• Title/Summary/Keyword: 체험가치

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A Shamanic Experience in Digital Art by Expansion of Body Schema (몸틀의 확장을 통한 디지털 예술의 무(巫)적 체험)

  • Sung, Jung-Hwan;Sung, Hee-Won
    • Journal of Korea Game Society
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    • v.18 no.2
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    • pp.5-14
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    • 2018
  • Main purpose of this research is to discuss relationship between digital art works and audience by expansion of Body Schema from Maurice Merleau Ponty's viewpoint, and artistic value of digital art works also became discussed in this research, based on Heidgger's concept called 'Defamiliarization'. We found this 'Defamiliarization' became an important role of digital art works caused by interaction between arts and audience. And we also discussed audience's role as a poet, being-in-between in between the earth and the world, gods and mortals called Heidegger's 'fourfold'. As a conclusion, this unique experience compared to other works is called "A shamanic experience", as an artistic value in interactive digital art works.

Influence Factors of Use Intention of Chatbot by Applying Components of Experience-based Communication and Context-based Communication (체험 기반 커뮤니케이션 및 상황 기반 커뮤니케이션 구성요소를 적용한 챗봇 이용의도 영향요인)

  • Park, You-Young
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.3
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    • pp.149-162
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    • 2020
  • This paper applied components of experience-based communication in terms of experience theory of Burnd H. Schmitt and context-based communication in the messenger platform environment through the scenario-based survey method, in order to study the influence of individual experiences, shared experiences, ubiquitous connectivity, and contextual usefulness on the perceived value and use intention of chatbot. Through this, the study is to provide companies in various service industries with practical approaches to further promote the use of chatbot. The implications of this study are as follows. First, as most chatbots still do not exceed the human planning level of designing them, it is necessary to consider how to design individual experience elements functionally according to the customer's intention to speak when developing the chatbot. Second, the chatbot should be designed not only from the perspective of completing specific tasks at any real time in anywhere, but also from the overall perspective of enhancing the quality of interaction, including the situation to which the customer belongs. Third, since the chatbot is likely to be anthropomorphized by users, it is important to be cautious about determining the chatbot's 'persona' and 'tone and manner' when developing the chatbot. Customer satisfaction is the most important criterion for the success of chatbot development. In other words, the quality of planning and data rather than the quality of artificial intelligence algorithms determines the utilization of chatbot. This is why companies are trying to make interactions with chatbot as close as possible to human interactions.

Revitalize the Tourism Experience Program of Hyanggyo and Seowon - Focusing on World Heritage sites in Korea - (향교·서원의 관광체험 프로그램 활성화 방안 - 국내 세계유산을 중심으로 -)

  • Bang, Mee Young
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.249-255
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    • 2023
  • World Heritage is a very important heritage that is worth protecting and handing down to future generations. In Korea, which has a long history and culture of 5,000 years, Seowon is a great advantage in that it can develop tangible and intangible Neo-Confucian ideas shared in China and East Asia, and preserve and experience them as a unique cultural resource of Korea until the present day. In order to encourage the direct experience of this long-standing cultural heritage, the government supports the national treasury and seeks to expand the demand for tourism. Accordingly, in this study, an analysis was conducted on program satisfaction, participation, and activation plans. As a result, it was found that value to see and value to experience must coexist in order for our world heritage, which requires comprehensive and continuous management and operation, and lacks accessibility, to become a tourist attraction. Also, for this purpose, promotion and development of differentiated tourism experience contents should be carried out first.

The Effects of Live Commerce's Experience Economy Factors on Consumer's Flow, Attitude, and Purchase Intention

  • Na-eun Jung;Hyung-Seok Lee
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.5
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    • pp.55-66
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    • 2024
  • The purpose of this study was to identify the experience factors (4Es) of live commerce that provide differentiated value for consumers based on Pine & Gilmore's experience economy and analyze the relationships between experience factors, flow, attitude, and purchase intention. This study conducted an online survey to collect live commerce user responses and employed a path analysis to test the research hypotheses, using Smart PLS 4.0. The results of the study were as follows: 1) all experience factors had significant effects on flow, 2) both entertainment experience and educational experience had significant effects on attitude, while esthetic experience and escapist experience did not have significant effects on attitude, 3) flow had a significant effect on attitude and purchase intention respectively, and 4) attitude had a significant effect on purchase intention. The findings of the study are expected to provide the implications for further research and marketing strategies grounded on the understanding of the experience factors in live commerce.

