The present study investigated the impact of users' perceived benefits on their happiness and loyalty towards the university's online class system. Furthermore, the notion of loyalty was delineated into cognitive, emotional, intentional, and behavioral loyalty, and a systematic analysis was conducted to assess their respective impacts. The analysis was conducted using survey data obtained from a sample of 298 college students who possessed prior experience with the university's online class system. The analysis of the survey revealed that the satisfaction with the online class system was positively influenced by perceived practical benefits and symbolic benefits. However, it was found that emotional benefits did not have a statistically significant impact on satisfaction. Furthermore, it has been demonstrated that cognitive loyalty exerts a substantial beneficial impact on emotional loyalty, as well as a sequential and considerable positive influence on active and behavioral commitment inside the online class system established through perceived benefits. This study holds significance as it conducted an empirical analysis on the impact of users' perceived benefits of the university's online class system on their satisfaction levels, as well as its influence on the four-stage development process of loyalty.
The purpose of this study was to investigate the influence of consumers' shopping value(SV), ease of use(EOU), and usefulness(U) on their purchase intention(PI) in mobile shopping mall. Path hypotheses in structural equation model which was constructed for this purpose were verified. In addition, the research model was analyzed according to the groups classified by the level of purchase experience in mobile shopping mall. The survey was limited to the respondents in their 20s and 30s living in Seoul and other metropolitan areas who had purchased fashion products in mobile shopping mall. 411 useful data collected from on-line survey were analyzed by descriptive statistics, exploratory factor analysis, confirmatory factor analysis, reliability analysis, and pearson's correlation analysis using SPSS 21 and AMOS 19. The results of verifying the hypotheses were as follows: First, SV was composed of two factors which included hedonic shopping value(HSV) and utilitarian shopping value(USV). Second, the research model was verified as an acceptable model in explaining the influence of consumers' SV, EOU, and U on PI. Third, seven hypotheses among nine hypotheses were accepted in high purchasers. HSV did not have a significant influence on PI, and EOU did not affect PI significantly. Fourth, five hypotheses were accepted in light purchasers. HSV affected U significantly while USV had a significant impact on EOU and PI. EOU affected U, and U affected PI significantly. In conclusion, USV was proven to be the factor affecting PI directly as well as indirectly. Eou and U also had a significant influnce on PI in mobile fashion shopping. These results will provide mobile marketers with the differentiated strategies to make consumers lead to mobile purchase.
This study has developed STEAM educational program designed to cultivate topophilia using Jeonbuk educational resources and applied the program to a science camp. Topophilia is a sense of attachment and nostalgia towards one's birth place and specific objects, which can create positive affection and act as motivations for learning to the students. We developed a 32-hour STEAM program which consisted of 8 experiential activities and 2 travel programs including Gochujang, Hanok Village, a reverse ice spikes in Mai Mountain, and art works by Choi Book. In particular, we emphasized the fun of class, voluntary learning, and process of attaching significance by providing aesthetic and emotional experience of synesthesia. As a result of application, the students' level of confidence(Likert scale level 4, 2.5 points) in science and the level of interests(3.3 points) have improved. The pleasant experience of voluntary learning and active participation in class provided meaningful memories through value recognition and significance ascription. 93.3% of the students participated said they would recommend the Topophilia science camp to their peers. The level of satisfaction overall was 3.8 points(Likert scale level 5) and the program received positive evaluations that the class was fun and interesting(4.1 points).
Previous works have observed that persons who have experienced social exclusion have lower perceptions of body temperature and environmental temperature, and seek physical warmth such as warm drinks and warm water shower. The present study aimed to expand the results of these previous works to the dimensions of color emotions or color symbols. Hence, four experiments were conducted in which pictures of people with warm or cold colors applied to them were shown to the subjects, who were asked to evaluate the people in the pictures to determine whether their preferences changed depending on their perception of social exclusion. The results showed that the subjects with perceived social exclusion had stronger preferences for people in warm colors over those in cold colors, but the subjects without perceived social exclusion had no differences in their preferences for the people in the two types of colors. This study is significant in that it expanded the compensation hypothesis, which states that people try to compensate their psychological loss by pursuing external goals from the physical dimension to the emotional and symbolic dimensions. Furthermore, this study has implications in that it proposes the need for warm emotions in places where people who have experienced social exclusion are treated, such as psychological counseling centers.
