• Title/Summary/Keyword: 체험적 속성

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Consumer's Product Evaluation on the Experiential Attributes & Functional Attributes (체험적 속성과 기능적 속성에 대한 소비자 제품평가)

  • Min, Byung-Kwon;Jung, Yong-Gil
    • The Journal of the Korea Contents Association
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    • v.9 no.5
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    • pp.230-240
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    • 2009
  • This study proposes a theory of consumer experiences based on a cognitive science framework that serves as an alternative to the mainstream marketing paradigm of information processing and choice. The theory consists of three key theoretical constructs: experiential modules, primary vs. secondary experiences, and the hierarchy of experiential modules. Based on this theory, this study investigates the effect of experiential attributes and functional attributes on consumer's product evaluations, and the moderating role of consumer's knowledge. The main research findings are (1) the subjects react faster to sensory and affective stimuli(ex: experiential attributes) than they do to intellectual stimuli (ex: functional attributes), (2) the interaction modularity of attributes(functional vs. experiential) $\times$ tempo(normal vs. fast) $\times$ product knowledge(novice vs. expert) appear significantly with product evaluation as the dependent measure.

A Study on Users' Recognition of Selection Attributes for Connection between Recreational Forest and Rural Tourism Village (자연휴양림과 체험마을 연계를 위한 이용객의 선택속성 인식 연구)

  • Lee, Yong-hak;Cho, Yeong-Eun;Kang, Eun-jee;Kim, Yong-Geun
    • Journal of the Korean Institute of Landscape Architecture
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    • v.44 no.1
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    • pp.16-28
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    • 2016
  • The study was conducted to compare and analyze the importance and performance of leisure destination selection attributes of persons who use recreational forests and rural tourism villages. This researcher investigated the use patterns of users to identify the ground for connection between recreational forest and rural tourism village, analyzed their recognition differences in physical selection attribute, program selection attribute, and service selection attribute in order for leisure destination selection, and conducted importance-performance analysis(IPA analysis) to draw a plan for connection. The main results and suggestions are presented as follows. First, recreational forests were visited by family users in order for rest and emotional cultivation and provided experience programs using simple public interest function of forest, whereas rural tourism villages were visited by family users, friends and co-workers, groups and club members to experience a variety of annual programs and understand regional cultures. It was found that it was necessary to connect natural forest with rural tourism village in order to meet the leisure needs of the people changed in diversified ways. Secondly, it was found that the connection between rural tourism village and recreational forest visited mainly for simple rest led to positive visit intention of users. It was expected that there will be various kinds of uses, including experience program participation, child education, and safe accommodations security. In other words, the connection between recreational forest and rural tourism village is an alternative to trigger actual demands and recreational forest activities with high quality. Thirdly, in the case of users of recreational forests, their performance of all selection attributes was lower than their importance of them. Therefore, overall improvements were needed. In particular, needed were the diversity, benefit, and promotion of programs, improvements in locality(themes), supply of lodges and convenient facilities, booking system, the purchase system of local special products, and professional skills of operators and managers. On contrary, the performance of program selection attribute of rural tourism village was high. Therefore, it was found that program attribute of rural tourism village was the main connection factor to activate recreational forest use. Fourthly, according to IPA analysis, the proper connections between loges, convenient facilities, and nearby touristattractions, which give high expectations and satisfaction to users, needed to remain. And it was required to make common efforts to accomplish the goal (income creation) of rural tourism village and improve booking system for visitors and performance of local special products sales opportunity. In addition, the essential factors to induce users' leisure destination selection were found to be maintenance of the use fee system of recreational forest, diversity of rural tourism village program, and retention of locality.

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.

'취항과 체험' 전염성 있는 브랜드 만든다

  • 한국제품안전협회
    • Product Safety
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    • s.261
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    • pp.44-47
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    • 2015
  • 소셜미디어가 부상하면서 과거의 브랜딩 방식으로는 소비자의 마음을 얻기가 점점 어려워지는 환경이 되고 있는 가운데, 취향을 추구하는 소비자들로부터 인상적인 소비체험을 이끌어내고 있는 '작은 브랜드' 들이 부상하고 있다. 소비자들의 적극적인 호응을 이끌어내고 있는 '전염성 있는 브랜드'들의 속성을 살펴본다.

