• Title/Summary/Keyword: social presence

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The Structural Relationship among Teaching Presence, Cognitive Presence, Social Presence, and Learning Outcome in Cyber University (사이버대학에서 교수실재감, 인지적 실재감, 사회적 실재감과 학습성과와의 구조적 관계 규명)

  • Joo, Young-Ju;Ha, Young-Ja;Yoo, Ji-Won;Kim, Eun-Kyung
    • Journal of The Korean Association of Information Education
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    • v.14 no.2
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    • pp.175-187
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    • 2010
  • This study aims to analyze the causal relationship among teaching, cognitive, social presence and the learning outcome. It also provides the base data on the development of cyber education and its management strategies. During the first semester of 2009, 802 students at W cyber university completed surveys about their learning experience in teaching presence, cognitive presence, social presence, and learning outcome. The results indicated that there was a meaningful effect of teaching presence and cognitive presence on satisfaction, and that of cognitive presence on academic achievement. Based on these results, this study suggests instructional design methods and management strategies to improve the quality of learning in cyber universities.

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A study of other backers' social group size and social presence on web-based crowdfunding platforms impacting participation intent (웹기반 크라우드펀딩 플랫폼에서 프로젝트 후원자 사회 집단 크기와 사회적 실재감이 소비자 참여의도에 미치는 영향 연구)

  • Shim, Woo Joo;Lee, Eun-Jung
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.4
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    • pp.397-404
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    • 2021
  • The web-based crowdfunding platform provides small-cap companies the opportunity to reduce financial risks and to reliably produce new products through pre-orders. Meanwhile, crowdfunding projects are also helping companies as a channel to test new products before mass production. Despite these advantages, from the point of view of businesses and consumers, it is true that web-based crowdfunding platforms have limitations in the retail environment. For example, the limited social elements of a web-based platform are somewhat in conflict with the basic characteristics of crowdfunding projects - which inevitably demand high social influences for the success. As such, understanding the mechanisms of social factors of crowdfunding platforms from the consumers' perspective is important. Therefore, in this study, we empirically tested the effect of social factors of crowdfunding platform on consumer participation and evaluation. Based on the Social Influence Theory and Social Presence Theory, we developed a conceptual framework where the social group size and social presence of other backers were the independent variables and the purchaser's intention to participate as the dependent variable. In the results, the size of the social group size and the perceived social presence have a significant positive effect on purchaser's participation intent. In addition, the social presence had a greater influence on the purchaser's intention to participate than the size of the sponsor's social group. We believe that our findings contribute to the extant literature by empirically demonstrating the valid effect of social factors of crowdfunding platforms on consumer evaluations.

A Consideration of Social Presence and Augmented Reality in Locative Media (로커티브 미디어의 증강현실과 사회적 현존감에 대한 고찰)

  • Choi, Seung-Young;Chang, Woo-Jin
    • The Journal of the Korea Contents Association
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    • v.11 no.8
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    • pp.88-101
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    • 2011
  • Locative media is fundamentally different from traditional media in terms of being packed with user's space, place, and position nearby, which does not simply mean user's physical coordinates. This study has been started that I was drawn by the tendency of which current locative media contents are based on 'location-based information,' and closely related with 'Augmented Reality.' I wonder how media user's psychological experience/involvement are revealed when the media environment changes by the progress of technology. I wonder how media users perceive 'social presence' formed by locative media in current locative media environment. Particularly, the fact that user's perception of social presence formed in locative media conflicts with the previous computer-mediated communication(CMC)'s attributes deepened my curiosity. In this study, the idea of 'more-proper-construct' is suggested, the characteristics of social presence in current locative media is considered, and is investigated by qualitative methodology how the 'location-based' attributes and 'AR' contribute to forming the social presence.

A Study of Factors Affecting Group Polarization in Online Communication : Based on Anonymity (온라인 커뮤니케이션에서 집단극화 현상에 영향을 미치는 요인에 관한 연구: 익명성 관점에서)

