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        검색결과 16

        1.
        2023.07 구독 인증기관·개인회원 무료
        We study retailer app use and shopping behavior by investigating whether and how app adopters’ preferred store registration (PSR), a voluntary enrollment of store loyalty program, can lead to changes in purchase behaviors among the adopters in offline stores. A panel dataset from a large bakery franchise chain was studied using difference-in-differences with propensity score matching for causal inference. The results show that customers who participated in PSR increase their spending, compared to customers who did not. In addition, the results confirm that the PSR-spending relationship is moderated by customer and store characteristics; customers who visited infrequently and spent less prior to PSR participation increase their purchases, and they spend more at stores with better service quality.
        2.
        2023.07 구독 인증기관 무료, 개인회원 유료
        With the pandemic of the early 2020s coming to a close, city politicians and planners around the world seek to bring in more tourists and entrepreneurs to assist their local businesses and domestic economies in the return to pre-pandemic levels. There exists a myriad of ways city officials attempt to attract visitors from festivals and fireworks displays to citywide initiatives and awareness programs. This study takes a look at a destination’s perceived coolness, how it is manifested through destination service quality and tourist app use, and how it affects an individual’s revisit intention based on structural and interpersonal constraints.
        3,000원
        3.
        2023.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        목적 : 미국의 EYENETRA 회사가 개발한 모바일 앱 기반 이동형 자동굴절력계(NR)는 피검사자가 직접 기기 를 작동하여 굴절이상도를 측정하는 기기로, 그 임상성능을 확인하기 위해, 고정형 자동굴절력계(HRK-8000)와 자각적 굴절검사(subjective refraction, SR) 측정값을 비교 분석하고자 하였다. 방법 : 경기도 소재 M 안경원의 고객 중, 치료 중인 전신질환 및 안질환이 없고, 안과 수술을 받은 적이 없는 근시 또는 근시성 난시 124명(248안)을 대상으로 하였다. 굴절이상도 측정값을 얻기 위하여 NR, HRK-8000과 SR 순서로 검사를 진행하였다. 통계처리는 SPSS program(version 26)을 사용하였고, p<0.050인 경우를 통계 적으로 유의한 것으로 판단하였다. 결과 : 구면, 원주, 등가구면 굴절력은 NR 측정값의 근시도가 가장 높게 측정되었고(p<0.010), SR에 대한 NR 의 평균값은 HRK-8000보다 차이가 크게 나타나 표준편차 범위를 벗어났다. SR에 대한 난시축 일치도는 ±5° 범위에서 NR이 41.4% 일치하였고, HRK-8000은 90.8% 일치하여 NR의 난치축 일치도가 낮게 나타났다. SR에 대한 NR과 HRK-8000의 정확도를 확인하기 위해 95% 일치 한계(LOA)를 비교한 결과 구면, 원주굴절력과 SE 성분의 NR 범위는 각각 +2.01∼-2.72, +1.69∼-2.20와 +1.89∼-2.81 D로 나타났고, HRK-8000 범위는 각 각 +0.84∼-0.96, +0.42∼-0.73와 +0.81∼-1.09 D로 나타났으며, 모든 변수에서 NR의 범위가 넓어 정확도 가 낮은 것으로 확인되었다. 결론 : 이상의 결과를 종합하면, 기존의 자동굴절력계를 대체하기는 어려울 것으로 판단되었고, 임상에서 예비 검사로 활용되기 위해서는 정확도가 개선될 필요가 있다고 사료된다.
        4,500원
        4.
        2020.11 구독 인증기관 무료, 개인회원 유료
        Ecosystem firms have been dominantly implementing knowledge sharing and collaboration between consumer interest groups, business firms and technology platform vendors (Adner, 2016). The ecosystem businesses create new value through business activity arrangements and individual offerings of the shared assets, standards, and interfaces upon a technology platform (Adner, 2006). Face with the highly dynamic and competitive environment, the multisided ecosystem platform firms specifically design mobile app to generate more participation in co-creation of value (Roma & Vasi, 2019). Little research has been dedicated for mobile app developers to understand user’s context-centric and user’s personalistic-centric mobility to formulate diversification or specialization in the cocreation strategic process. Our work focuses on the ecosystem users and customers as focal stakeholders who experiencing the peer-to-peer ecosystem platforms via mobile application could perceive context-centric and personalistic-centric mobility to fit, to make identification, to cocreate value, and to contribute to the ecosystem by their equity.