Creativity is a important keyword for users as well as for main design organization who needs it. But little attention has been given to the aspect of user's creativity, also there has been a few attempt to apply it into design development until now. Nowadays in design areas, user's experiences and actions are changing the passive states receiving meanings into the active states creating meanings voluntarily. It is resonable to suppose that creative stage is important for users and they have the possibility of new ideas of uses and creating new productions. User's experiences of objects includes that of being formed or supported previously and that of voluntary interpretations acquired for himself, which it may be the possibilities predicted in design process or unknown user's action areas. It is likely that creative use process by themselves are the actions applied and deviated from usability and function by main design organization, also creative productions are arranged and made by users. These have a scope of examination and research in probability that is occurs frequently in user. In this research, approaching with a term, 'User gestures', User gestures are the characteristic action areas based on user's voluntary behaviors, where are revealed a unessential and non-operational function as a action itself and various transformation and creation of products as a outcome of action. This fact proves clearly that user gestures have a worth of alive spectrum to observe aspects of user culture and could be a attractive approach to seek easily new design concept for designer and developer. A further direction of this study will be following areas, Ethnography methods research of user gestures, Cultural research to phenomenon of user design and UGSBD(User gesture scenario based design) research. And it seems probable that they are applied in design development as follows, User initiative customization products, User participatory recycling products and creativity-experience design.
Journal of The Korean Association For Science Education
/
v.39
no.5
/
pp.573-584
/
2019
It is necessary to look at the essence of STEAM education from the viewpoint of the teacher who is the subject of education execution. We carry out questionnaires and telephone interviews for the purpose, definition, change, etc. of STEAM education from eight elementary, middle, and high teachers who are rich in policy and field application experience. As a result of the analysis, the purpose of the STEAM education that the specialists mentioned includes the active participation of the students. Most experts pointed out that the definition of STEAM education is ambiguous. So, it is necessary to express a clear goal of STEAM education. The category and level meaning "fields" from "a convergence of two or more fields" are not indicative definitions, but can be different depending on the situation, considering the context of activities and the level of students. The perception of the experts on framework may be a guide for STEAM education and stumbling block. It is necessary for "Context" to shift away from the emphasis on the real life connection and to the emphasis on the interest of the student and the guidance of the class. "Creative design" must be based on trial and error in the process of solving problems. "Emotional touch" needs to correct elements that cannot be observed, evaluated, and applied to lessons that are elements of emotional experience. As for the expansion of STEAM education, most expert teachers have recognized that STEAM education is becoming increasingly stable and that policy change has continued to slow the pace of stabilization.
As users environments change, users primary needs for homepages also change more complicatedly. Today, users do not only want usability for homepages, but also to feel appropriate emotional experiences. Despite users needs, users do not always experience appropriate emotions that are conveyed by designers through homepage. I In this research paper, we analyzed the related factors with the emotional quality, which means the degree that users feel target emotions intended by designers. For analyzing factors related with the emotional quality, three hypotheses were verified; the factor of an emotion, the factor of users and the factor of designers. As the factor of emotions, the first hypothesis is that unclear emotional dimensions in users minds are related with the emotional quality. The second hypothesis, as the factor of users, is that the diversity of users experiences by same homepage is related with the emotional quality. The third hypothesis, as the factor of designers, is that the appropriate selection of design elements is related with the emotional quality. In the previous research, we selected the basic 13 emotional dimensions and 30 representative emotional words based on the statistical results and evaluations by professional designers. For this research, we conducted an experiment and user survey. In the experiment, we asked 30 designers to design homepages focusing on the typical emotion that was presented by a researcher. Based on the designing process and user evaluation, we performed statistical analyses: ANOVA with Tukey post hoc method and Factor Analysis. We found the discrepancy between the emotions that designers intend and the actual emotions that users experienced from homepages. From the result of analysis, we know that the factor of users and the factor of designers related with the emotional qualities, but the factor of emotions did not. The definiteness of emotions did not relate with the emotional quality. However, the diversity of emotions that users feel seeing the same homepages and design elements that designers chose for conveying target emotion related with the emotional quality.
