• Title/Summary/Keyword: perceived enjoyment

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Emotional Expression of the Virtual Influencer "Luo Tianyi(洛天依)" in Digital'

  • Guangtao Song;Albert Young Choi
    • International Journal of Advanced Culture Technology
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    • v.12 no.2
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    • pp.375-385
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    • 2024
  • In the context of contemporary digital media, virtual influencers have become an increasingly important form of socialization and entertainment, in which emotional expression is a key factor in attracting viewers. In this study, we take Luo Tianyi, a Chinese virtual influencer, as an example to explore how emotions are expressed and perceived through facial expressions in different types of videos. Using Paul Ekman's Facial Action Coding System (FACS) and six basic emotion classifications, the study systematically analyzes Luo Tianyi's emotional expressions in three types of videos, namely Music show, Festivals and Brand Cooperation. During the study, Luo Tianyi's facial expressions and emotional expressions were analyzed through rigorous coding and categorization, as well as matching the context of the video content. The results show that Enjoyment is the most frequently expressed emotion by Luo Tianyi, reflecting the centrality of positive emotions in content creation. Meanwhile, the presence of other emotion types reveals the virtual influencer's efforts to create emotionally rich and authentic experiences. The frequency and variety of emotions expressed in different video genres indicate Luo Tianyi's diverse strategies for communicating and connecting with viewers in different contexts. The study provides an empirical basis for understanding and utilizing virtual influencers' emotional expressions, and offers valuable insights for digital media content creators to design emotional expression strategies. Overall, this study is valuable for understanding the complexity of virtual influencer emotional expression and its importance in digital media strategy.

A Study on the Impact of Live Commerce Interaction on Consumer Emotional Responses and Behavioral Intentions (라이브 커머스의 상호작용이 소비자의 감정반응 및 행동의도에 미치는 영향에 관한 연구)

  • YuRong Sun;Byoung-Jai Kim
    • Journal of Information Technology Applications and Management
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    • v.31 no.2
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    • pp.35-49
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    • 2024
  • With the development of e-commerce, live streaming e-commerce, as an emerging marketing method, is on the rise. It integrates various ways of information delivery, providing consumers with unprecedented shopping experiences, particularly through its interactive nature, which can increase audience engagement and immersion. This study delves into how interactive elements in live streaming e-commerce influence consumer emotions and purchase intentions. By employing literature review and empirical analysis methods, we analyzed various interactive factors in the live streaming e-commerce environment and revealed the process through which these factors stimulate audience emotions and lead to specific purchasing behaviors. The results confirm that the interactive appeal of live streaming e-commerce significantly influences consumers' positive emotional responses, consequently enhancing purchase intentions. This study aims to explore the relationship between the interactive features of live streaming e-commerce and consumer emotional responses and purchase intentions, thereby filling theoretical gaps in the field of live streaming e-commerce and proposing new marketing theories. Additionally, by analyzing how interactive features stimulate consumers, optimal live content strategies can be proposed for live streaming e-commerce platforms and hosts, thus aiding in the improvement of marketing strategies and sales effectiveness.

An NLP-based Mixed-method Approach to Explore the Impact of Gratifications and Emotions on the Acceptance of Amazon Go

  • Arghya Ray;Subhadeep Jana;Nripendra P. Rana
    • Asia pacific journal of information systems
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    • v.33 no.3
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    • pp.541-572
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    • 2023
  • Amazon Go is a cashierless convenience store concept, which is seen as a disruption in the grocery retail segment. Although Amazon Go has the ability to disrupt the retail segment, there are speculations on how Amazon Go will be perceived by users. Existing studies have not utilized user-generated content to understand the factors that affect customer behaviour in case of Amazon Go. Additionally, in case of phygital retail, studies have not attempted at understanding the effect of emotions and gratifications on user behaviour. To address the gap of exploring user perspectives based on their experience, we have examined the impact of gratifications and emotions on the acceptance of phygital retail using user-generated-content. A mixed-method approach has been utilized using only user-generated content. Utilizing topic-modelling based content analysis and emotion analysis on 30 articles related to Amazon Go, we found themes like, convenience, technology, experience, personalization, enjoyment and emotions like, bad, good, annoyance, success. In the empirical analysis, we have utilized 522 reviews about Amazon Go from the cognition and emotion theory stance, and found that hedonic gratifications have a positive impact on challenge emotions. We also found a significant impact of emotions on customer's favourite behaviour.