        4,000원
        5.
        2018.07 구독 인증기관·개인회원 무료
        Introduction - Dubois (2002) said that luxury is identical with perception of comfort, beauty, and sumptuous lifestyle. There are five key factors of perceived luxury goods such as uniqueness, quality, hedonic, conspicuousness, and extended self (Vigneron and Johnson, 2004). So that, the definition of luxury fashion brand itself is goods (in terms of fashion) that has brand image and perceived as something that has uniqueness, quality, hedonic, conspicuousness, and extended self and could give comfort, beauty, and sumptuous lifestyle. Online visual display nowadays is one of maketer’s channel to promote the product. In terms of exclusivity, there is only few channels that has been used by marketer, such as website of the luxury brand itself, Instagram, Facebook, Youtube, and so on. This research of online luxury fashion brand is focused on one mobile app, named Instagram. Instagram is choosen because the usage of Instagram is increasing over time, especially in Indonesia. This research is focused on pre-loved luxury fahion brand on online shop at Instagram. There is one problem of this research, which is the percentage of middle to high income is increasing in 5 years (2010-2015) in Indonesia, but consumer is less likely to buy pre-loved luxury fashion brand. The tendency that consumer is less likely to buy because of decreasing sales of some pre-loved online shops in Indonesia. Exploratory research was taken and it can be concluded that the root cause of decreasing sales happens because visual display of pre-loved online luxury fashion brand is not too attractive. Method - The method that which is used is experiment design. The respondent of this research are choosen by non-probability sampling, which is judgemental sampling (we already know the priority characteristic of respondent, such as middle to high income) and female (because the online shop that will be observed is only offer luxury fashion for female). This research will use eye tracker, named Gaze Point. To get the quantitative experiment data, the minimum respondents that will be need is 39 people if we want to generate until get the heatmaps (Kara Pernice and Jakob Nielsen, 2009). Users will be given some oral question after they finished the experiment with eye tracking. There are some contents that will be measured in this reseach, such as caption, image clarity, and background of product. This research will be conducted only for consumer in Bandung. Respondents are female with middle to high income that has been bought pre-loved luxury fashion bag. The variables which are used in this research are the result of combination of construct from previous research about luxury brand perception and attractiveness of visual display. Sensory stimuli of sights will make automated perception actives and determine whether the information attractive or not. Findings – This research found that pre-loved online luxury fashion brand is currently growing rapidly. However, more respondents still prefer to buy online product if the visual display could be more attractive and the longer respondent saw the visual display, means that the respondents tend to be more interested of that posting. Author made proposed design improvements. Author then recommend them to the owner of pre-loved online luxury bag.
        6.
        2018.07 구독 인증기관·개인회원 무료
        With the development of technology, mobile fingerprint instruments are now actively introduced to consumers as a secure and convenient solution to problems related to identity control and authorization verification management in m-payment systems. This study aims to reveal whether consumers’ inference about a tradeoff between convenience and security still influences today’s m-payment environments. A presumed research model was proposed and tested using structural equation modeling to explore the effects of perceived security, privacy, and convenience of Touch ID in-app payments on attitude toward and usage intention of the technology, mediated by perceived risk and trust. The results (n = 406) revealed that perceived privacy, security, and convenience of Touch ID in-app payments directly or indirectly influenced consumer attitude toward the technology, also trust and perceived risk significantly mediated the effects of such factors on attitude, predicting usage intention. These findings have important theoretical and practical implications, particularly for the development and marketing of retailer’s in-app payments.
        8.
        2017.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        This study was conducted to analyze the effect of message frame on Exercise Interest and User Experience including Fitness App Fun, Fitness App Satisfaction, and Fitness App Use Intention in the mobile fitness app game. ‘Enjoy Your Fitness’, a fitness app game developed by Healthcare Media Research Institute, was used for this study and Repeated Measure Design and Playtest methodologies were used for the experiment. The results showed that the persuasive effect of gain messages were higher than loss messages in all factors. This results implies that exercise, as a preventive health behavior, can be promoted more effectively when messages are presented in the frame of gain message rather than loss message. Therefore, messages in the fitness app game need to be presented by emphasizing the positive outcome and benefit of exercise.
        4,000원
        9.
