1. Theories in New Media

1.1. Introduction

^ Walther, J. B. (2012). Theories of computer-mediated communication and interpersonal relations. In M. L. Knapp & J. A. Daly (Eds.), The SAGE Handbook of Interpersonal Communication (4th ed.): Sage Publications.
[http]Article pdf or @pdf (785.47 KB)

1.2. Theories in User Experience


[http]What Is User Experience Design? Overview, Tools And Resources
^ 황병철. (2012). 특집 : 산업공학, 사용자 경험(UX)디자인 그 중심에 서다. IE 매거진, 19(1), 17-24. [http]url

Books
Information Architecture for the World Wide Web: Designing Large-Scale Web Sites by Louis Rosenfeld & Peter Morville (a bit dated now, but still useful)
The Design of Everyday Things by Don Norman
Designing Web Usability: The Practice of Simplicity by Jakob Nielsen
Don't Make Me Think by Steve Krug
Envisioning Information by Edward Tufte
Search Patterns by Peter Morville
Snow Crash by Neal Stephenson
Additional Readings

1.2.1. Flow (몰입)

^ 곽기영, & 옥정봉. (2010). 온라인 커뮤니티 몰입의 브랜드 충성도로의 전이. Paper presented at the 한국경영과학회 학술대회논문집

1.3. Information behavior

Introduction
[http]Theories of Information Behavior
[http]Information behavior theories in LIS wiki
[http]Information science
Research Vectors . . . .
Information access
Information architecture
Information management
Inforamtion retrieval
Information seeking
Information society
[ISBN-0262017008] Human Information Interaction: An Ecological Approach to Information Behavior
[ISBN-0199551375] Information: A Very Short Introduction

1.4. Theories of Technology

Social Construction
Actor-network Theory
Structuration Theory
System Theory

1.5. Theories in User Acceptance

^ Venkatesh, V., Morris, M. G., Gordon, B. D., & Davis, F. D. (2003). User Acceptance of Information Technology: Toward a Unified View. MIS Quarterly, 27(3), 425-478. doi: 10.2307/30036540 [http]url
^ 유재현, & 박철. (2010). 기술수용모델 (Technology Acceptance Model) 연구에 대한 종합적 고찰. Entrue Journal of Information Technology, 9(2), 31-50. url]

Addtional readings
^ 손승혜, 최윤정, & 황하성. (2011). 기술수용모델을 이용한 초기 이용자들의 스마트폰 채택 행동 연구. 언론과학연구, 55(2), 227-251. url]
^ Dillon, A., & Morris, M. G. (1996). User acceptance of new information technology: theories and models (Vol. 14, pp. 3-32): Medford, N.J.: Information Today.

1.6. Theories in Emotional Experience Design

^ Hassenzahl, M., & Tractinsky, N. (2006). User experience - a research agenda. Behaviour & Information Technology, 25(2), 91-97. doi: 10.1080/01449290500330331 [http]url
^ 석금주, 이주영, & 이현주. (2012). 스마트폰 어플리케이션의 감성 경험 디자인 평가 요소. 디자인학연구, 25(4), 13-24. [http]url

^ 이영주, 이. (2012). 아이폰 사용자의 감성경험디자인 유형 분석 -Q방법론을 중심으로. 커뮤니케이션 디자인학연구, 38(0), 311-319. [http]url

Additional Readings
^ 황병철. (2012). 특집 : 산업공학, 사용자 경험(UX)디자인 그 중심에 서다. IE 매거진, 19(1), 17-24. [http]url
^ http://www.uncp.edu/home/xzhang/Teaching/HCI/spring2010_onsite/Chapter_5_ID2e_slides.pdf


1.7. Theories in Social Network

^ Bandyopadhyay, S., Rao, A. R., & Sinha, B. K. (2011). Models for Social Networks With Statistical Applications (Vol. 13): Sage Publications. (Chapter 1, Introduction to SNA). @pdf (401.4 KB)
^ Scott, J. (2012). 소셜 네트워크 분석 (Social network analysis: A handbook) (김효동 & 김광재, Trans.): 커뮤니케이션 북스. 제 1, 2 장

^ 김윤식, 조웅현, & 한상만. (2012). 사회적 네트워크상에서 선호유사성이 구매에 미치는 영향. 소비자학연구, 23(2), 329-349. [http]url

Additional Readings
A paper under a review
The paper examines and mentions previous studies in order to state the relationship between expectations and behavior in education. But, this articulation does not delivered in its research questions. Hence, the RQs does not seem integral with their research interest. . . . Hence the paper does not perform the analysis of the relationships between IT skills and learning expectation, and IT skills and their changes of ITs.

1.8. Research in Online (and other) Game

^ 유세경, 이. (2004). 다 사용자 온라인 게임 이용이 이용자의 현실인식에 미치는 영향. 사회과학연구논총, 12(0), 417-437. [http]url
^ 이철선. (2003). 가상 공동체에서의 플레이밍(Flaming)에 관한 연구. 마케팅연구, 18(1), 3-30. [http]url

1.9. Online identity

^ Walther, J. B. (2009). Computer-Mediated Communication and Virtual Groups: Applications to Interethnic Conflict. Journal of Applied Communication Research, 37(3), 225-238. doi: 10.1080/00909880903025937 [http]url
^ Wang, Z., Walther, J. B., & Hancock, J. T. (2009). Social Identification and Interpersonal Communication in Computer-Mediated Communication: What You Do Versus Who You Are in Virtual Groups. Human Communication Research, 35(1), 59-85. doi: 10.1111/j.1468-2958.2008.01338.x [http]url

^ 이유민, 김정선, 김성연, & 윤영민. (2012). 하이퍼퍼스널 커뮤니케이션 관점에서 본 ‘미네르바 현상’ 분석. 한국언론학보, 56(6), 5-29. [http]url

^ 강재원. (2012). 소셜 네트워크 데이팅(SND)의 정보 추구 전략들에 관한 연구. 한국언론학보, 56(5), 65-87. [http]url
^ 윤해진. (2006). 온라인 서포트 커뮤니티에서의 인지된 익명성. 한국언론학보, 50(6), 305-332. [http]url

Additional Readings
^ Cover, R. (2012). Performing and undoing identity online: Social networking, identity theories and the incompatibility of online profiles and friendship regimes. ''Convergence: The International Journal of Research into New Media Technologies. doi: 10.1177/1354856511433684 [http]url
[http]Social information processing (theory)


1.10. ELM

1.11. U&G

1.12. Diffusion (of Innovation) Theory


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