2026 (10)
2025 (28)
2024 (46)
2023 (41)
2022 (30)
2021 (44)
2020 (46)
2019 (45)
2018 (36)
2017 (43)
2016 (40)
2015 (41)
2014 (56)
2013 (64)
2012 (41)
2011 (30)
2010 (39)
2009 (41)
2008 (48)
2007 (43)
2006 (47)
2005 (46)
2004 (51)
2003 (28)
2002 (25)
2001 (23)
2000 (6)
1999 (15)
증강현실(Augmented Reality)게임 지속사용의도에 영향을 미치는 요인에 관한 연구 : 몰입감을 매개변수로
한국정보기술응용학회 JITAM Vol.28 No.6 2021.12 pp.1-21
※ 기관로그인 시 무료 이용이 가능합니다.
5,700원
This study is about Augmented Reality Game (AR Game) applied to Pokemon Go, which has recently been a sensational game. We focused on and analyzed the intention for continuous use as a dependent variable. We made hypotheses through previous studies and used spatial presence, perceived interactivity, perceived pleasure, and sickness as independent variables. Immersion was set up as a mediating variable. We conducted the study using 198 data, which people who experienced AR games responded. The results were as follows. First, spatial presence and perceived pleasure were found to have a significant effect on immersion, as in previous studies. Second, the relationship between sickness and immersion, which were shown to have a negative relationship in previous studies, we found that variables had a positive relationship unlike previous studies and rejected the hypothesis. Third, perceived interactivity, which is one of the crucial variables to affect the intention for continuous use, we found not to have a significant relationship among perceived interactivity, immersion, and the intention for continuous use. This result is opposite from previous studies, and further research on this issue is expected. We conducted this study with an individual user’s view on immersion and the intention for continuous use rather than focusing on technical or political topics. Besides, this study has a significance that drew different results from previous studies and explored people who relish AR games with the characteristics of personal variables.
스마트홈 제품 구매의도에 영향을 미치는 요인 분석 연구 : 기술적 신뢰를 매개변수로
한국정보기술응용학회 JITAM Vol.28 No.6 2021.12 pp.23-43
※ 기관로그인 시 무료 이용이 가능합니다.
5,700원
This research is a study on smart homes products, which interest and research are being conducted, because of the recent development of the Internet of Things. Consumer’s Purchase intention was set as a dependent variable, and technological trust was used as a mediating variable. We used Technology Acceptance Model as background theory. Perceived ease of use, Perceived usefulness, Security, and Brand were set as independent variables. The results of this study are as follows. First, it was found that perceived ease of use, perceived usefulness, and security significantly affected technological trust that consumers feel. Second, technological trust also had a significant effect on purchase intention, and it was found that perceived ease of use, perceived usefulness, and product security, excluding brands, had an indirect mediating effect on consumers’ purchase intention through technological trust. This study is meaningful in that by conducting user-centered research, and results that are partially contrasted with existing studies are derived from increasing the interest of factors we used.
틱톡 광고의 정보성, 상호작용성, 방해성이 브랜드 태도에 미치는 영향에 관한 연구 : 실용적 가치와 헤도닉 가치의 매개효과를 중심으로
한국정보기술응용학회 JITAM Vol.28 No.6 2021.12 pp.45-67
※ 기관로그인 시 무료 이용이 가능합니다.
6,000원
Snack culture, which can be easily enjoyed and consumed in a short period of time just like eating sweets, is spreading rapidly. Among them, TikTok is gaining popularity mainly among the MZ generation, and TikTok is rapidly emerging as a means of advertising or marketing. In this study, we studied the effect of TikTok Advertising’s informativeness, interactivity, and impediment on brand attitudes. Previous studies have suggested that brand attitudes are formed through usefulness. However, this study divided usefulness into utilitarian value and hedonic value, and proved that brand attitudes are formed through these mediation variables. This is because of the TikTok advertising includes entertainment as well as usefulness. Therefore, this study established and verified the model in which informativeness, interactivity, and impediment of TikTok advertising form brand attitude through utilitarian value and hedonic value. In order to verify this research model, survey questionnaires were distributed to TikTok users and a total of 220 data samples were collected and analyzed. As a result of data analysis, informativeness and interactivity have a positive effect on utilitarian value and hedonic value, but impediment has a negative effect. In addition, informativeness, interactivity, impediment influenced brand attitudes through practical value and hedonic value, not directly influencing brand attitudes. This study is meaningful in that it suggests a marketing strategy that can further enhance brand attitude by considering utilitarian value and hedonic value simultaneously, rather than focusing on either utilitarian value or hedonic value.