  • Suh, Eung-Kyo
    • Journal of Distribution Science
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    • v.13 no.2
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    • pp.75-83
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    • 2015
  • Purpose - This study aims to identify the effects of communication cues, anonymity, and social presence on group polarization in computer-mediated communication (CMC) settings. Extant literature has introduced some theoretical backgrounds of social presence and SIDE (Social Identity model of Deindividuation Effects) to explain the effects of communication cues and anonymity. The concept of social presence emphasized the mediating role on communication cues and anonymity. However, most literature did not measure social presence and compare group polarization of all condition groups. This does not sufficiently explain the result of group polarization. Research design, data, and methodology - We believe that the direct impact of anonymity on group polarization can provide a more admissible and clearer explanation for the results. In addition, this study categorizes anonymity into two levels, as anonymity of group and anonymity of self. To justify the anonymity view, a laboratory experiment was conducted. The experiment was conducted in communication cues settings (visual cue; without visual cue) and anonymity settings (identified; anonymous). Each of the four settings has 10 groups consisting of five subjects each (total 200 subjects). The subjects are undergraduates from a large university, majoring in business. All experimental procedures and calculations of choice shift and preference change follow the literature. Results - First, the removal of visual cues does not produce a significant impact on group polarization, which cannot be explained by the social presence view. Second, the anonymous condition does not significantly affect group polarization, which also cannot be explained by the social presence view. However, the anonymous condition directly affects group polarization. Specifically, anonymity of self has a stronger effect on group polarization than anonymity of group. The result explains about the leading factor affecting group polarization. This study examines another view of how computer-mediated communication may be associated with group polarization. The process and outcome data from the experiment reveal that group polarization is not affected by level of social presence, but by level of anonymity. Group discussions conducted with visual cue CMC setting and identified CMC setting result in weaker group polarization. Conversely, group discussions conducted without visual cue CMC setting and anonymous CMC setting lead to stronger group polarization. The results of the study have the following implications. First, they provide clues for business organizations to design the most appropriate media conditions and preemptive social conditions to implement when making group decisions through CMC, to maximize achievements, generate amicable agreements, or actively share information. Second, this study can be useful in analyzing different adverse effects generated through Internet use. Conclusions - This research can help explain discussions and decision-making actions on Internet forums, which have recently increased, as well as providing a foundational basis in newly establishing policies for the forums. Finally, it should be noted that many other factors such as group size, topics, and group history may affect group polarization. These should be examined in future studies.

Tourism Industry Competitiveness of Korea via Social Media: A Comparative Analysis of Social Presence Type (소셜 미디어를 이용한 국내 관광산업의 경쟁력 강화전략: 사회적 실재감 유형별 차이분석)

  • Chung, Namho;Koo, Chulmo
    • The Journal of Information Systems
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    • v.22 no.1
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    • pp.117-143
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    • 2013
  • Social media have been rapidly and widely adopted in various areas, and tourism industry can be one of potential growing areas. Tourist and travelers would like to share their photos and stories as well as find others' experiences. People are doing their activities through social media. Regarding relaxing entertainments, information sharing, escapism, social interaction, tourism activities are being paid attention by majority of users in social media. However, Although people have various motivation for using social media, academically researchers have not actively studied on the phenomenon arising from tourism industry. Therefore, this study aims to the reasons for tourism information searching motivational factors of social media that influence perceived value and its consequences such like before-searching, during-searching, and after-searching and divided social media into two types according to the level of social presence, and then empirically verified them. Antecedent variables divided into benefits including perceived usefulness and information quality and sacrifices including complexity and perceived effort. Our analysis results show that both of dimensions had the greatest effect on perceived value of social media use, which affect the consequences.

Influence of Social Presence on Online Community Users' Continuance Intention (사회적 실재감이 온라인 커뮤니티 지속사용의도에 미치는 영향)

  • Kim, Kwang-Mo;Choi, Hee-Won;Kwon, Song-Il
    • The Journal of the Korea Contents Association
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    • v.14 no.2
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    • pp.131-145
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    • 2014
  • This study is an empirical analysis on the relationship between social presence and online community users' continuance intention. Based on Bhattacherjee(2001)'s expectation-confirmation model (ECM) of IT continuance model, we test the influence of social presence on one's intention to continue using online communities. This study sampled 132 online community users. Research hypotheses are tested using the structural equation modelling(SEM) approach. The results of this study demonstrate that user satisfaction is influenced by perceived usefulness and perceived enjoyment. But, the confirmation of expectation did not affect user satisfaction. And, social presence has direct effects on perceived usefulness and perceived enjoyment. Further, social presence has a positive effect on users' continuance intention through mediating effect of perceived usefulness. This study suggests that perceived usefulness should be taken into account when carrying out the operating strategy of online communities.

