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      P2E형 가상 농장 영농체험이 잠재 영농인의 태도와 추천의도에 미치는 영향 연구: 정보시스템성공모델 중심으로

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      https://www.riss.kr/link?id=A108180805

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      국문 초록 (Abstract)

      가상 농장은 교육훈련용 가상현실의 일종으로서 영농에 대한 태도 변화를 실현하고, 가상 농장 재방문을 통한 경제적 성과를 목표로 한다. 최근 P2E(Play to Earn) 유형의 가상현실이 도입되면서...

      가상 농장은 교육훈련용 가상현실의 일종으로서 영농에 대한 태도 변화를 실현하고, 가상 농장 재방문을 통한 경제적 성과를 목표로 한다. 최근 P2E(Play to Earn) 유형의 가상현실이 도입되면서 가상 영농 체험이 실질적인 혜택으로 연결되는 방안이 고려되고 있다. 그러나 가상 농장의 성공에 영향을 미치는 요인 대한 연구는 거의 이루어지지 않았다. 따라서 본 연구의 목적은 DeLone & McLean의 정보시스템성공모델(IS Success Model)을 이론적 기반으로 하여 가상 농장 콘텐츠의 품질 및 시스템 품질이 가상 농장 체험에 대한 만족도에 영향을 주는지를 검토할 것이다. 또한 가상 농장에 대한 만족도가 영농에 대한 태도 변화에 유의미하게 기여하는지를 점검할 것이다. 그 외에 디지털 인센티브가 P2E 유형의 가상 농장의 활성화에 기여하는지도 실증하고자 한다.

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      다국어 초록 (Multilingual Abstract)

      Virtual farm is a kind of virtual reality for education and training, which realizes a change in attitude toward farming and aims for economic performance through revisiting the virtual farm. With the recent introduction of P2E-type virtual reality, a...

      Virtual farm is a kind of virtual reality for education and training, which realizes a change in attitude toward farming and aims for economic performance through revisiting the virtual farm. With the recent introduction of P2E-type virtual reality, a way to connect virtual farming experiences with practical benefits is being considered. However, few studies have been conducted on the factors that influence the success of virtual farms. Hence, the purpose of this study is to examine whether the quality of virtual farm contents and system quality affect user satisfaction with virtual farm experience based on the DeLone & McLean‘s IS Success Model. In addition, we will examine whether satisfaction with the virtual farm significantly contributes to the change in attitude toward farming. In addition, we demonstrate whether digital incentives contribute to the activation of P2E-type virtual farms.

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      목차 (Table of Contents)

      • 요약
      • Abstract
      • I. 서론
      • Ⅱ. 이론적 배경 및 가설
      • Ⅲ. 연구모형 및 연구방법
      • 요약
      • Abstract
      • I. 서론
      • Ⅱ. 이론적 배경 및 가설
      • Ⅲ. 연구모형 및 연구방법
      • Ⅳ. 결과
      • Ⅴ. 토의 및 결론
      • 참고문헌
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      참고문헌 (Reference)

      1 김유용, "첨단농업의 플랫폼, 가상현실" (220) : 1-15, 2018

      2 이혜현, "농촌관광 방문객의 선호 체험프로그램 분석" 8 : 305-326, 2006

      3 "https://cafe.naver.com/realfarm/722583"

      4 "https://cafe.naver.com/realfarm/545551"

      5 A. H. Aldholay, "The role of transformational leadership as a mediating variable in DeLone and McLean information system success model : The context of online learning usage in Yemen" 35 (35): 1421-1437, 2018

      6 Smith, Trevor Alexander, "The role of customer personality in satisfaction, attitude-to-brand and loyalty in mobile services" 24 (24): 156-175, 2020

      7 Manika, Danae, "The influence of prior knowledge structures on website attitudes and behavioral intentions" 78 : 44-58, 2018

      8 L. Zarantonello, "The impact of event marketing on brand equity : The mediating roles of brand experience and brand attitude" 32 (32): 255-280, 2013