Animation works have been peformed by the objective sensitivity and experience so far. Software designs have been also manufactured based on intelligent data because they are easy to objectify and digitalize. In contrast, there are many elements, which human senses are hard to objectify and digitalize. This study investigates how to digitalize and objectify human senses and how to use them as the quantitative data and its subject is a flying path. In the experiment, this study collects some sensitive words for how human beings express the living path. The evaluation words for sensitivity through the collected sensitive words are extracted and the sketch images for the flying path are collected from the extracted evaluation words for sensitivity. Based on the collected sketch images, the samples of real moving image, which are the core of this study, are manufactured. Then, quantification theory III and I are used in order to analyze the correlation between the sensitive words representing the flying path and the samples of moving image. As a result, this study can figure out the structure of sensitive words and the samples of moving image and analyze the physical stimulating elements for the flying path. The flying path corresponds to the path that the object has passed. Some unique sensitive words are expressed by means of interacting some sensitive stimulating elements after looking at such a path. There are some elements that stimulate the senses and they include the physical elements such as speed, rotation, pattern and length of arc. The purpose of this study is to objectify and quantify the animation works that are created by animators' subjective thought and experience and to use them in animation works in the future.
The technologies related to the development of cultural contents we known as cultural technology (CT). CT should evolve with the changes in the cultural contents market. Currently there are five major trends in cultural market change. First, consumers are seeking more and more sensible quality from products. Second, consumers are becoming less sensitive to the cognitive quality of products. Third, consumers demand more than what contemporary technology can offer. Fourth, as the cultural products market grows, the goal of content developments has shifted from producing a 'big hit product' to producing a product which will maintain market share. Fifth, cultural products are diversifying. All these trends make the cultural products developer's job more challenging. Sensation & emotional engineering (SE engineering) can be a useful tool for cultural products developers. SE engineering is a study of the somatic sensation and the aesthetic sensation for both fundamentals and applications aspects. By quantifying the physiological and psychological responses of consumers, it studies the physical nature of stimulants, providing basic knowledge for future applications and industrialization. One widely spread myth is that a sparkling idea from a talented individual will make a difference in the cultural products industry. The careful examinations of many successful cultural products prove this is not correct. Many successful cultural products are the result of a substantial amount of investment and employment of well polished marketing technology. A scientific approach is highly required for this matter and the SE engineering is an answer
Different types of traditional Korean clothes (Hanbok) are appearing in the market with the increasing interest of culture consumers. In order to turn traditional Korean clothes into everyday clothes that adequately reflect various demands of culture consumers, it is important to satisfy both functional and emotional aspects of clothing. However, there is lack of existing studies on emotions of culture consumers while wearing traditional Korean clothes. In this study, 28 emotional words regarding traditional Korean clothes were extracted by applying the Delphi method and conformity rating survey to 182 emotional words reported in existing studies and references from areas such as psychology, linguistics, and sensibility engineering. The 28 selected emotional words can be used to express emotions felt by culture consumers about traditional Korean clothes. Also, words were grouped based on the correlation according to factor analysis. Based on common characteristics, the emotional words were classified into 6 categories of 'pleasure,' 'aesthetic sense,' 'harmony,' 'novelty,' 'likability,' and 'stability.' These 6 emotional categories were concluded to represent emotions of consumers about traditional Korean clothes. The 28 emotional words and 6 representative emotions noted in this study can be used as basic data for measuring emotions of culture consumers of traditional Korean clothes. A future study task is to design a detailed assessment scale to measure emotions of culture consumers about traditional Korean clothes using representative emotions.
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