        2013.12 구독 인증기관 무료, 개인회원 유료
        몇 년 전만 해도 모바일 엠 시장이 활성화될 것이라는 지배적인 의견에도 불구하고,세계수준 대비 국내현황을 비교하면 산학의 불균형적인 전문인력 양성으로 인해 사업체들은 모바일 캡 분야의 전문인력이 부족하다. 현재의 문제점을 파악하여 향후 개선책을 모색하기 위해 모바일 앵(애플리케이션) 분야의 수요조사 및 직무분석을 위한 조시를 수행하였다. 이번 조사결과에 따르면,모바일 앨 인력의 실제 수요자인 사엽체의 요구사항에 맞춘 교육과정개편이 필요하다는 결론과 함께,모바일 랩 개발업체에 대한 법/제도적/경제적 지원이 필요함을 제시한다.
        4,500원
        10.
        2013.08 KCI 등재 구독 인증기관 무료, 개인회원 유료
        본 연구의 목적은 해양오염 방제작업에 필요한 각종 정보를 시간과 장소에 구애 없이 손쉽게 이용할 수 있도록 2012년에 해양경찰청에서 개발한 모바일용 해양오염대응정보시스템을 소개하고 그 기능을 구현하는데 있다. 본 시스템은 우리나라에서 많이 사용하고 있는 Android와 iOS 운영체제를 기반으로 하고 모바일앱 기술과 모바일웹 기술을 결합한 하이브리드앱 형식으로 개발하였다. 이용 가능한 기능은 물질정보, 방제방법, 대응기술, QR스캔, 자원봉사 등 5개의 모바일 앱과 기상정보, 대응장비, 방제자재, SNS 등 4개의 모바일 웹으로 총 9개 구성하였다.
        4,000원
        12.
        2019.09 KCI 등재 서비스 종료(열람 제한)
        Purpose - This study examined the relationship between the priorities of information, usability, mobility, reliability and empathy, which are the lower dimensions of mobile tourism app service characteristics, on the perceived value and satisfaction of tourists. Research design, data, methodology - Data collection was conducted from June 10, 2019 to June 20, 2019, and a total of 500 questionnaires were distributed to collect 352 copies. Factor analysis, reliability verification, and covariance structure analysis were carried out using SPSS 23.0 and AMOS 23.0 for 321 parts for statistical analysis. Results - First, information, mobility, reliability, and empathy have a significant effect on perceived value. However, usefulness did not appear to have a significant effect on perceived value. This analysis results can increase the reliability of the tourism app, it can be seen that the accurate tourist information services are used in the tourist app or in the place required. Second, information, usability, mobility, and empathy had a significant effect on satisfaction. However, reliability did not have a significant effect on satisfaction. Third, perceived value had a significant effect on satisfaction. Fourth, it had a significant effect on information, empathy, and intention to use. However, the usefulness, mobility, and reliability did not have a significant effect on the behavioral intention. Lastly, perceived value and satisfaction had a significant effect on behavioral intention. Conclusions - The analysis result is that the tourism app that is being used is provided with a reliable and accurate tourism information service, it can be seen that you are using the tourism app in the place or on the go. Therefore, it is relatively difficult to use the tourism app, and it is easy to understand the contents of the service and timely information. Therefore, it is possible to communicate with other users and provide customized services according to needs and desires. The study has the following limitations. This may influence the progress of the research because the respondents' responses to the mobile tourism app service are from different experiences. In addition the accuracy of providing accurate information, the usefulness of using the mobile tourism app, and the ease of communicating with other users can be understood as being relatively satisfactory.
        13.
        2019.06 KCI 등재 서비스 종료(열람 제한)
        Purpose - The purpose of this study was to examine quality improvement priorities by examining not only quality classifications but also PCSI (Kano, 1984) of mobile app service qualities of general hospitals in the Metropolitan Area and offer potential improvements. Research design, data, and methodology – The study examined five of service qualities, including app design, reaction, convenience, safety and supply of information by precedent studies. 20 test items were selected. A total of 60 positive and negative questions to estimate customer satisfaction and PCSI was investigated. The author collected 300 copies from interviewees who made use of the app services of 13 general hospitals within one year, and classified quality factors by using table of quality assessment and also estimated the customer satisfaction index (Timko, 1993). The study made quality improvement priority by the PCSI index. Results - Reaction of the mobile app service quality ranked the highest PCSI, and payment safety ranked the highest, and customer support and supply of the information ranked high as well. It was observed that design ranked comparatively lower in these categories. Conclusion - Safety, reaction and supply of information should be prioritized to reorganize and improve the mobile app services.