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Prediction of Market Segment for Ptecticus tenebrifer Experience Programs in Accordance with Insect Experience Orientation (곤충체험 지향성에 따른 동애등에 체험 프로그램의 세분시장 예측)

  • Yang, Jong-Im;Hwang, Dae-Yong;Lee, Jung-Kyu
    • Korean journal of applied entomology
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    • v.54 no.4
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    • pp.409-417
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    • 2015
  • This study aimed to summarize the characteristics of visitor experience for different market segments based on insect experience orientation in order to develop Ptecticus tenebrifer (Diptera: Stratiomyidae [Walker]) experience programs using local resources in the insect industrial market. A total of 325 effective samples were collected, and the attributes of insect experience orientation were connected to education, emotion, society, and ego. The survey respondents were students and parents of school-age children. Cluster analysis showed that the respondents were classified into two or three groups that were all found to be high in the prediction validity and discriminant analysis. Based on this result, the respondents were properly subdivided into three clusters for final analysis. Those three groups were: the passive group, the moderate group, and the active-orientation group. As a group aiming for various insect experiences, the active-orientation group consisted of parents whose children range in age from either 5 to 9 or from 10 to 14. This group was willing to spend 7 ~ 8,000 won on each experience program, and they preferred emotional experience programs. The passive and moderate orientation groups were most interested in having an educational experience. In order to increase people's interest in experience programs, education-oriented programs should be developed and promotional marketing should be reinforced. The results and implications of this study may be useful for the development of insect experience programs that can meet various visitor experience orientations as basic data that can contribute to the vitalization of the 6th industrialization plan for the insect industry.

The Effects of Tourism Storytelling using Local Cultural Assets on Behavior Intention: focusing on Namwon (지역문화자산을 활용한 관광스토리텔링이 행동의도에 미치는 영향: 남원을 중심으로)

  • Park, Ju-Yeon;Kwon, Hyeg-In
    • The Journal of the Korea Contents Association
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    • v.21 no.8
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    • pp.89-107
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    • 2021
  • This study began with the problem of establishing the identity of the region through tourism storytelling and the need for economic and cultural recovery. Thus, we analyze the attributes of tourist-aware tourism storytelling, authenticity through experience in tourist attractions, and structural and causal relationships between behaviors. Studies have shown that the attributes of tourism storytelling's sensibility, educationality, ease of understanding, interest and theme have a significant impact on tourists' authenticity experiences. And it was confirmed that the authenticity experience of tourists has a positive impact on tourists' intentions of visiting and oral intentions. This study is of high academic significance in that it applied the attributes of storytelling, which had been studied in the existing linguistics and humanities, to Namwon, a representative cultural tourist destination in Korea. In addition, in order for Namwon to grow into a global cultural tourist destination, it is necessary to develop tourism storytelling using unique storytelling attributes and local resources, and furthermore, it is meaningful to suggest that various contents and services should be developed.

Segmenting Ecotourism Village Visitors by Motivation (생태체험마을 방문 동기에 따른 시장세분화)

  • Kim, Kyung Hee
    • Journal of Agricultural Extension & Community Development
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    • v.21 no.3
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    • pp.25-52
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    • 2014
  • The purpose of this study was to examine the motives of tourists who visited ecotourism villages in Korea. A self-administered survey was obtained from 254 visitors in six ecotourism villages. As for the motivations of ecotourism village visitors, four factors ('relaxation', 'adventure', 'experience natural' and 'family togetherness') were extracted. Three distinct segments were identified based on the motivation : multipurpose seekers (45.3%), relaxation seekers (34.6%), family togetherness seekers (20.1%). Socio-demographic characteristics and tourism behaviors of each segmentation were also analyzed. The findings should be of interest to practitioners of ecotourism village marketing and operation.

A Research on Value Chain Structure on Experience of VR and AR Focused on Means-End Chain Theory on VR and AR (가상현실 미디어 체험이 가치사슬구조형성에 미치는 영향 연구 VR-AR 수단-목적 사슬이론 적용 중심으로)