User Experience Study on First Aid Training Using Virtual Reality

  • Narmeen Alhyari;Shaidah Jusoh
    • International Journal of Computer Science & Network Security
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    • v.24 no.8
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    • pp.21-31
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    • 2024
  • This study investigates the user experience (UX) of first aid training using virtual reality (VR) technology. As VR continues to be adopted for educational and training purposes, it is important to understand how learners perceive and engage with this medium for developing critical skills, such as first aid. In this study, we developed a VR application called "VR First Aid" that includes training modules on three emergency scenarios: heatstroke, shock, and seizure. The application has both tutorial and hands-on training components. We conducted a UX study by administering a questionnaire to participants. The UX of learning through the VR application was then compared to using a traditional e-book format. Results indicate that participants perceived stronger internal behavior control with the e-book but reported better confirmation, engagement, enjoyment, and intention to use when training with the VR system. Gender differences were also explored, revealing that female participants expressed greater interest in learning through the VR platform compared to male participants. These findings provide insights into the strengths and limitations of VR-based first aid training compared to traditional methods. Implications for the design and deployment of VR training systems are discussed, with a focus on optimizing the learner experience and learning outcomes.

The Study of the Effects of the Enterprise Mobile Social Network Service on User Satisfaction and the Continuous Use Intention (기업 모바일 소셜네트워크서비스 특성요인이 사용자 만족과 지속적 사용의도에 미치는 영향에 관한 연구)

  • Kim, Joon-Hee;Ha, Kyu-Soo
    • Journal of Digital Convergence
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    • v.10 no.8
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    • pp.135-148
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    • 2012
  • This work is intended to investigate how the factors of enterprise mobile SNS affect user satisfaction and continuous use intention through technology acceptance model proposed by Davis. To achieve the purpose, this researcher explored Information Systems Success model proposed by DeLone & McLean, Technology Acceptance Model proposed by Davis, and Model after Acceptance, and on the basis of the investigation, performed a study. For the data of this work, 9 enterprises, each of which has more than 100 employees and is located in Seoul, were chosen, and a questionnaire survey was conducted on their 276 employees who experienced enterprise mobile SNS. As a data collection tool, a structured self-administered questionnaire was used. For data analysis, SPSS 18.0 and AMOS 18.0 were used for applying Structural Equation modelling. According to the results of this work, three factors of enterprise mobile SNS-systematic factor (system quality, information quality, and service quality), user factor (personal innovation and personal familiarity), social factor (social effects and social interaction)-affected user satisfaction and continuous use intention through perceived availability, perceived easiness, and perceived enjoyment. Also, it was found that the direction of effects matched a theoretical prediction. And, it was revealed that the decision variables and mediating variables significantly affected user satisfaction and continuous use intention. Theoretical and practical meanings were discussed for the study result, and some suggestions were made for the issues of this work and future studies.

Factors Affecting Continuous Intention to Use Mobile Wallet : Based on Value-based Adoption Model (모바일 지갑의 가치와 지속사용의도의 영향요인 : VAM 모형을 기반으로)

  • Lee, Chungah;Yun, Haejung;Lee, Chunghun;Lee, Choong C.
    • The Journal of Society for e-Business Studies
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    • v.20 no.1
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    • pp.117-135
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    • 2015
  • Mobile wallet that can keep coupons and membership cards for mobile is one of rapidly growing services due to its usability and financial benefit. However, in spite of its rapid growth, the increase of users who do not use continuously it is an important consideration to service providers for making a profit. This study aims to test the effects of factors affecting the continuous use intention of mobile wallet based on VAM (Value-based Adoption Model) which can analyse them in both benefit and sacrifice aspects, so as to suggest considerations to increase the use period of mobile wallet for service providers. The research findings supported the hypotheses regarding to the effects of usefulness, value-expression, perceived security and enjoyment in the benefit aspect and technicality in the sacrifice aspect on perceived value. In addition, the causal path from perceived value to continuous use intention was significant. The study results are expected to be used in marketing or service improvement for short-term users by taking account of emotional factors as well as functional factors.

A Study of the Factors Affecting User Acceptance of Smart TVs (스마트TV 사용자 수용에 영향을 미치는 요인 연구)

  • Kim, Su-Yeon;Lee, Sang Hoon;Hwang, Hyun-Seok
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.14 no.4
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    • pp.1652-1662
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    • 2013
  • As smart devices like smartphones and smart pads are prevalent recently, dramatic changes so called 'smart evolution' deployed in many socioeconomic areas. These changes lead the TV industry to develop a smart TV differentiated from a conventional TV by enabling internet connectivity and applications execution. In this study the factors affecting the acceptance of a smart TV are extracted by reviewing the previous works and the structural relationships among these factors are analyzed. Adding 'Social Influence' to consider an environmental factor and 'Innovativeness' for personal characteristics, we build an extended Technology Acceptance Model and analyzed the structural relationships among the factors in the model using Structural Equation Model. In the results we can find that the environmental factors affect the perceived characteristics. The moderating effects of gender and level of experience in smart devices have also been investigated. No difference is found between gender groups. In much-experienced group, Innovativeness affects Perceived Usefulness and acceptance of a smart TV. In less-experienced group, however, Innovativeness affects Perceived Ease of Use, Expected Enjoyment and finally acceptance of a smart TV.

