• Title/Summary/Keyword: 몰입 경험

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The Effects of Customer Satisfaction Based on User Experience on Commitment, Loyalty and Repeated Use in Franchise and Chain Coffee Shops (프랜차이즈와 체인 커피전문점의 이용경험에 따른 고객만족이 몰입, 충성도, 반복적 이용에 미치는 영향)

  • Yang, Jeong-Yeong;Kim, Tae-Hee;Kim, Mi-Ja
    • Culinary science and hospitality research
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    • v.19 no.5
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    • pp.206-224
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    • 2013
  • The purpose of this study was to examine the formation of customer's repeated use that is real long-term commitment in franchise/chain coffee shops. 457 effective samples were analyzed using PASW 18.0 and AMOS 18.0. The results of the analysis of the relationships between user experience, customer satisfaction, customer commitment and repeated use are as follows. First, it was presented that atmosphere, price fairness and coffee product quality had a positive impact on customer satisfaction. Second, customer satisfaction had a positive impact on customer commitment and repeated use. Finally, there was the mediating effect of continuous commitment between customer satisfaction and repeated use. Based on the results of the above analysis, the managerial implications for increasing repeated use of coffee shops are as follows. First, the strategy for enhancing performance of user experience is to try to improve atmosphere(facilities, ambient/lighting), price fairness, coffee product quality(taste, flavor, temperature). Second, the strategy for forming repeated use is to enhance customer commitment(affective commitment, continuous/normative commitment).

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Test of a Model for the Structural Relationship of Participation Motivation to Flow Experience, Self-Achievement and Life Satisfaction in Windsurfers (윈드서핑 참여자들의 참가동기가 몰입경험, 자아성취감 및 생활만족도에 관한 구조적 관계 모형 검증)

  • Moon, Tae-Young
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.8
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    • pp.152-161
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    • 2017
  • The purpose of this study was to establish a model for the structural relationship between the participation motivation and flow experience, self-achievement and life satisfaction in windsurfers. The subjects in this study were 206 selected male and female adults who windsurfed on a beach in Yangyang-gun, Gangwon Province. The statistical packages SPSS 20.0 and AMOS 16.0 were used to conduct the statistical analysis of the collected data. First, the participation motivation of the windsurfers exercised a significant influence on their flow experience(t=18.156, p<.001). Second, the participation motivation of the windsurfers had a significant impact on their self-achievement(t=19.848, p<.001). Third, the participation motivation of the windsurfers affected their life satisfaction in a significant way(t=8.219, p<.001). Fourth, the flow experience of the windsurfers impacted on their self-achievement in a significant manner (t=9.769, p<.001). Fifth, the flow experience of the windsurfers had no significant impact on their life satisfaction(t=16.033, p<.001). Sixth, the self- achievement of the windsurfers didn't exert any significant influence on their life satisfaction(t=17.438, p<.001). The findings of this study can be used to help windsurfers improve their quality of life.

Activity Level of Social Participation and Quality of Life among the Elderly in Korea -Focusing on gender and age differences- (사회참여노인의 활동수준과 삶의 질 - 성별과 연령 차이를 중심으로 -)

  • Ju, Kyong Hee
    • Korean Journal of Social Welfare Studies
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    • v.42 no.2
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    • pp.5-39
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    • 2011
  • The objective of this study is to survey Social Participation of the Elderly's quality of life according to their activity levels and examine the differences by their gender and age. The subjects of this study were elderly aged 60 or older who are living in the metropolitan area and those reportedly participating in various social activities at the time of the survey. A total of 586 cases were used for the analysis. Data were analyzed through multi group analysis using a structural equation model, and AMOS 7.0 was used in statistical processing. The results of this study showed that, first, the quality of life was significantly and positively affected by flow experiences in economic participation, social fellowship participation, and self development participation. Second, the results of multi group analysis on the relations between the social participation level and the quality of life according to gender demonstrated that the there were gender differences on the full path model, and that there were significant differences in relationships between the volume of social fellowship participation and the quality of life between men and women. Third, a similar finding was found for the age group that the paths between flow experiences in economic participation and the quality of life significantly differed by age groups. Based on these findings, implications for theory and practice were discussed.

The Sutability of VR Artwork as an Immersive Learning Tool (몰입적 학습 도구로서의 VR 예술작품의 적합성)