      9 M. Lindquist, "The effect of audio fidelity and virtual reality on the perception of virtual greenspace" 202 : 103884-, 2020

      10 E. L. Karcher, "The Use of Virtual Farm Tours in a Dairy Cattle Management Course" 62 (62): 371-375, 2018

      1 김유용, "첨단농업의 플랫폼, 가상현실" (220) : 1-15, 2018

      2 이혜현, "농촌관광 방문객의 선호 체험프로그램 분석" 8 : 305-326, 2006

      3 "https://cafe.naver.com/realfarm/722583"

      4 "https://cafe.naver.com/realfarm/545551"

      5 A. H. Aldholay, "The role of transformational leadership as a mediating variable in DeLone and McLean information system success model : The context of online learning usage in Yemen" 35 (35): 1421-1437, 2018

      6 Smith, Trevor Alexander, "The role of customer personality in satisfaction, attitude-to-brand and loyalty in mobile services" 24 (24): 156-175, 2020

      7 Manika, Danae, "The influence of prior knowledge structures on website attitudes and behavioral intentions" 78 : 44-58, 2018

      8 L. Zarantonello, "The impact of event marketing on brand equity : The mediating roles of brand experience and brand attitude" 32 (32): 255-280, 2013

      9 M. Lindquist, "The effect of audio fidelity and virtual reality on the perception of virtual greenspace" 202 : 103884-, 2020

      10 E. L. Karcher, "The Use of Virtual Farm Tours in a Dairy Cattle Management Course" 62 (62): 371-375, 2018

      11 T. S. Neman, "Survey Monetary Incentives : Digital Payments as an Alternative to Direct Mail" 15 (15): 30030-, 2022

      12 Albus, Patrick, "Signaling in virtual reality influences learning outcome and cognitive load" 166 : 104154-, 2021

      13 Alhassan G. Abdul-Muhmin, "Repeat purchase intentions in online shopping : The role of satisfaction, attitude, and online retailers' performance" 23 (23): 5-20, 2010

      14 M. W. Lee, "Quality of virtual reality and its impacts on behavioral intention" 90 : 102595-, 2020

      15 Wong, Ken Kwong-Kay, "Partial least squares structural equation modeling(PLS-SEM)techniques using SmartPLS" 24 (24): 1-32, 2013

      16 Joe F. Hair, "PLS-SEM : Indeed a silver bullet" 19 (19): 139-152, 2011

      17 M. Tenenhaus, "PLS path modeling" 48 (48): 159-205, 2005

      18 Petter, Stacie, "Measuring information systems success : models, dimensions, measures, and interrelationships" 17 (17): 236-263, 2008

      19 E. Zidianakis, "Interactivity, Game Creation, Design, Learning, and Innovation" Springer 20-28, 2016

      20 William H. DeLone, "Information systems success : The quest for the dependent variable" 3 (3): 60-95, 1992

      21 D. Hamilton, "Immersive virtual reality as a pedagogical tool in education : a systematic literature review of quantitative learning outcomes and experimental design" 8 (8): 1-32, 2021

      22 Jin, Sheng, "Immersive Spring Morning in the Han Palac e : Learning Traditional Chinese Art Via Virtual Reality and Multi-Touch Tabletop" 38 (38): 213-226, 2022

      23 H. J. Kang, "How 3D virtual reality stores can shape consumer purchase decisions : The roles of informativeness and playfulness" 49 : 70-85, 2020

      24 R. D. Pinto, "Foreign language learning gamification using Virtual Reality—A systematic review of empirical research" 11 (11): 222-, 2021

      25 J. Ng, "Farmooo, a virtual reality farm simulation game designed for cancer pediatric patients to distract their pain during chemotherapy treatment" 2018 (2018): 432-1-4-, 2018