  • Kweon, Sang Hee
    • Journal of Internet Computing and Services
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    • v.19 no.1
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    • pp.49-66
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    • 2018
  • This research explores a value chain structure of VR-AR media including user's perception, uses, and evaluation. The purpose of this research focused on factor analysis and the relationship among user's VR-AR adoption motivations and utilities. This research explores correlation between personal value and using motivation. This study was to identify the value structure of respondent on VR-AR usages based on means-end chain theory. The research used structured APT laddering questions and 251 data was analysed. Through such analysis, category difference by stage and relationship difference were identified and hierarchical value map was compared. There are four different value ladders: first is attributes, functional consequences, psychological consequences, and final value. This study is based on the analysis of the value chain structure factors that affect VR and AR use behavior (attributes, functional benefits, psychological benefits, use value), 'Hierarchical Value Map' between users' The purpose of the model is to construct a model. For this, 'means-end chain theory' was applied to measure the causal relationship between personal value and VR related use behavior. In order to solve this research problem, 135 people were analyzed through the structured questionnaire using the AR and VR content fitness measure and the second APT laddering, and the use of VR-AR : 1) Functional benefits; 2) Psychological benefits; 3) Means to reach value, 4) Objective value chain structure was identified. The results show that VR users tried to smooth the social life through the new virtual reality audiovisual element, the newness of experience, fun, and pleasure through the departure of reality, vividness of experience, and leading fashion. The AR fitness was a game and a new program, and the value of interacting with other people and the value of 'periwinkle' played an important role through the vividness and peripheral interaction of AR, It was an important choice. The important basic values of users' VR and AR selection were correlated with psychological attributes of interaction with others, achievement, happiness and favorable values.

A Development of Fear Experience Simulation Game using Virtual and Augmented Reality (가상현실을 이용한 공포 체험 시뮬레이션 게임 개발)

  • Jin, Ho-bin;Park, Chung-sun;Lee, Ha-rim;Kang, Min Sik
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.10a
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    • pp.547-548
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    • 2014
  • ICT 기술발전으로 웨어러블 디바이스(wearable device)와 증강현실(augmented reality: AR) 및 가상현실(virtual reality: VR)등은 차세대 게임 산업에 새로운 재미와 가치를 부여할 기술로 주목받고 있다. 특히 가상현실 기술은 몰입(immersion)이라는 경험적 속성을 가지고 있어, 컴퓨터 시뮬레이션으로 창출된 3차원 가상공간으로 사용자의 오감 경험을 확장하고 공유함으로서 공간적, 물리적 제약에 의해 현실 세계에서는 직접 경험하지 못하는 상황을 간접 체험할 수 있도록 한다. 따라서 본 논문에서는 가상증강현실을 이용하여 유저와 상호작용하고, 사용자에게 현실적인 공포감을 줄 수 있도록 하는 오감 체험 공포 시뮬레이션을 개발하였다. 이 체험 시뮬레이션 게임은 Eon Studio 개발툴과 JavaScript를 이용하여 구현되었으며, Eon I-CUBE안에서 1인칭 주인공 시점으로 게임을 진행하도록 하였다.

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An Experiential Research on a Confucianism Treatment Model - Focusing on an emotion experience program, A Confucianism thinking - (체험적 연구를 통한 덕(德) 철학치유 구조 - 유가의 철학적 사려방법인 「정감체험」 프로그램을 통하여 -)

  • Choi, Yeoung-chan;Choi, Yeon-ja
    • Journal of Korean Philosophical Society
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    • v.126
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    • pp.423-461
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    • 2013
  • The researcher conducted this study to investigate what special meaning does an emotion experience program, a Confucianism philosophical thinking, has for Sunwoo(善友), and based on what structure it unveils a good clue of Sunwoo(善友); and to reveal the structure of philosophical counselling treatment simultaneously. Thus, the researcher performed an "emotion experience program for 3 weeks, targeting 22 research subjects and collected the data of their experience. As for date analysis, a phenomenological analytic method of Colaizzi (1978), one of qualitative research methods was used. It was because the phenomenological analytic method of Colaizzi was suggested to derive common properties of whole research subjects rather than those of individual research subject, which could help develop the theories of philosophical counselling treatment. The finding of the analysis revealed the intrinsic structure of the phenomenon which the research subjects experienced through "an emotion experience program" was reborn as 'unfamiliarity and suspicion', 'burden', 'recognition of a method and a need', 'self-reflection', 'awareness of nature and the correct behavior', 'joy and pleasure', and 'rebirth as a valuable existence'. These were categorized to examine the structure of philosophical counselling treatment. The findings revealed the treatment went through the precesses: 'the start of learning and intentional guidance', 'reflection', 'enlightenment', 'Sugichiin(修己治人)', 'freedom', and 'transcendence. Considering the purpose of Confucian philosophy is living valuable life and the accomplishment of objectives is based on the transcendence, realizing preallotment and putting it into practice, the structure of emotion experience by the research subjects is appropriate for the purpose of Confucian philosophy and the process of objective accomplishment.