• Title/Summary/Keyword: 체험만족도

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Wire/wireless Hybrid System Considering User's Emotional Experience (사용자 감성체험을 고려한 유무선 통합 시스템)

  • 이준희;최승권;신승수;조용환
    • Proceedings of the Korean Information Science Society Conference
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    • 2003.04d
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    • pp.533-535
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    • 2003
  • 본 논문에서는 사용자의 다양한 감정을 이입하는 디자인을 통해 사용자들로 하여금 새로운 경험을 체험하도록 13개의 감성차원에 맞는 페이지 레이아웃, 배경색 등의 감성 데이터베이스를 구축하고 사용자의 감성체험 요청에 따라서 서비스하는 유무선 통합 시스템을 제안한다. 실험을 통해서 사용자 만족도 및 접속유지시간이 기존 방법보다 향상되었음을 입증하였다.

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Development of Virtual Reality Fire-extinguishing Experience Education Contents (VR 소방체험 교육콘텐츠 개발)

  • Chung, yoo-kyung
    • Proceedings of the Korea Contents Association Conference
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    • 2016.05a
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    • pp.201-202
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    • 2016
  • 국민안전처는 2016년 국민의 생활안전 기반 강화를 위한 정책으로 맞춤형 소방안전교육과 소방안전 문화 확산을 위한 정책을 추진하고 소방안전 교육체제 마련을 위해 소방안전교육 방안을 계획 중이다. 이는 우리사회의 안전에 대한 문제점을 개선하기 위한 방안으로 본 연구가 선행되어진 이유이기도 하다. 현재 안전교육이 시행되고 있으나 실제현장과 같은 상황을 체험할 수 없으며 교육에 대한 이해와 만족도도 기초적인 수준이다. 이에 본 논문에서는 이러한 문제 해결을 위한 효과적인 대안으로 VR(Virtual Reality) 소방체험교육콘텐츠를 개발한다. 이는 화재진압과 대피훈련을 가상공간에서 체험하는 것을 목적으로 1)안전한 소방체험 환경제공 2)흥미를 유발할 수 있는 UI(user interface)제공 3)체험교육으로 소방교육현장에서 활용 4)예산 절감의 경제적 효과를 기대할 수 있다.

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Study on Selection Attributes of Fishing Experience Villages for the Revitalization of Eco Experience Tourism (생태체험관광 활성화를 위한 어촌체험마을의 선택속성 연구 - 전문가 및 선감어촌체험마을 체험객을 대상으로 -)

  • Kim, Dong-Chan;Choi, Woo-Young
    • Journal of the Korean Institute of Landscape Architecture
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    • v.41 no.6
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    • pp.29-42
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    • 2013
  • The purpose of this study was to derive selection attribute of fishing experience villages, and to analyze the importance and performance on targeting experts and experienced tourists. Consequently, it could suggest implications for the guideline and the evaluation criteria of making fishing experience villages for the revitalization of eco experience tourism. Therefore, in this study, literature investigation and IPA analysis were used by Microsoft Office Excel 2010, SPSS 20.0. As a result, the 'variety of local foods and specialties' was the most urgent attribute to require intensive management strategy. And it is recommended to improvement about 'attributes related residents' because it were insensitived on the recognition by users. Satisfaction of 'appropriateness of coast' was the lowest, but the efficiency was quite high. Finally, not only 'the area of control' but also 'the area of influence' should be reviewed as an important aspects on developing the fishing experience village. The significance of this study is to derive selection attributes of making fishing experience villages for revitalization of eco experience tourism, and to suggest strategy directions based on IPA analysis result by experts and experienced tourists. But in this study, the site was limited to Gyeonggi-do, so it is recommended to expand further.