      26 P. S. Vanitha, "Factors influencing E-learning adoption in India : Learners' perspective" 26 (26): 5199-5236, 2021

      27 Singh, Ramendra Pratap, "Exploring the influence of celebrity credibility on brand attitude, advertisement attitude and purchase intention" 19 (19): 1622-1639, 2018

      28 C. W. Chang, "Examining the effects of HMDs/FSDs and gender differences on cognitive processing ability and user experience of the stroop task-embedded virtual reality driving system(STEVRDS)" 8 : 69566-69578, 2020

      29 C. Fornell, "Evaluating structural equation models with unobservable variables and measurement error" 18 (18): 39-50, 1981

      30 J. Zambrano, "Effects of prior knowledge on collaborative and individual learning" 63 : 101214-, 2019

      31 L. Zhang, "Effectiveness of collaborative learning with complex tasks under different learning group formations: A cognitive load perspective" Springer 2015

      32 L. Y. Li, "Effect of prior knowledge on attitudes, behavior, and learning performance in video lecture viewing" 35 : 4-5, 2019

      33 Al-Ansi, Amr, "Effect of general risk on trust, satisfaction, and recommendation intention for halal food" 83 : 210-219, 2019

      34 Al-Ansi, Amr, "Effect of general risk on trust, satisfaction, and recommendation intention for halal food" 83 : 210-219, 2019

      35 Jacobsen, Dan Yngve, "Dropping out or dropping in? A connectivist approach to understanding participants’ strategies in an e-learning MOOC pilot" 24 (24): 1-21, 2019

      36 David M. McLin, "Combining virtual reality and multimedia techniques for effective maintenance training" International Society for Optics and Photonics 2645 : 1996

      37 X. B. Sun, "Building digital incentives for digital customer orientation in platform ecosystems" 137 : 555-566, 2021

      38 Ajzen, Icek, "Attitudinal and normative variables as predictors of specific behavior" 27 (27): 41-, 1973

      39 D. Zhang, "Application of blockchain technology in incentivizing efficient use of rural wastes : a case study on yitong system" 158 : 6707-6714, 2019

      40 Angelina, Ruth Johana, "Analyzing e-commerce success using DeLone and McLean model" 5 (5): 156-162, 2019

      41 Zaied, Abdel Nasser H, "An integrated success model for evaluating information system in public sectors" 3 (3): 814-825, 2012

      42 Robert C. Burns, "Alternate measurement approaches to recreational customer satisfaction : Satisfaction-only versus gap scores" 25 (25): 363-380, 2003

      43 Margaret E. Beier, "Age, ability, and the role of prior knowledge on the acquisition of new domain knowledge : promising results in a real-world learning environment" 20 (20): 341-355, 2005

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      학술지 이력

      학술지 이력
      연월일 이력구분 이력상세 등재구분
      2027 평가예정 재인증평가 신청대상 (재인증)
      2021-01-01 평가 등재학술지 유지 (재인증) KCI등재
      2018-01-01 평가 등재학술지 유지 (등재유지) KCI등재
      2015-01-01 평가 등재학술지 유지 (등재유지) KCI등재
      2011-01-01 평가 등재학술지 유지 (등재유지) KCI등재
      2008-01-01 평가 등재학술지 선정 (등재후보2차) KCI등재
      2007-05-04 학회명변경 영문명 : The Korea Contents Society -> The Korea Contents Association KCI등재후보
      2007-01-01 평가 등재후보 1차 PASS (등재후보1차) KCI등재후보
      2006-01-01 평가 등재후보학술지 유지 (등재후보1차) KCI등재후보
      2004-01-01 평가 등재후보학술지 선정 (신규평가) KCI등재후보
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      학술지 인용정보

      학술지 인용정보
      기준연도 WOS-KCI 통합IF(2년) KCIF(2년) KCIF(3년)
      2016 1.21 1.21 1.26
      KCIF(4년) KCIF(5년) 중심성지수(3년) 즉시성지수
      1.29 1.25 1.573 0.33
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