• Title/Summary/Keyword: 체험효과

Search Result 713, Processing Time 0.024 seconds

A Study of virtual experiential marketing factors in the Internet shopping mall (Focused on the Schmitt's experiential marketing factors) (인터넷쇼핑몰 가상체험마케팅 요소에 관한 연구 (Schmitt 체험마케팅 요소를 중심으로))

  • Youn, Soung-Jung
    • Journal of Digital Convergence
    • /
    • v.10 no.9
    • /
    • pp.151-158
    • /
    • 2012
  • This study aims to suggest ways of experiential marketing management plan that the virtual tour service in the internet shopping mall is as a agents and the role of the physical interface of the internet virtual experience. It is a empirical analysis to analyze the relationship among Schmitt's five experiential Marketing elements. By the result, the rankings for high impact experiential marketing feedback relationship of cognitive creativity, composition, relationship between social intimacy, behavioral lifestyle, providing a sense of the acoustic auditory effect, a sense of dimensional visual effects in order. This result means that the intimacy and creativity, giving feedback that the opinion of consumers actively prefer internet shopping mall. In addition, it means more visual rather than auditory experience to provide marketing services and provide the lifestyle behaviors that the customer want in the Internet shopping mall. It is needs to make virtual experiential marketing relationships, strengthen the recognition specificity of these results because of experiential marketing relationship's ultimate purpose is to make the relationship between brand and customer service satisfaction of the Internet shopping mall through strengthening the relationship.

The Effect of Experiential Aspect of Meaning out on Improvement of Self-esteem and Subjective Well-being (미닝아웃의 체험적 측면이 자아존중감과 주관적 안녕감 향상에 미치는 영향)

  • Jeong, Yun-Hee;Kang, So-Young
    • Journal of Convergence for Information Technology
    • /
    • v.12 no.3
    • /
    • pp.108-115
    • /
    • 2022
  • Recently, consumers are showing interest in social and environmental issues. In addition, consumers are increasingly participating in meaning-out that give meaning to their consumption and express moral values. However, unlike the spread of meaning-out, existing studies are lacking. This study approaches meaning out, which has become a recent issue, from an experiential point of view, and aims to study how the experiential characteristics of meaning out affect psychological effects such as improvement of self-esteem and subjective well-being. First, we hypothesized that the experience of meaning out(feel, think, act, relate) had an effect on subjective well-being through improvement of self-esteem. We tested the hypothesis on a total of 197 data using the structural equation model. As a result, it was found that three experiences excluding 'feel' have a positive effect on the improvement of self-esteem, and and improved self-esteem had a positive effect on improving subjective well-being. This study expands existing studies and provides practical implications by confirming that meaning out has a positive psychological effect.

The Effects of Animal Experience Activities on Young Children's Emotional Intelligence and Resilience (동물체험활동이 유아의 정서지능 및 심리적 건강성에 미치는 영향)

  • Lee, Soeun;Lim, Hui Yoon
    • Korean Journal of Childcare and Education
    • /
    • v.10 no.3
    • /
    • pp.121-135
    • /
    • 2014
  • The purpose of this study was to investigate the effects of animal experience activities on young children's emotional intelligence and resilience. Seventy 3- and 4-year-olds were divided into experimental group in which children participated 12 times in animal experience activities, and control group. Data were analyzed by mean, t-test and ANCOVA. The results revealed that children with animal experience activities got higher scores in emotional intelligence including utilization of emotion, recognition and consideration of others' emotion, recognition and expression of self emotion, and emotional adjustment and impulse control. In addition, 4-year-olds scored higher in resilience than 3-year-olds, and the interaction effect between group and age indicated that the positive effects of animal experience activities were more significant in 4-year-olds.

