons for accessing computer online pornography were ranked as follows: curiosity, interest, to release stress, and sex drive (P<0.05). Obscene contents were found in computer games, pictures, and video. Among these, pictures were the most common. 5. Regarding students' attitude toward online pornography, most students responded that they took much pleasure in the contents (P<0.05). 6. Regarding the question 'Does online pornography degrade morals and cause a sex crime', most students responded as 'no'. They also responded positively to the suggestion that the contents would be effective in preventing sex crimes and to release stress. 74.7% of students responded that males' access of the contents as proper but females' access as immoral. Regarding social efforts to protect students from this harmful environment. most replied that those efforts were unnecessary (P<0.001).

  • PDF

Effects of direction and evaluative contents of online reviews on consumer attitudes toward clothing products (온라인 구매후기의 방향성과 평가내용이 패션상품에 대한 소비자 태도에 미치는 영향)

  • Seo, Hyun-Jin;Lee, Kyu-Hye
    • The Research Journal of the Costume Culture
    • /
    • v.21 no.3
    • /
    • pp.440-451
    • /
    • 2013
  • Because of the e-shopping market consumers now have diverse options to choose when placing their orders, and find it easy to obtain the required information through the Internet. Especially, for consumers, product reviews posted on an e-tailer's website have become more important criteria than such information available elsewhere. Hence, this study investigated the influence of the direction and evaluative contents of online reviews on consumer attitudes toward clothing products. Four types of online reviews based on direction (positive/negative) and evaluative content in review information (objective/subjective) were used in the experimental design. Further, stimulus reviews were developed. Credibility, usefulness of reviews, product preference, and purchase intention were the measured dependent variables in each of the four situations of online review presentations. The results indicated that, overall, positive and objective online reviews resulted in a higher level of consumer attitude. The content in these reviews had a relatively stronger influence than the direction on attitudes toward online reviews. Overall, objective reviews generated a higher level of credibility and usefulness of information than subjective reviews. Regarding subjective reviews, negative information was more related to credibility, whereas positive information was more related to usefulness. Further, positive information had a higher influence than negative information on consumer attitudes.