Revisiting Group Polarization and Computer-Mediated Communication;Social Presence View vs. Anonymity View (집단극화와 컴퓨터 매개 커뮤니케이션에 대한 재고;사회적 존재감 관점 vs. 익명성 관점)

  • Suh, Kil-Soo;Im, Kun-Shin;Shim, Sang-Min;Suh, Eung-Kyo
    • 한국경영정보학회:학술대회논문집
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    • 2007.06a
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    • pp.680-689
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    • 2007
  • The objective of this paper is to contemplate a possible alternative to the examination, published as a research article in Information Systems Research(Sia et al. 2002), of the effects of communication cues, anonymity, and social presence on group polarization in computer-mediated communication(CMC) settings. Sia et al. introduced the concept of social presence to explain the effects of communication cues and anonymity on group polarization, but we believe that anonymity alone provides a clearer explanation of the results. This paper classifies levels of anonymity to provide possible explanations for Sia et a1. (2002)'s results and presents the results of a new experiment to confirm our explanation. We also want to emphasize that our comments are not intended to disparage the usefulness of social presence as a mediating variable to explain group polarization; our intention instead IS to encourage further investigation to better understand group polarization in CMC settings.

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The impact of Metaverse's social presence and NFT product characteristics on consumer satisfaction and continued engagement intention (메타버스의 사회적 실재감과 NFT 상품 특성이 소비자 만족도 및 지속적 참여의도에 미치는 영향에 관한 연구)

  • Dayun Jeong;Youngsam Kim
    • The Research Journal of the Costume Culture
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    • v.32 no.4
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    • pp.453-467
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    • 2024
  • The Metaverse's virtual world is used in various industries and is expected to continue to grow in the future. In addition, the Metaverse is a new type of society that integrates various new technologies, and NFT products play an essential role. Therefore, NFT product characteristics and industry trends should be assessed to revitalize the NFT market. To this end, this study confirms the influence relationship between social presence and NFT product characteristics in the Metaverse environment and examines the impact of each characteristic on consumer satisfaction and continued engagement intention to NFT product. Statistical analysis such as exploratory factor analysis, reliability analysis, confirmatory factor analysis, correlation analysis, and structural equation modeling (SEM) using IBM SPSS Amos was conducted on data collected through a survey targeting male and female Korean consumers in their age group 10 to 50. Study results indicate that social presence significantly impacted all characteristics of NFT products (authenticity, scarcity, rarity, collectability, and interactivity). Scarcity and authenticity significantly impacted consumer satisfaction, and both authenticity and consumer satisfaction significantly impacted continued engagement intention. Thus, effective product development and marketing strategies can be established only by presenting different emphasized characteristics depending on the type of NFT product and the Metaverse's social presence.

The Relationship Between Social Presence and Learning Satisfaction in Videoconferencing Problem-Based Learning (문제중심학습 화상토론에서 사회적 실재감과 학습만족도의 연관성)

  • Han, Eui-Ryoung;Chung, Eun-Kyung
    • Korean Medical Education Review
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    • v.24 no.1
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    • pp.56-62
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    • 2022
  • Despite current regulations requiring social distancing due to coronavirus disease 2019, problem-based learning (PBL) requires student interaction to achieve common goals and enhance critical thinking and deep learning abilities. Social presence in the online education environment reduces both perceptions of physical distance and psychological distance in interactions. This study aimed to compare PBL activities between in-person and videoconferencing classes, and to investigate social presence and learning satisfaction in a videoconferencing PBL environment. The PBL consisted of six modules for both the first and second years of Chonnam National University Medical School. As social distancing was strengthened, the second class of the fifth module in both years was converted to an online format and the fifth module was excluded. The first four PBL modules were conducted as in-person classes, but the last PBL module was administered via videoconferencing. After the final PBL module, 100 (81.3%) first-year medical students and 90 (79.6%) second-year students were asked to complete a self-administered questionnaire on social presence and learning satisfaction. There were no significant differences in the small group activities of tutorial sessions between in-person and videoconferencing classes. In the online videoconferencing class, students who had favorable attitudes toward the tutors' social role and interactions with peers showed high satisfaction with their learning. In conclusion, online videoconferencing allows students to simultaneously perceive their interactions with others and social presence, even at a distance. Tutors can enhance a sense of online community and collaborative learning as facilitators of online PBL.

Sense of Social Presence Versus Learning Environment : Centering on Effects of Learning Satisfaction and Achievement in Cyber Education 2.0

  • Yum, Jihwan
    • Journal of Information Technology Applications and Management
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    • v.21 no.4
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    • pp.141-156
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    • 2014
  • This study intended to evaluate the viability of cyber education in terms of learning satisfaction and learning achievement. The study integrated two research streams such as social presence model and learning environment model. Where the learning environment model emphasizes the components of learning aids, social presence model considers more deeply the relationships among peers and with instructors. These two research streams have been considered relatively independently. The study integrated these ideas and measured their reliabilities and validities. The results demonstrate that the two constructs are relevantly independent and both of these constructs are very important considerations for the success of cyber education. The study concludes that cyber education 2.0 requires more social presence factors than the learning environment factors such as technological development or new equipments.