건설안전리포트 - 삼성물산 건설부문 국립 생태체험관 신축현장 - 안전으로 환경과 건축 역사에 남을 건물 지을 것

  • Yeon, Seul-Gi
    • The Safety technology
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    • no.166
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    • pp.12-14
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    • 2011
  • 불과 2년 전 한적한 시골 농경지였던 충청남도 서천군 마서면 일대. 푸른 들판과 초록의 나무만 가득했던 이곳이 환경보존의 중요성을 알리는 '생태원'으로 변하고 있다. 무려 99만8,000$m^2$의 사업부지에 생태연구센터, 생태교육센터, 생태체험관, 야외생태체험공간 등이 내년 말 완공을 목표로 한창 조성되고 있는 것. 각 시설 모두가 세간의 큰 관심을 받고 있지만 그중에서도 삼성물산 건설부문이 시공 중에 있는 '국립 생태체험관'은 아직 완공 전임에도 국내를 넘어 세계적으로 유명세를 떨치고 있다. 열대관, 아열대관, 지중해관, 온대관 극지관 등 지구의 5대 생태계를 재현하는 '국립 생태체험관'은 전 세계 각지의 유명 생태관들의 모든 장점에다 국내만의 독창성을 더해 현존 최고 생태체험관의 탄생을 예고하고 있다. 때문에 시공사의 자긍심이 남다른 것은 당연한 일. 최신 친환경 공법을 바탕으로 건물의 가치를 높이는데 혼연의 힘을 다하고 있다. 특히 시공 과정에서 가장 많은 신경을 쓰는 것이 바로 '안전'이다. 후세에 환경보전과 보호의 필요성을 전하는 의미 깊은 장소이니 만큼 안전사고로 그 취지를 얼룩지게 할 수 없다는 것이 이곳 임직원의 각오. 안전으로 역사에 기록될 건축물을 만들고 있는 삼성물산 건설부문의 '국립 생태체험관' 신축현장을 찾아가 봤다.

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Structural Analysis to In-store Experience Characteristics, Perceived Risks, Brand Attitude and Purchase Intention (IT기업 체험매장의 효과: 지각된 위험, 브랜드 태도 및 구매의도에 미치는 영향)

  • Han, Kye-Sook
    • Journal of Distribution Research
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    • v.12 no.2
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    • pp.1-22
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    • 2007
  • The primary purpose of this research is to develop and test a model that explains the process of how In-store experiences (physical environmental quality, personal interaction, product experience) through perceived risks and brand attitude influence purchase intention. Perceived risks and brand attitude are proposed as mediators that make a significant impact on purchase intention. Through structural equation modeling using 235 consumers who visited the experience store in IT Industry, we find that In-store experiences influence perceived risks, brand attitude and then enhance purchase intention. Thus, IT companies should make every effort to create In-store value for visited consumers. Based on these results, managerial implications for experience store operation and marketing strategy are discussed. Finally, limitation for this research and further research issues are suggested.

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The Effect of Technology Difficulty and Safety Perception on Customer Value Perception and Intention to Use Self-Service Technologies (셀프서비스기술 환경에서 기술난이도와 안전성 지각이 고객가치인식과 지속사용의도에 미치는 영향)

  • Bu, Shaoyang;Liu, Tianyuan;Koh, Joon
    • Knowledge Management Research
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    • v.23 no.1
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    • pp.47-67
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    • 2022
  • Computer and Internet information technologies(ICTs) have changed the modern service industry and people's life style. In particular, the global spread of COVID-19 has attracted more attention to contact service types such as self-service technology. With the increase in labor costs and the enhancement of consumer self-awareness, more and more companies transfer part of their work to customers through their own service technology. This study seeks to answer the following questions. (1) Do technology difficulty and safety perception affect customer value recognition in the self-service technologies? (2) Does customer value recognition influence the intention to use such technologies continuously? This study conducted an empirical analysis with 327 samples to validate the influence of self-service characteristics(technology difficulty and safety perception) on customer value recognition and continuous utilization intentions. Also, it analyzes the moderating effects of age and frequency of use on the relationship between self-service characteristics and customer value recognition. The study results show that the technology difficulty does not affect the customer's perceived value recognition; and the higher the customer's value recognition, the higher the intention of continuous use.

A Study on the Development of an Experiential Exhibition Program for Children about Presidential Archives Based on the Experience Economy (4Es) (체험경제이론(4Es)을 적용한 대통령기록관 어린이 체험전시관 프로그램 개발에 관한 연구)

  • Song, Na-ra;Jang, Hyo-Jeong;Choi, Hyo-Young;Kim, Chong-Hyuck;Kim, Yong
    • Journal of Korean Society of Archives and Records Management
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    • v.16 no.1
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    • pp.9-40
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    • 2016
  • The space designated for kindergarten and elementary school students, who accounted for half of all users of the presidential archives, is now lacking, with the archives' programs focusing on exhibitions and field trips. With this, an experience exhibition is seen as the most effective way to communicate the value of presidential records and archives based on the theory of cognitive development. Therefore, this study proposes an experiential exhibition program for children about presidential archives based on the experience economy under theories that are recently getting attention. The Presidential Archives through the Experiential Exhibition program for children proposed by this study will become a place for the cultural communication of all generations.

Heuristic Usability Evaluation of Experiential VR Simulation Platform (체험형 VR 시뮬레이션 플랫폼의 휴리스틱 사용성 평가)

  • Ding, Xiuhui;Jang, Young Jick;Yun, Tae Soo
    • Proceedings of the Korea Contents Association Conference
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    • 2018.05a
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    • pp.47-48
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    • 2018
  • 본 논문에서는 직접 제작한 체험형 VR 시뮬레이션 플랫폼을 바탕으로, 사용성 평가를 통해 본 플랫폼의 타당성을 분석한다. 화재, 지진, 물난리 등의 재난 상황에서 안전하게 대응할 수 있도록 훈련이 가능한 체험형 VR 재난대응 통합훈련 시뮬레이션을 실험참가자에게 체험하게 한 후, 휴리스틱 평가를 실시하여 평가한 데이터를 수집하고 이를 7점 척도 방법으로 결과를 수치화하였다. 본 논문을 통해 상용 전 플랫폼의 가치를 측정해 볼 수 있었으며 이는 제작 후 수정작업에 기여할 수 있는 자료가 될 수 있으리라 사료된다.

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