Development of Game Developer Career Experience Program using Scratch (스크래치를 활용한 게임 개발자 진로체험 프로그램 개발)

  • Kim, Soohwan;Kim, Sanghong
    • The Journal of Korean Association of Computer Education
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    • v.23 no.1
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    • pp.45-52
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    • 2020
  • The purpose of this study is to develop a game developer career experience program that promotes student participation and to verify its effectiveness. The game developer career experience education program currently operated by Job World is composed of passive course, which makes students less interesting and only passive activities are possible. In this study, we improved the existing coursework type program to experience actual game development using scratch to promote learner participation. Scratch can be created and shared, giving students the opportunity to create their own work. Therefore, this study developed the game developer career experience education program using scratch and verified its effect. Two Delphi tests were conducted to develop the training program and one expert council was held. In addition, pilot classes were conducted from 22 elementary school students and 30 middle school students, and the satisfaction test was conducted. As a result, the developed educational program showed positive results in terms of help, satisfaction, effectiveness, and awareness.

A Study of the Influence of Online Digital Character Experience on Offline Related Products Purchasing Intention -Focused on Kakao Friends O4O(Online for Offline) Product Portfolio (온라인 디지털 캐릭터 경험이 오프라인 연관상품 구매의도에 미치는 영향에 관한 연구 -카카오프렌즈의 O4O(Online for Offline) 제품 포트폴리오를 중심으로)

  • Son, Jae-young
    • The Journal of the Korea Contents Association
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    • v.19 no.2
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    • pp.296-304
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    • 2019
  • The Amazon Go was the catalyst of O4O era. O4O is an advanced business model from O2O, which is the integration of offline service to online, especially through smart phone network. We also find the O2O strategy of digital contents companies such as Kakao and Line. This study examined the relation between online character experience and offline purchasing intention on related character products. The SEM was designed on the former study that based on the theory of user experience and brand attitude. The result of this study shows that the users' online experience have influence on the purchasing intention of offline related products and there exist the mediating routes of satisfaction of user experience, brand preference and brand reliability. There are no statistical support to the relation between satisfaction of user experience and purchasing intention. These points illustrate what marketers better to focus on transmedia strategies.

Determinants of Users' Satisfaction and Behavioral Intention in Jirisan Trail of Korea (지리산숲길 이용객의 만족도와 행동의도 영향 요인 연구)

  • Lee, Hye Rin;Kim, Jae Jun;Cho, Eun Kyung;Kang, Min Ji;Han, Sang Yeol
    • Journal of Korean Society of Forest Science
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    • v.100 no.2
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    • pp.273-282
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    • 2011
  • This study was aimed to identify determinants of users' satisfaction and behavioral intention in Jirisan trail of Korea and provide effective trail building and management strategy. The result of survey by 645 trail users showed that four dimensions were derived from 14 satisfaction items, which were experiential resources, cost resources, information, amenities. Of these dimensions, experiential resources along trails including natural environment, the level of trail development, trail condition, cultural & tourist resources, kindness of residents had the greatest effect on overall satisfaction and behavioral intention, which included revisit intention, recommendation intention and continuance intention. According to analysis by detailed variables, natural environment, road signs, kindness of residents and related information significantly affected overall satisfaction and behavioral intention.

Phenomenological Analysis of the Task-Based Field Experience for Medical Students: Focusing on the Medical Care Support Department in the Hospital (의대생들의 과제해결기반 병원 내 진료지원부서 현장체험에 관한 현상학적 분석)

  • Park, Kwi Hwa
    • The Journal of the Korea Contents Association
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    • v.20 no.8
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    • pp.152-161
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    • 2020
  • The purpose of this study was to conduct a task-based field experience program for medical care support departments in hospitals for 1st medical students, and then to analyze the their experiences and its meanings phenomenologically. We selected the following department in hospital; nursing, medical records, pharmacy, diagnosis laboratory, radiology, administration, customer consulting center, organ transplant center, palliative medical ward, and international medical center. The students visited the department and used various methods such as interviewing, observation, and experience to solve the given task. As a result, in the program satisfaction, students rated the highest as having many department in the hospital and understanding their role. The essential structure of the experience of medical care support department in the reflection journal written by the students was the recognition of reality, respect and collaboration, and self-reflection from experience recognition.