  • Rhee, Boa;Kim, Jusub
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2016.01a
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    • pp.223-226
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    • 2016
  • 본 논문은 최근 출시된 반 고흐 VR 예술작품의 2D 및 3D 콘텐츠에 대한 경험을 분석했다. 두 가지의 콘텐츠에서 쾌락적 특성이 강하게 나타났으며, 원작의 재생산된 작품으로서가 아니라 새로운 창작물로 인지되었다. 콘텐츠의 일반적 특성과 마찬가지로, 몰입감의 경우에도 2D 보다는 3D 콘텐츠에 대한 평가가 더욱 긍정적으로 이루어졌으며, 두 가지의 콘텐츠에서 가장 높게 평가된 몰입감 요인은 주의집중력으로 제시되었다. 특히 3D 콘텐츠의 경우, 다감각적 촉진은 가상공간에서의 현존감(presence)과 관련된 육체적 움직임에 대한 역동성에 영향을 미쳤으며, 원작에 대한 현존감은 가상공간에서의 현존감과 몰입감으로 대체되었다. 3D 기반의 콘텐츠는 학습에 대한 내재적 동기부여를 비롯, 그룹 토의의 활성화, 예술작품 및 작가에 대한 관심 증가 등의 몰입형 학습 도구로서의 효용성이 유의미하게 나타났다. 비록 2D 및 3D 콘텐츠의 몰입학습을 위한 도구로서의 적합성이 예술작품에 대한 감상 및 해석도구로서의 적합성보다 높게 제시되기는 했지만, 예술작품의 진정성과 아우라라는 관점에서 보면 '회화적 동일성'은 존재했지만 콘텐츠의 재창조적 특성으로 인해 '미학적 동일성'은 보장되지 못했다. 이러한 현상은 VR 예술작품의 콘텐츠 제작 목적의 상이함 뿐만 아니라 기술적 정교함 및 예술적 전문성 결여에 기인한다.

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Design and Implementation of 6DoF supported 360VR Test Platform (6DoF지원 360VR 테스트 플랫폼 설계 및 구현)

  • Yun, Kugjin;Jung, Jun Young;Yun, Joungil;Cheong, Won-sik;Seo, Jeongil
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2018.06a
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    • pp.250-252
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    • 2018
  • 최근 차세대 미디어 중 하나로 가상의 공간내에서 현실적인 경험과 환경을 사용자에게 제공해 줄 수 있는 몰입형 미디어가 각광받고 있다. 이러한 가상현실 세계를 제공할 수 있는 VR미디어의 등장은 몰입형 미디어가 점차적으로 추구하는 실감서비스의 발전 형태를 단적으로 보여주고 있으며 사용자의 움직임에 따라 보다 자연스러운 현실감 및 몰입감을 지원하는 노력이 지속적으로 연구되고 있다. 이러한 추세를 반영하듯, MPEG은 최대 6DoF 사용자 움직임을 지원함과 동시에 고해상도의 VR 해상도를 제공하는 몰입형 미디어 요소기술 개발을 위하여 MPEG-I(Immersive) 표준화를 진행 중에 있다. 본 논문은 종래 3DoF 움직임(회전운동)을 지원함과 동시에 병진운동에 따라 360VR영상 내 가상시점을 매핑함으로써 보다 자연스러운 몰입감을 제공할 수 있는 6DoF지원 360VR 테스트 플랫폼을 제안한다.

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Client Relationship Proneness, Trust, Commitment and Reuse Intention in IT Services (고객 관계 경향, 신뢰, 몰입 그리고 재사용 의도: IT서비스의 경우)

  • Park, Jun-Gi;Lee, Hyejung;Cho, Cheulhyun;Lee, Jungwoo
    • Journal of Digital Convergence
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    • v.10 no.9
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    • pp.137-149
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    • 2012
  • It has become a crucial issue for IT service firms how to form positive relationships with their customers in order to retain existing customers and potential customers. To address this issue, many researchers have introduced the concept of consumer relationship proneness(CRP). This present study examines if CRP is related to trust and commitment that enhance the intention to reuse. Using PLS, we analyzed 200 data collected through a survey of global electronic company members experienced IT outsourcing services. As a result, CRP has a defined impact on both trust and commitment, and relationships between trust and commitment, commitment and reuse intention have a positive effect. On the other hand, trust does not affect reuse intention. Based on these results, it presents a discussion for future research and the implications for CRP.

Influence of the Perception of Vocational Ethics and Education on Job Stress and Job Commitment in Occupational Therapists (작업치료사의 직업윤리와 교육에 대한 인식이 직무스트레스와 직무몰입에 미치는 영향)

  • Kim, Ji Hoon;Jung, Jae Hun
    • Journal of Digital Convergence
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    • v.19 no.10
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    • pp.367-376
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    • 2021
  • The aimed of this research was to identify the influence of perception of the vocational ethics and education on job stress and job commitment in occupational therapists. 173 occupational therapists measure for perception of vocational ethics and education, job stress and job commitment, the findings of the study were as follows. First, perception of vocational ethics and education was correlated with job stress, job commitment(p<.01). Second, perception of vocational ethics and education sub-factor of education experience(p<.01), seriousness of ethical issues(p<.05) was found to have affected the job stress. Third, perception of vocational ethics and education sub-factor of education experience(p<.05) was found to have affected the job commitment. Through the results of this study, systematic education will be needed to recognize the importance of vocational ethics and improve it.