5,100원
In the era of the 4th Industrial Revolution, not only artificial intelligence, big data, robots, and biotechnology, but also cultural industries that require human creativity will lead. Among the cultural industries, the animation industry has high industrial utilization value due to its high connection with other industries. Among them, animation characters play the most important role as the subject leading the story of animation. In particular, the villain character not only serves as a medium for the main character to lead the story, but also captivates the audience with a different presence from the main character, adding to the fun and completeness of the animation. These characters consist of visual elements such as form and color, of which color is a tool that effectively conveys the character's personality and role to the audience, and is the first visual element to be considered in delicately describing the character's emotions and the relationship between characters. Therefore, this study attempts to analyze the color of the villain character. To this end, we will select eight Disney animations to derive the characteristics of the villain character's color by analyzing the color, value, chroma, and color association of the colors used in the Disney villain character. As a result of the analysis, the colors mainly used by Disney to convey the villain's image were red (R) and Orange (YR), and there was no difference depending on the times or animation production methods. Second, the brightness of Disney villain characters appeared to be the same medium/famous regardless of the times and production methods, and the frequency of use of high brightness was very low. In terms of saturation, the frequency of use of high and low saturation was high. Third, blackish (Bk), Strong (S), dull (Dl), and deep (Dp) tones were mainly used for tones. In particular, in recent 3D animations than previously produced 2D animations, the use of low chroma and the high black mixing rate increased. Fourth, it can be seen that Disney uses color as a visual method to more clearly express the psychology of the villain character using color association. In conclusion, the color selection of animation characters should be carefully considered as a tool to convey the character's personality, role, and emotion beyond simply using color, and the color selection of characters using color associations and symbols strengthens the narrative structure. It is hoped that this study will help analyze and select the character color of animation.
4,000원
Recently interest for air pollution is gradually increasing. However, according to the environmental assessment of air quality, the level of air pollution in the nation is quite serious, and air pollutants measuring facilities are also not enough. In this paper, a secure air pollutants sensor system based low power wireless communication is designed and implemented. The proposed system is composed of three parts: air pollutants measuring sensors module, LoRa-based data transmission module, and monitoring module. In the air pollutants measuring module, the MSP430 board with six big air pollutants measuring sensors are used. The air pollutants sensing data is transmitted to the control server in the monitoring system using LoRa transmission module. The received sensing data is stored in the database of the monitoring system, and visualized in real-time on the map of the sensor locations. The implemented air pollutant sensor system can be used for measuring the level of air quality conveniently in our daily lives.
대학 정보공시 데이터베이스(DB)를 활용한 자율개선대학선정 예측에 관한 실증연구
한국정보기술응용학회 JITAM Vol.28 No.6 2021.12 pp.97-116
※ 기관로그인 시 무료 이용이 가능합니다.
5,500원
Due to the decrease in the school-age population and government regulations, universities have made great efforts to secure their own competitiveness. In particular, the selection of universities with financial support based on the recent evaluation of the Ministry of Education has become a major concern enough to affect the existence of the university itself. This paper extracts three-year data from 124 major private universities nationwide, and quantitatively analyzes the variables of major universities selected as self-improvement universities, competency reinforcement universities, and universities with limited financial support. As a result of estimating the selection of self-powered universities using the ordered logit model by hierarchically inputting 12 variables, student competitiveness in the metropolitan area (1.318**), Educational Restitution Rate (4.078***), University operation expenditure index rate (1.088***) values were found. Significant positive coefficient values were found in the admission enrollment rate (45.98***) and the enrollment rate (13.25***). As a result of analyzing the marginal effects, the increase in the rate of reduction of education costs has always been positive in the selection of self-powered universities, but it was observed that the rate of increase decreases in areas of increase of 150% or more. On the contrary, the probability of becoming a Em-powered university was negative in all sectors, but on the contrary, it was analyzed that marginal effects increased at the same time point. On the other hand, the employment rate of graduates was not able to find direct significance with the result of the selection of Self powered universities. Through this paper, it is expected that each university will analyze the possibility and shortcomings of the selection of Self powered universities in policy making, and in particular, the risk of dropout of selection for the vulnerable field can be predicted using marginal effects. It can be used as major research data for both university evaluators, university officials and students.
Q&A 가상 커뮤니티에서 지속적인 지식 기여에 영향을 미치는 요인 : 개인적 관여도의 조절효과를 중심으로
한국정보기술응용학회 JITAM Vol.28 No.6 2021.12 pp.117-132
※ 기관로그인 시 무료 이용이 가능합니다.
4,900원
Based on the core value of the Q&A community, the contribution of knowledge and information has a great impact on users' community evaluation. As a small social group, the relationships and interactions among community members are quickly formed through information technology. As such, the cognitive evaluation of the relationship between community members will have an impact on the intention of information contribution. This research builds on the previous research based on the social exchange theory and establishes a dual model of swift guanxi in examining the relationship between guanxi and continuous knowledge contribution. In the current study, 305 survey questionnaires were used and 249 valid questionnaires were used for analysis. The analysis results are as follows: First, information support has a positive impact on dedication-based swift guanxi. While hypothesis between information support and constraint-based swift guanxi was not be supported. Second, emotional support has a positive impact on the formation of swift guanxi from a dual perspective. Third, the swift guanxi from the dual perspective has a positive impact on the intention of continuous knowledge contribution. Finally, although personal involvement has an adjustment effect, it is a downward adjustment effect, hypotheses are not supported. The current study offers theoretical and practical implications in field of knowledge management, specifically knowledge contribution in the virtual community.
4,200원
Unity's Cinemachine, one of the game production technologies, can produce 3D images. However, since Cinemachine is a game production tool, video creators may find it difficult because the work process of Cinemachine is unfamiliar and complicated. However, it is necessary to learn new technologies for the future of video contents that will be advanced in the future. In order to understand Chinemachine as a video producer, I would like to embody the scene of the movie. We are going to produce a storyboard scene for storytelling in Cinemachine. We defined the workflow of Unity Cinemachine while directing the scene by creating a story, and also checked the advantages and cautions. I hope it will be an opportunity to enjoy using Unity Cinemachine, which is constantly evolving.
0개의 논문이 장바구니에 담겼습니다.
선택하신 파일을 압축중입니다.
잠시만 기다려 주십시오.