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      • KCI등재

        Design of User Profile-based Personalized Recommendation Service for Sport Commerce

        허철무 한국지식정보기술학회 2017 한국지식정보기술학회 논문지 Vol.12 No.2

        Nowadays, many business embed recommendation systems in their web sites, in order to study the tastes of their customers, and achieve some business objectives. Personalized Recommender Service is necessary to latent tendency to optimize service for each user’s unique needs and characteristics. This service is to offer user to customize their service, as well as provide information from their past behaviors. These events have many functions what do they want/need to behaviors and preferences with commerce. Especially, most diversity of commerce serve users with product contents by self-adapting computer system. However, many users don't always know what they want and need, and when their behaviors occasionally change preferences. Besides, users don't find out their purchased history that they want to buy with required product on commerce. After all, personalized recommender service aims to provide with associated services of user’s preference or purchase pattern from the unexpected product information of commercial market. Accordingly, we propose strategies for adaptive personalized recommender service in this paper. Finally, we need to design for adaptable recommender service (tag-based ranking) to support sport commerce. In addition, we make use of adaptive service design, detecting service with user’s data modeling.

      • KCI등재

        여가스포츠 사이클 참여자의 성인 놀이성과 운동몰입, 생활만족의 관계

        허철무 한국체육과학회 2020 한국체육과학회지 Vol.29 No.3

        This study examined the relationship among adult playfulness, exercise flow and life satisfaction for 246 cycle participants as leisure sports. For this purpose, exploratory factor analysis, confirmatory factor analysis, reliability analysis, correlation analysis, and structural model analysis were conducted using SPSS 21.0 program and AMOS 21.0 program. The results are briefly presented as follows. First, the relationship between adult playfulness and exercise flow of leisure sports participants was examined. As a result, adult playfulness had a statistically significant positive effect on exercise flow. Second, the relationship between adult playfulness and life satisfaction of leisure sports participants was examined. The results showed that adult playfulness had a statistically significant positive effect on life satisfaction. Third, the relationship between exercise flow and life satisfaction of leisure sports participants was examined. As a result, it was confirmed that exercise flow of leisure sports participants had a statistically significant positive effect on life satisfaction. In summary, adult playfulness is a key factor to increase the sports flow and life satisfaction of leisure sports participants.

      • KCI등재

        가치기반수용모델의 혜택과 희생을 중심으로 한 스크린 골프 이용자의 지속이용의도 결정요인

        허철무 한국체육교육학회 2023 한국체육교육학회지 Vol.28 No.3

        Purpose: By applying the benefits and sacrifices of the value-based adoption model, this study examined the determinants that affect the intention to continuous use of screen golf users. Method: In this study, the study results were derived by conducting confirmatory factor analysis, reliability analysis, correlation analysis, and path analysis using the SPSS 21.0 program and the AMOS 21.0 program for 277 screen golf users. Results: The results of this study are follows. 1) Usefulness had a positive effect on perceived value. 2) Enjoyment had a positive effect on perceived value. 3) Technicality did not have a significant effect on perceived value. 4) Perceived cost had a positive effect on perceived value. 5) Perceived value had a positive effect on intention to continuous use. Conclusion: In summary, the perceived value of screen golf is determined by usefulness, enjoyment, and perceived cost, and it can be evaluated that the higher the user's perceived value for screen golf, the higher the intention to continue using it

      • KCI등재

        스포츠 헬스케어 애플리케이션 수용에 영향을 미치는 요인

        허철무 한국체육과학회 2020 한국체육과학회지 Vol.29 No.5

        This study examined the factors determining the acceptance of a mobile healthcare application that provides information such as distance, steps, calorie consumption, and heart rate for participants in daily sports such as walking or running. The results are as follows. First, the positive dimension of optimism and innovativeness among the components of technology readiness had a positive effect on perceived ease of use and perceived usefulness, and negative level of discomfort and insecurity negatively influenced perceived ease of use and perceived usefulness. Second, perceived ease of use for mobile healthcare applications has been shown to have a positive effect on perceived usefulness. Third, perceived ease of use and perceived usefulness of mobile healthcare applications have a positive effect on acceptance intention. In order to increase the intention of participants in life sports to accept mobile health care applications, it is necessary to understand the technology readiness and communicate strategies to increase perceived ease of use and perceived usefulness for mobile health care applications.