조직구조, 조직문화의 업무특성이 조직몰입 및 조직성과 미치는 영향: 7년 미만의 초기 스타트업 중심으로

  • Seo, Gwi-Dong
    • 한국벤처창업학회:학술대회논문집
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    • 2019.04a
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    • pp.175-179
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    • 2019
  • 1년에도 수십 수백 개씩 스타트업이 생겨나고 있다. 아마도 모두 미래의 구글과 페이스북, 그리고 아마존이 되길 희망하며 하루하루 가열차게 달리고 있다. 하지만 그 많은 스타트업 중 소위 성공했다 불릴 수 있는 기업은 손에 꼽는다. 능력 있는 창업가, 기발한 사업 모델과 아이디어 그리고 이를 뒷받침해 줄 기술력과 자본이 있다고 성공할 수 없다. 스타트업 기업을 굴러가게 하는 힘은 결국 그 조직의 구성원에게서 나오기에 성공한 스타트업에겐 모두 그들 만의 '조직문화'가 있다. 그게 모두에게 좋은 문화일 필요는 없을 것이다. 그 조직에 가장 접합한, 그래서 구성원의 구성원의 공감대를 사 '일하고 싶은 회사'가 될 수 있게 하는 '조직 문화'가 있는 스타트업이 수많은 인재를 모아 성장을 거듭해 올 수 있었고 그것이 결국 스타트업을 성공으로 이끌었던 것이다. 이런 조직 문화는 회사 초창기에 세팅할수록 해당 기업의 성공 확률도 높아진다. 7년 미만의 초기 스타트업 기업을 대상으로 조직문화 유형이 스타트업 구성원의 조직 몰입과 조직성과에 어떠한 영향을 주는지에 대한 실증분석을 목적으로 하였다. 초기 스타트업 기업의 조직문화 차원은 경쟁가치모형의 혁신문화와 위계문화로 구분하였으며, 조직성과는 스타트업의 서비스, 제품을 경험한 이용자들의 서비스 만족도를 활용하였다. 조직문화는 외부환경에 대한 적응과 조직내부 통합의 문제를 해결하기 위하여 구성원들에 의해 창조 발전되어 학습되는 기본가정으로서 스타트업 구성원들에 의해 공유된 가치(values), 신념(beliefs), 규범(norms)의 체계로 정의한다. 따라서 어떠한 조직문화를 갖는냐에 따라 조직 구성원의 몰입, 충성심, 직무동기, 직무성과는 물론 조직성과와 혁신을 포함하는 여러 조직 요인도 직 갑적인 영향을 받는다. 7년 미만의 초기 스타트업 혁신문화가 스타트업 구성원의 조직몰입에 긍정적인 영향을 미치며, 조직몰입이 스타트업 서비스, 제품을 경험한 이용자들의 서비스 만족도에도 긍정적인 효과가 있는 것으로 나타났다.

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Experience Expansion of Interface through Meta-Thinking in Digital Media -Focused on Augmented Things and Media Art Cases- (디지털 미디어에서 메타적 사고를 통한 인터페이스의 경험 확장 -증강된 사물, 미디어 아트 사례를 중심으로-)

  • Seo, Hyun-Seok;Song, Sang-Min;Han, Ki-Eun
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1009-1014
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    • 2009
  • Meta-thinking is a kind of thinking beyond certain scope or border, which sees objects as an expanded definition exceeding its essence. It can be experienced when people come into contact with new things. As for digital media, experience acquired from computer screen makes users' thinking be changed continuously and help their thinking to be expanded. Today, studies on development of digital technology regarding virtual reality (VR) and experience obtained from digital media become a topic of conversation, however, this experience depends on the sense of sight through screen. Actually, transparent experiences in digital media are not the same with those in real world, therefore, this study investigated experience expansion through interaction with real things which are much closer to daily lives than virtual experiences. It can be found in media art which induces positive participation of audiences and shows them a new meaning through delight and amusement experienced in the process of interaction. Visual expression in digital media should be more than spectacular which is only full of excessive images. In addition, interface should not be remained as an expression from technological attempts, instead, it is necessary to find humans aspiration with meta-thinking which accepts things expansively and visualize their experiences.

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Finding Ways to Develop Media Sports and Sports Industry (미디어스포츠와 스포츠산업 발전을 위한 방안 모색)

  • Park, Jang-Jin
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.8
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    • pp.345-356
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    • 2019
  • This study investigated the influence of media sports contact motivation on direct sports participation in order to induce direct sports participation through media sports. In this regard, this study aimed to provide the basic data of media sports and sports participation by studying the effects of consumer's exercise commitment and exercise duration. From April 1, 2019 to April 31, 2019, a survey was conducted on 300 males and females in G and J provinces. To determine the purpose of the study, IBM's SPSS Ver. 21.0 and AMOS Ver. The analysis was performed using a statistical program of 21.0. The results of the study are as follows. First, media sport contact motivation was found to have an effect on exercise commitment. In addition, media sports contact motivation was found to have an effect on exercise persistence and sports participation. In addition, exercise commitment was found to have an effect on exercise duration, and exercise duration was found to affect sports participation. Second, in terms of media sports contact motivation and sports participation, exercise persistence had a mediating effect. In addition, it was found that exercise commitment had a mediating effect on the relationship between media sports contact motivation and exercise persistence, and exercise persistence had a mediating effect on the relationship between exercise commitment and sports participation. Third, media sports contact motivation did not have a direct effect on sports participation. Also, exercise immersion has no mediating effect in the relationship between media sports contact motivation and sports participation. However, in terms of media sports contact motivation and sports participation, exercise commitment and exercise persistence showed a double mediating effect.