A Study on the Perceptions and the Needs of Parents on Forest Experience Activity (숲 체험 활동에 대한 학부모들의 인식 및 요구에 관한 연구)

  • Park, Chang-Ok;Kang, Young-Sik
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.15 no.6
    • /
    • pp.3616-3624
    • /
    • 2014
  • The aim of this study was to inquire into the perceptions and the needs of parents on their forest experience activity. To achieve this, a survey was carried out on 250 parents of children in a Gyeonggi-based private kindergarten from December 26 to December 31, 2013. The results are as follows. For the perceptions of parents on the forest experience activity, the 'perception on overall effectiveness' was the highest, followed in order by 'perception on educational effectiveness' and 'general perception'. For the needs of parents on their forest experience activity, 58.2% of them recognized the importance of regular forest experience activity. For the necessity of an annual program, 60.7% of them recognized the necessity of a planned annual program. For the recommendation of forest experience activity, 61.1% of them gave a strong recommendation for forest experience activity. As stated above, most parents positively viewed children's forest experience activity in the environment as it is difficult to approach nature in downtown areas, and children also highly viewed the educational effectiveness of it.

A Study on The Impacts of Self-Efficacy on Subjective Well-Being and Recommendation Intention: Focusing on Moderating Role of Experience Type (자기효능감이 주관적 안녕감과 추천의도에 미치는 영향: 체험형태의 조절효과를 중심으로)

  • Han, Jang-Heon
    • The Journal of the Korea Contents Association
    • /
    • v.16 no.7
    • /
    • pp.587-597
    • /
    • 2016
  • This study is to investigate the influence of leisure experience type and self-efficacy, on subjective well-being in ski resort. The study is to examine the moderating role of leasure experience type (ski related experience and non ski related experience) between self-efficacy and subjective well-being. Further, the relationship between subjective well-being and recommendation intention was investigated. As a result, self-efficacy significantly influenced on subjective well-being (satisfaction of leisure, positive affect). Respondents who are high self-efficacy group have higher subjective well-being (satisfaction of leisure, positive affect) than one who are low self-efficacy group in the ski related leasure experience scenarios. In the non ski related leasure experience scenarios, however, respondents who are low self-efficacy group have higher subjective well-being (satisfaction of leisure, positive affect). Besides, subjective well-being (satisfaction of leisure, positive affect) plays a mediating role between self-efficacy and recommendation intention.

A Study on the Development of VR Games for Experiencing Presbyopia and the Effect Analysis of their Experiences (노안 체험용 VR게임 개발과 체험 효과 분석)

  • Kim, KyungSik;Lee, YoonJung
    • Journal of Korea Game Society
    • /
    • v.19 no.2
    • /
    • pp.123-134
    • /
    • 2019
  • This study has the purpose of experiencing the presbyopia indirectly through VR games to understand the inconvenience caused by presbyopia to old people and experiencing also common eye diseases(cataract, glaucoma) to accomplish awareness of the eye health. Using VIVE, 3 mini VR games have been developed. Their effects have been analyzed by comparing states of before and after the experiments. By experiencing the developed VR games, most participants have understood sufficiently the symptoms and inconveniences of presbyopia as well as related diseases, especially high on glaucoma. The relative high scores of usabilities of the games on learning of manipulation, satisfiability, pressure and speed showed good possibility to be developed for better serious games.

Development of VR Fire-extinguishing Experience Education Contents Using UX Design Methodology (UX 디자인 방법론을 적용한 VR 소방체험 교육콘텐츠 개발)

  • Chung, Yoo-Kyung
    • The Journal of the Korea Contents Association
    • /
    • v.17 no.3
    • /
    • pp.222-230
    • /
    • 2017
  • The Ministry of Public Safety and Security plans to expand fire safety education infrastructure to provide customized fire safety education, spread fire safety culture and develop a tailored fire safety education system as a part of the 2016 Citizens' Safety Improvement Policy. This study has also been designed to improve safety problems in the Republic of Korea. Even though safety education has been given, citizens aren't still able to experience a close-to-real situation. In addition, their understanding and satisfaction with the curriculum are very low. Therefore, this study offers VR fire-extinguishing experience education contents as an effective alternative. With a goal of having the participants experience fire extinguishing and evacuation drill in a virtual space, this program has the following advantages: i) safe fire-extinguishing experience; ii) UI to create fun ; iii) useful in fire-extinguishing education; iv) budget saving. we configure the VR fire experience system structure and hardware by applying UX design methodology. We also develop for VR-specific motion recognition plug-in and controller that can be feeling in HMD environment.