The Effect of Trance Media Using Webtoon on Loyalty and Perceived Pleasure - Focusing on The Mediating Effect of Commitment and The Moderating Effect of Gender - (웹툰을 활용한 트랜스 미디어가 충성도 및 지각된 즐거움에 미치는 영향 - 몰입의 매개효과 및 성별의 조절효과를 중심으로 -)

  • Liu, Fan-Jia;Choi, Eun-Kyoung
    • The Journal of the Korea Contents Association
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    • v.22 no.6
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    • pp.295-306
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    • 2022
  • This study examined the effects and roles of transmedia such as trailer (i.e., trailer) and webtoon OST (i.e., Original Sound Track), which have recently served as extended content in webtoons. In recent years, the number of transmedias using webtoons has increased rapidly, and production and consumption in various directions have been taking place. However, studies on whether these contents lead to positive emotions and attitudes toward webtoons are not actively conducted. Therefore, this paper examined the effect through loyalty and perceived enjoyment, and found that 'increasing immersion in content through transmedia' plays a major role as a major variable. In addition, it is determined whether these mechanisms appear differently by gender, and in the case of women, media consumption tends to be based on emotional signals compared to men, so transmedia will further increase the level of immersion, but webtoon content did not show gender effects on media consumption. This is a meaningful result that shows that in general, media consumption methods according to gender appear differently in webtoons. Therefore, based on the results, this study presented directions and implications to keep in mind when planning the production of various transmedias using webtoons.

A Study on the Influence of Augment Reality(AR) Types on Brand Attachment (증강현실 광고유형이 브랜드애착에 미치는 영향에 관한 연구)

  • Eum, Seong-Won
    • Management & Information Systems Review
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    • v.38 no.2
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    • pp.241-254
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    • 2019
  • This study is a study on the consumer reaction to the augmented reality advertisement which is a recent issue. this study was conducted based on the necessity of marketing advertisement technique suitable for the 4th industrial revolution era. First, we present the types of augmented reality ads based on previous studies, and examined the effects of enjoyment and formation of brand attitudes on brand attachment on products or services based on the perceived value of consumers for these types of ads. This study is briefly summarized as follows. Hypothesis (H1) empirical value had a positive effect on pleasure, and hypothesis H2) empirical value also had a positive effect on brand attitude. Hypothesis (H3) symbolic value had a positive effect on pleasure and hypothesis (H4) symbolic value had positive influence on brand attitude. Hypothesis (H5) Practical value has a positive effect on pleasure. Hypothesis (H7) Pleasure affects positively (+) influence on brand attitude. Hypothesis (H8, H9) enjoyment affects affection and brand attitude affects affection positively. Hypothesis (H6) Practical value did not affect brand attitude positively. It can be seen that the augmented reality advertisement communicates with consumers through experience or symbolic side rather than perceive practical value by consumer. The implication of this study is that the augmented reality advertisement is highly interactive with consumers and can induce consumer participation. This means that consumers are more aware of empirical and symbolic values rather than experiencing practical value through augmented reality advertising.

Perception of Andong Joongang Cinema as a Local Cultural Resource (지역문화자원으로 본 안동중앙극장 인식)

  • Kim, Nam-Yong;Jung, Nak-Hyun
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.1
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    • pp.69-79
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    • 2019
  • The purpose of this study is to analyze how Andong Joongang Cinema (hereinafter referred to as "The Cinema"), the only art cinema in Gyeongsangbuk-do Province, is perceived by local people as a local cultural resource. For this, an analysis framework was set for analyzing local people's perception of The Cinema as a local cultural resource, by analyzing the functions of local cultural resources and the function of The Cinema and examining the correlation between the two sectors, on the basis of precedent studies on local cultural resources and related papers on art theaters and The Cinema. Based on the proposed analysis framework, the local people's perceptions of The Cinema as a local cultural resource were summarized into four divisions: the perception of the enjoyment of culture & art, the perception of historicity, the perception of a tourist attraction, and the perception of community formation. As a result, it is judged that The Cinema has the identity, the traditionality and the community spirit as the three functions of which a local cultural resource has, and thus, it is proved that The Cinema functions as a local cultural resource. Therefore, local cultural resources have been performing their functions encompassing its scope with the region's history and surrounding environment, not standing alone. The Cinema also has been functioning as a space for the enjoyment of culture and art, a tourist attraction, and a cultural space for communicating with the public, keeping its historicity of the region. It is expected that there will be specific follow-up studies so that The Cinema can consistently play its role as a local cultural resource.