        14.
        2018.06 KCI 등재 서비스 종료(열람 제한)
        본 논문은 모바일 RPG게임 내 인앱 결제 서비스 이용자들에 대한 사용성 평가를 통해 향후 국내 모바일 RPG게임 개발자 및 기획자들에게 업데이트 및 개발에 필요한 자료를 모색하고 제안하는 데 그 목적을 두었다. 모바일 게임 '리니지M'의 인 앱 결제 서비스를 주로 이용하는 이용자들을 대상으로 정량적 평가를 위한 사용성 평가를 실시했다. 사용성 평가를 위한 도구로는 피터모빌(Peter Morville)이 정의한 'The User Experience Honeycomb'를 기준으로 설계한 설문지를 통해 설문조사를 하였다. 이러한 통계결과를 접근성, 가치성, 신뢰성, 매력성, 사용성 총 5가지 측면으로 나누어 분석하였고, 이를 통하여 새로운 모바일 RPG게임 개발에 도움을 줄 것으로 기대한다.
        15.
        2018.03 KCI 등재 서비스 종료(열람 제한)
        현재 우리나라는 급격히 증가하고 있는 인구의 고령화가 27년 후면 초고령사회로 진입할 것으로 예상되고 있으며, 노인인구 증가에 따른 사회복지, 건강에 대한 많은 문제점이 대두될 것으로 예상되고 있다. 그 중 고령화 사회에서 연령대가 높아짐에 따라 치매라고 일컫는 퇴행성 뇌질환 발생률이 증가하지만, 이에 따른 연구, 복지, 치료가 활발하게 이루어지지 않고 있다. 이러한 치매환자를 감소하고 또한 예방 할 수 있는 방안을 제안하기 위해 사회적으로 빠르게 발전하는 IT기술 중에서 사용이 보편화되고 있는 스마트 디바이스 환경에서 실행되고 있는 응용프로그램인 앱을 통해 치매환자에게 도움을 주거나 또는 치매예방을 감소하기 위한 방안으로 앱 디자인 설계 제안에 대해 고찰하고자 하였다. 따라서 본 연구에서 제안하는 연구방법은 치매와 관련된 이론적 고찰을 중심으로 치매와 관련이 깊은 서비스 앱을 사례조사하고 사용자와의 매체와의 효율성에 대해 분석하였다. 사례분석을 통해 치매예방이나 치료에 관련이 있는 서비스되는 앱은 없었다. 이러한 연구방법을 통해 현재 급증하고 있는 노인성 질환인 치매를 예방할 수 있는 두뇌활동게임, 치매 관련정보 등 디자인의 문제점을 분석하고 개선 방향을 제안하여 예방의 대안과 실증적으로 적용할 수 있는 모바일 앱 디자인 설계 제안을 하였다. 향후 IT의 발달과 함께 다양한 스마트 디바이스 매체를 통해 치매예방에 관련된 서비스가 제공된다면 의료선진화 정책에 기여를 할 것임에 따라 이 연구를 통해 제공하는 시사점은 중요하다.
        16.
        2015.12 KCI 등재 서비스 종료(열람 제한)
        본 연구는 상호작용 요소가 강화된 피트니스 앱게임의 사용자의 운동경험과 앱게임의 재미, 만족, 이용의도 효과를 검증하기 위해 플레이테스트 실험 방법론을 통해 분석하였다. 실험에 사용된 피트니 스 앱 게임은 한림대 헬스커뮤니케이션 연구소에서 제작한 ‘Enjoy Your Fitness’를 사용하여 남녀 대 학생 각각 50명씩 총 100명을 대상으로 실험을 진행하였다. 연구결과, 사용자들의 운동경험인 운동성 취감, 몰입, 관심과 같은 운동효과는 상호작용성이 강화된 앱 게임에서 더 높은 것으로 나타났다. 또 피트니스 앱게임의 재미, 만족, 이용의도 역시 상호작용적 요소가 강화된 피트니스 앱 게임에서 더 높 은 것으로 나타났다. 본 연구는 상호작용성이 강화된 앱 게임이 사용자의 운동 경험과 앱 게임 자체 의 사용자 경험을 강화한다는 점에서 건강증진을 위한 앱 게임 설계에 대한 실무적 함의도 제공한다.