Analysis of the Emotional Effects of Agricultural Experience Program Based on Social Emotional Learning Theory in Elementary School Students (사회정서학습이론을 기반으로 한 농업체험 프로그램이 초등학생의 정서적 건강에 미치는 효과 분석)

  • Oh, Yun-Ah;Kim, Dae-Sik;Park, Sin-Ae
    • Journal of Korean Society of Rural Planning
    • /
    • v.25 no.4
    • /
    • pp.87-97
    • /
    • 2019
  • 본 연구는 방과 후 농업 체험활동 프로그램이 초등학생의 정서지능과 회복탄력성 향상 및 우울감 감소에 미치는 영향을 알아보고자 실시하였다. 서울시 초등학교에 재학 중인 4-6학년(11-13세) 초등학생 총 30명이 본 연구에 참여하였다. 참여에 동의한 30명의 학생 중 농업체험 프로그램에 참여를 희망한 18명은 실험군으로, 농업체험 프로그램에 참여를 희망하지 않은 학생 12명은 대조군으로 집단화 하였다. 실험군은 2018년 4월부터 7월까지, 총 12주간(주 1회, 회기당 60분)의 방과 후 활동으로 본 프로그램에 참여하였다. 초등학생의 정서적 건강 증진을 위해 사회정서학습 이론에 기반한 농업체험 프로그램을 설계하였다. 프로그램 실시 전과 후에 자기보고식 설문지를 이용해 정서지능, 우울, 회복탄력성을 측정하였다. 그 결과, 농업 체험활동 프로그램에 참여한 초등학생의 정서지능이 향상되었고(P=0.031), 우울감이 감소된(P=0.011) 반면 대조군에서는 유의한 차이가 나타나지 않았다(P>0.05). 회복탄력성은 실험군과 대조군에서 모두 실험 전후 유의한 차이가 없었다(P>0.05). 본 농업체험 프로그램에 참여한 아동들은 프로그램에 대해 높은 만족감을 보고하였다. 따라서 본 연구에서 사회 정서학습이론을 적용한 농업체험 프로그램이 초등학교 고학년 학생의 정서지능 향상과 우울감 감소에 효과적인 것으로 나타났다. 추후, 표본수를 확대하여 농업 체험활동 프로그램의 효과 검증 연구가 추가적으로 필요할 것이라 생각되며, 다양한 지역의 초등학생들에게 확대 적용하는 연구도 필요할 것이다.

Effect of Senior Simulation on Geriatric Unit Nurses' Attitude and Job Satisfaction toward the Elderly (노인유사체험이 노인병동 간호사의 노인에 대한 태도와 업무만족에 미치는 영향)

  • Choi, Soowon;Park, Myonghwa
    • 한국노년학
    • /
    • v.29 no.2
    • /
    • pp.513-527
    • /
    • 2009
  • The purpose of this study was to verify the effect of senior simulation on geriatric unit nurses' attitude and job satisfaction toward the elderly with one group pretest-posttest design. The subjects of this study were the 30 nurses who are working in geriatric units in a general hospital in Daegu, Korea and who were well informed about the purpose of this study and allowed to join the study. The data were collected from August 23 to September 6, 2006. The experimental procedure was to do activities for daily living for 45 minutes wearing senior simulation suit. Self administered questionnaires were used to ask the nurses' attitude toward the elderly and job satisfaction in their work before, right after, and one week after senior simulation. According to the results of this study, there were significant changes in the geriatric nurses' attitude toward the elderly and job satisfaction after aging simulation implying that senior simulation is an effective intervention to facilitate nurses to do quality care for the elderly with sympathetic understanding and attitude. Senior simulation needs to be applied to geriatric education for the nursing students and health care providers who are involved in care for the elderly.

Field-Learning Support System Using Web and Mobile (웹과 모바일을 연동한 현장체험학습 지원시스템)

  • Min, Yoon-Kyung;Choi, Byoung-Ju
    • The Journal of Korean Association of Computer Education
    • /
    • v.9 no.5
    • /
    • pp.53-64
    • /
    • 2006
  • This paper proposes show how to support the field-learning by using web and mobile system. This Web Mobile system is to help the users plan, carry out and evaluate a field learning. Usually the field-learning is going through three steps: preparation, actual field activity and post-evaluation activity. The proposing Web-Mobile system supports an integrated methodology to more effectively help, lead and manage this three step field-learning, This effective approach will help the learners develop their creativity, self-control and partnership to each other.

  • PDF