대학생 창업교육 수업유형에 따른 창업의지 영향요인 조절효과에 관한 연구

  • Gwon, Gi-In;HwangBo, Yun
    • 한국벤처창업학회:학술대회논문집
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    • 2018.11a
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    • pp.71-75
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    • 2018
  • 최근 대학교 내 창업친화적 학사제도의 활성화 등의 정책적 노력과 지원에 따라 다양한 형태의 창업교과목 신설 및 운영이 이뤄지고 있다. 일반적인 정보전달 위주의 창업교육보다 실제 창업가에게 요구되는 다양한 역량과 문제해결 능력 등을 체득할 수 있는 체험형 창업강좌가 교육의 효과에 더 긍정적인 역할을 하고 있음은 여러 연구에서 밝혀진 바 있다. 창업교육의 대표적 학자인 Michael H. Morris(2014)에 의하면 창업교육은 학생들의 역량 개발을 기준으로 설계되고 평가되어야 하며, 기업가에게 필요한 역량 강화를 위해서는 모의 창업 시뮬레이션을 포함한 다양한 과제, 협업활동, 체험학습 요소 등을 접목시킨 몰입적 참여형 체험학습으로 커리큘럼을 구성해야만 기업가적 역량을 향상시킬 수 있다고 제시하였다. 본 연구는 대학교 내 창업교육 유형을 실전형, 혼합형, 특강형으로 구분하여 창업교육 수업유형에 따른 창업의지 영향요인인 교육 만족도, 자기효능감, 기회인식, 창의성의 차이를 비교 분석하였다. 아울러 창업교육의 수업유형이 교육 수강 후 창업의지 영향요인과 창업의지에 미치는 조절효과에 대해 실증분석을 실시하였다. 본 연구결과는 창업교육이 지향해야 체험중심의 창업교육 표준모델의 제안하고, 창업교육 효과에 대한 연구 확산에 기여할 수 있을 것이다.

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The Satisfaction Analysis of Mount Tai Mountaineering Road Sign System Using Fuzzy Comprehensive Evaluation (퍼지 종합 평가를 활용한 태산(泰山)등산로 사인시스템 만족도 분석)

  • Yu, Ying;Jung, Taeyeol
    • Journal of the Korean Institute of Landscape Architecture
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    • v.48 no.3
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    • pp.22-33
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    • 2020
  • Sign system is one of the most widely used guide media in scenic spots. It plays vital role in introducing cultural values of destinations to tourists with better visit experience. The purpose of this study is to derive the influence factors of the sign system of Mount Tai scenic area for tourists, analyze the satisfaction of tourists, and provide suggestions for the sign system of Mount Tai Mountaineering Road to improve tourists' satisfaction in the future. The evaluation items of Mount Tai Mountaineering Road sign system were derived from the previous studies and then subdivided comprehensively. Survey by questionnaires was carried out to obtain the influence factors. In order to understand the satisfaction degree of tourists, fuzzy comprehensive evaluation was implemented. The research results of this study are summarized as follows. First, four influence factors of the sign system on Mountaineering Road of Mount Tai were concluded as the interpretation content, appearance modeling, interpretation methods and layout management. Second, the order of weight values of influence factors was the interpretation content, appearance modeling, interpretation methods and layout management respectively from high to low, which means that tourists paid more attention to practicality and aesthetics. Third, the satisfaction degree of the tourists on the sign system was different. The satisfaction level for the three factors (interpretation content, appearance modeling, layout management) was good, while the satisfaction for interpretation method was medium. The reason was that it failed to deepen the understanding of tourists on the natural and cultural values of Mount Tai Mountaineering Road. These results indicate great significance to provide theoretical basis for the later readjustment and design of the sign system and to improve the overall satisfaction of tourists on tourism experience.