      • KCI등재

        가상현실 스포츠 만족도 결정요인: 상호작용, 존재감 및 몰입경험을 중심으로

        허철무 한국디지털콘텐츠학회 2022 한국디지털콘텐츠학회논문지 Vol.23 No.6

        본 연구는 가상현실 스포츠 만족도에 영향을 미치는 요인을 살펴봄으로써 가상현실 스포츠의 활성화를 위한 시사점을 제안하고자 하였다. 이를 위해 설문조사를 실시하여 가상현실 스포츠를 이용한 경험이 있는 조사대상자 268명의 데이터를 확보하였고, SPSS 21.0 프로그램과 AMOS 21.0 프로그램을 활용하여 구조모형분석을 실시하였다. 그 결과를 제시하면 다음과 같다. 첫째, 상호작용성은 존재감에 정적 영향을 미치는 것으로 나타났다. 둘째, 상호작용성은 몰입 경험에 정적 영향을 미치는 것으로 나타났다. 셋째, 존재감은 몰입 경험에 정적 영향을 미치는 것으로 나타났다. 넷째, 상호작용성은 사용자만족에 정적 영향을 미치는 것으로 나타났다. 다섯째, 존재감은 사용자만족에 유의한 영향을 미치지 못한 것으로 나타났다. 여섯째, 몰입 경험은 사용자만족에 정적 영향을 미치는 것으로 나타났다. 결론적으로 가상현실 스포츠가 지금보다 더욱 활성화되기 위해서는 사용자들이 높은 수준의 상호작용성과 몰입 경험을 지각할 수 있도록 끊임없는 기술적 개선과 진화가 요구된다. This study tried to suggest implications for the activation of virtual reality sports by examining factors that affect satisfaction with virtual reality sports. To this end, a survey was conducted to obtain data from 268 subjects who had experience using virtual reality sports, and structural model analysis was conducted using the SPSS 21.0 program and the AMOS 21.0 program. The results are presented as follows. First, interactivity had a positive effect on presence. Second, interactivity had a positive effect on flow experience. Third, presence had a positive effect on flow experience. Fourth, interactivity had a positive effect on user satisfaction. Fifth, presence did not have a significant effect on user satisfaction. Sixth, flow experience had a positive effect on user satisfaction. In conclusion, in order for virtual reality sports to become more active, continuous technological improvement and evolution are required so that users can perceive a high level of interactivity and flow experience.

