• Title/Summary/Keyword: 사용자 체험

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A study on change of gamification marketing through social media -Focusing on the marketing of facebook fan page and instargram hashtag- (소셜미디어를 통한 게이미피케이션 마케팅의 변화 방향에 대한 연구 - 페이스북의 팬페이지와 인스타그램의 해시태그 마케팅을 중심으로 -)

  • Moon, Ha Na;Lee, Yoo Jin;Park, Seung Ho
    • Design Convergence Study
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    • v.14 no.4
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    • pp.209-221
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    • 2015
  • This study investigates in depth of the new marketing trend, in which social media, an effective marketing tool for promoting a new product, and gamification technic of engaging consumers in communication, are combined. Although gamification has been applied to various fields for a long time, conventional way of applying gamification is different from when it is combined with socialmedia. Therefore, this study examines the background and characteristics of the convergence phenomena between the social media and gamification based on the theoretical consideration of the social media and gamification. Then, the cases of social media marketing utilizing gamification are analyzed and classified into general participation, active participation, creative behavior, networking, and experiential type according to the user's different levels and ways of participation. As a result, when the social media and gamification are combined, the change of an aspect is found to be more meaningfully influential to today's consumers as in competition - achievement - relationship, compared to the conventional way of game mechanics. This study has significance in the way that it established a useful basis for the marketing strategy through the study of the new game mechanics that has been applied to social media marketing utilizing gamification.

Developing Library Tour Course Recommendation Model based on a Traveler Persona: Focused on facilities and routes for library trips in J City (여행자 페르소나 기반 도서관 여행 코스 추천 모델 개발 - J시 도서관 여행을 위한 시설 및 동선 중심으로 -)

  • Suhyeon Lee;Hyunsoo Kim;Jiwon Baek;Hyo-Jung Oh
    • Journal of Korean Library and Information Science Society
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    • v.54 no.2
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    • pp.23-42
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    • 2023
  • The library tour program is a new type of cultural program that was first introduced and operated by J City, and library tourists travel to specialized libraries in the city according to a set course and experience various experiences. This study aims to build a customized course recommendation model that considers the characteristics of individual participants in addition to the existing fixed group travel format so that more users can enjoy the opportunity to participate in library tours. To this end, the characteristics of library travelers were categorized to establish traveler personas, and library evaluation items and evaluation criteria were established accordingly. We selected 22 libraries targeted by the library travel program and measured library data through actual visits. Based on the collected data, we derived the characteristics of suitable libraries and developed a persona-based library tour course recommendation model using a decision tree algorithm. To demonstrate the feasibility of the proposed recommendation model, we build a mobile application mockup, and conducted user evaluations with actual library users to identify satisfaction and improvements to the developed model.

A Study on the Development of Interior Design Service for Autonomous Vehicles - Focusing on STEEP analysis Techniques - (자율주행차 인테리어 디자인서비스 개발연구 - STEEP 분석 기법을 적용한 사례 중심으로 -)

  • Kang, Taeho;Cho, Jounghyung
    • Journal of Service Research and Studies
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    • v.11 no.3
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    • pp.43-54
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    • 2021
  • This study focused on indoor spaces and convenience devices among vehicle interior designs suitable for the autonomous driving era, and presented an interior design model for future automobiles by applying the STEEP analysis method. The service design methodology is applied to deal with changes in display devices installed for the purpose of rearranging layouts and providing driver-centered information. Changes in types and installation locations of displays for various purposes such as connected and infotainment are expected. In particular, through this analysis, trends and experiences through indoor interior research in future self-driving cars will be studied, and subsequent studies will be used as basic data for actual development and application. Key drivers were extracted after deriving future trends linking the research project conducted in five stages to STEEP and consulting experts through FGI. Through this, it was later presented as a direction for indoor design. Through user-centered participatory design methods, emotional keyword derivation methods were used, summarized the derived drivers in five major trends in the future society, and each derived drivers were grouped to consider the relevant technology fields, and added elements to the autonomous driving level. This is an indoor ray viewed from the perspective of various social issues as well as personal tendencies in the future self-driving car industry.

A Study on the Elderly's User Experience by Using Virtual Reality (가상현실 기기를 활용한 고령자 사용자 경험에 관한 연구)

  • Lee, Jong-Sik;Lee, Kang-Nyeon
    • Journal of the Korea Knowledge Information Technology Society
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    • v.13 no.3
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    • pp.305-317
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    • 2018
  • This study is about the elderly people's use and experience of Virtual Reality (VR) in order to enhance their quality of life. Leisure is main activity of the elderly. As a result, the quality and diversity of leisure affects the quality of the elderly people's life. VR services including video contents could provide them with advanced and interesting experiences. Across the world, population aging becomes one of the most important problems in each society. The social and economic burden of aging is serious challenge to sustainability welfare of the world, including S. Korea. The authors used virtual reality devices to conduct experiments on 99 aged 50 to 90 (men's average age : 75 and women's average age : 70.8). Through the survey, major variants were measured such as system quality, present sense, enjoyment, intent to reuse, and awareness of advanced technology. Multiple regression analyses with the presence as a dependent variable resulted in a sense of closeness (t = 5.381, p <. 01) and a sense of clarity (t = 4.494, p <. 01). The presence of an independent variant had significant effects on pleasure (t = 4.312, p <. 01) and significant effects on the intent to reuse (t = 3.323,).Therefore, it can be interpreted that the higher the sense of existence, the more pleasure and the intent to reuse it. As a result, the possibility of using VR devices and content to enjoy leisure activities can be found in this study even if the elderly group is unfamiliar with IT devices.