      • KCI등재

        증강현실 기반 피팅 애플리케이션의 가치기반수용모델 확장을 통한 수용성

        허철무 한국디지털콘텐츠학회 2023 한국디지털콘텐츠학회논문지 Vol.24 No.8

        This study explored factors affecting continuance intention using the value-based adoption model expansion for users who have experience using augmented reality-based fitting applications. The main results were as follows. First, usefulness, enjoyment, and high quality positively affected the perceived value. Second, the perceived fee and information risk negatively affected the perceived value, but technicality did not significantly affect the perceived value. Third, the perceived value positively affected continuance intention. Therefore, the perceived value of augmented reality-based fitting applications must be increased, the usefulness, enjoyment, and high quality of augmented reality-based fitting applications must be emphasized, and strategies to minimize users’ anxiety about costs and information risks must be devised. 본 연구는 증강현실 기반 피팅 애플리케이션을 이용해 본 경험이 있는 사용자들을 대상으로 가치기반수용모델 확장을 적용하여 지속사용의도에 영향을 미치는 요인들을 탐색하였다. 주요 결과를 제시하면 다음과 같다. 첫째, 유용성과 즐거움, 고품질은 지각된 가치에 정적 영향을 미치는 것으로 나타났다. 둘째, 지각된 비용과 정보위험은 지각된 가치에 부적 영향을 미치는 것으로 나타났으나, 기술성은 지각된 가치에 유의한 영향을 미치지 못하였다. 셋째, 지각된 가치는 지속사용의도에 정적 영향을 미치는 것으로 나타났다. 따라서 증강현실 기반 피팅 애플리케이션에 대한 지속사용의도를 높이기 위해서는 증강현실 기반 피팅 애플리케이션에 대한 지각된 가치를 높이고, 이를 위한 전략으로 증강현실 기반 피팅 애플리케이션에 대한 유용성과 사용과정에서의 즐거움, 고품질을 강조하는 한편 비용과 정보위험에 대한 사용자의 불안감을 최소화하는 전략 마련이 요구된다고 할 것이다.

      • KCI등재

        스포츠제품에 대한 지각된 증강현실의 질(Quality)과 유용성, 즐거움, 제품태도 및 구매의도

        허철무 한국체육과학회 2022 한국체육과학회지 Vol.31 No.3

        This study examined the relationship between perceived quality and usefulness, enjoyment, product attitude, and purchase intention for sports products based on augmented reality application. The main results are briefly presented as follows. First, perceived quality of augmented reality had a positive effect on usefulness. Second, perceived quality of augmented reality had a positive effect on enjoyment. Third, usefulness had a positive effect on product attitude. Fourth, enjoyment had a positive effect on product attitude. Fifth, product attitude had a positive effect on purchase intention.

      • KCI등재

        개인 피팅 축구화의 브랜드이미지, 고객충성도의 구조적 관계를 통한 재구매의도 분석

        허철무 한국사회체육학회 2018 한국사회체육학회지 Vol.0 No.71

        The purpose of this study is to investigate the structural relationship among brand image, consumer loyalty and repurchase intention of soccer players’ fitting soccer-shoes. Total 226 soccer players were collected and used in this study. SPSS 21 and AMOS 21 program were used to alnyze the data. Correlation analysis, structural equation modeling analysis and reliability analysis were performed to draw the useful data. The results are as foolwl s: First, Band image had significantly influenced on consumer loyalty of soccer players’ fitting soccer-shoes. Second, Brand image had significantly influenced on repurchase intention of soccer players’ fitting soccer-shoes. Third, consumer loyalty had significantly influenced on repurchase intention of soccer players’ fitting soccer-shoes.

      • KCI등재

        스포츠기업의 사회적 책임활동 진정성이 기업이미지와 고객충성도에 미치는 영향

        허철무 한국사회체육학회 2019 한국사회체육학회지 Vol.0 No.75

        Purpose: This study examines the effect of consumer’s authenticity on corporate image and customer loyalty on social responsibility activities of sports companies. Method: In this study, 248 college students who had experience purchasing Nike were used to perform exploratory factor analysis, confirmatory factor analysis, reliability analysis, correlation analysis, and structural model analysis using SPSS 21.0 and AMOS 21.0 programs to derive main results respectively. Results: The results of the study were as follows. First, perceived consumer’s sincerity about social responsibility activities of sports companies had positive effect on corporate image. In other words, as the consumers perceive that the company was responsible, sincere, honest, and faithful to the social responsibility activities of the sport enterprise, the positive corporate image also increased. Second, perceived consumers’ sincerity about the social responsibility activities of sports companies had a positive effect on customer loyalty. In other words, as consumers perceive the authenticity of responsible, sincere and sincere performance of sports companies in carrying out their social responsibility activities, customer loyalty to the company increases. Third, the corporate image of sports companies had a positive effect on customer loyalty. In other words, the more consumers had a positive image on sports companies, the higher the customer loyalty is. Conclusion: It is necessary for sports companies to positively prepare means to effectively utilize social responsibility activities and perceived authenticity as marketing tools.

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