• Title/Summary/Keyword: Experience Attribute

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A Study For Gamers' Experience Patterns in mobile Games (모바일 게임에서 나타나는 게이머의 경험 패턴에 대한 연구)

  • Gwak, E Sac
    • Journal of Digital Contents Society
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    • v.19 no.6
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    • pp.1033-1041
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    • 2018
  • This study presents an investigation into game patterns prominent in mobile games. The term "pattern" used in this study is inherited by the concept used in "A study for user experience of the game : based on the pattern type and the pattern type attribute of the game space" by Gwak E Sac(2016). There is, however, a difference between them. While the previous study limited the gamers' experience patterns to "game spaces" in the use of "pattern," the present study expanded the scope of gamers' experience patterns to the "mobile game market." Although the mobile game market is growing rapidly, there is a tendency of uniformity in mobile games due to the reduction of development time and the destruction of genres in the development of mobile games. Recognizing this situation, the investigator summarized experience patterns in the current mobile game market into: repeat familiar game play, valuable game action, value and consumption of time and preference and selection of game.

A Study on the Characteristics of Children's Digital Experience Center using Interection (인터랙션을 활용한 어린이 디지털체험관의 특성에 관한 연구)

  • Lee, Tae-Eun;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.16 no.10
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    • pp.437-444
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    • 2018
  • The purpose of this study is to comprehend the trend of digital experience centers' development direction and to find out the types of experiences, the characteristics of interaction and the attribute of contents by selecting 4 digital experience centers opened from 2008 to 2018. The types of digital experiences are operation, sensibility, reaction and induction based on precedent studies. The types of interaction are operation, touch and sensor. The attributes of contents are game, play and education. The result shows that the ratio of operation experiences is gradually higher. In the types of interaction, the trend is switching to operation and touch. The offer of experience activities by play type is getting higher. This study is intended to help create an empirical interaction of the content of the children's digital experience centers that will be deployed in the future.

Analysis of Social Network Service Data to Estimate Tourist Interests in Green Tour Activities

  • Rah, HyungChul;Park, Sungho;Kim, Miok;Cho, Youngbeen;Yoo, Kwan-Hee
    • International Journal of Contents
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    • v.14 no.3
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    • pp.27-31
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    • 2018
  • Social network service (SNS) data related to green tourism were used to estimate preferred tour sites and users' interests. Keywords related with green tour activities were employed to search the SNS data. SNS data were collected from Korean blogs such as Naver and Daum from June $1^{st}$ to August $31^{st}$ between 2015 and 2017 using text-mining solution. During the study period, seven hundred and five posts were analyzed. Associated words that frequently co-occurred with keywords were classified into different categories depending on the nature of associated words. Associated words included swimming pools and camping sites (location); experience and swimming pools (attribute); and water play and culture (culture/leisure). Our data suggest that SNS users with experience of green tourism in Korea exhibited interest in green tourism with swimming pools, camping sites, experience, water play and/or culture rather than particular popular sites. Based on the findings, it is recommended that preferred facilities such as swimming pools should be provided at green tourism sites to meet the users' needs and to facilitate green tourism.

Visual Probing of User Experience Structure: Developing a New Methodology for Value-Centered HCI (가치 중심적 HCI를 위한 새로운 방법론의 개발: 모바일 인터넷 서비스의 사용자 경험 구조를 중심으로)

  • Lee, In-Seong;Choi, Bo-Reum;Kim, Jin-Woo;Jung, Seung-Ki;Lee, Ki-Ho
    • 한국HCI학회:학술대회논문집
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    • 2007.02b
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    • pp.582-591
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    • 2007
  • 지금까지 HCI분야의 많은 연구들은 사용성 (Usability)을 중요한 연구 주제로 인식하여 왔다. 그러나 연구의 범위를 사용성에 한정하는 것은 HCI 분야의 잠재성을 좁히고, 사용자 경험 (User Experience)의 개념도 좁은 범위로 한정시키게 된다. 따라서 향후 HCI 분야의 연구는 정보 기술의 사용성 측면의 뿐만 아니라, 정보 기술의 사용을 통한 다양한 사용자 경험을 구조적인 관점에서 살펴보아야 한다. 즉 사용성 중심의 연구가 아닌, 보다 전반적이고 구조적인 측면에서 사용자 경험을 살펴보는 새로운 방향의 HCI 연구가 필요할 것으로 보인다. 이와 같이 사용자 경험을 보다 전반적이고 구조적인 측정에서 이해하기 위해서는 사용자가 특정 정보 기술의 사용을 통해 추구하는 가치 (Value)와 그와 같은 가치를 실현 시킬 수 있는 정보 기술의 속성 (Attribute) 및 결과 (Consequence), 그리고 속성, 결과, 가치 간 연관 관계를 구조적인 측면에서 살펴보아야 한다. 본 연구는 사용자 가치에 대한 대표적인 이론인 Means-End Chain Theory와 속성, 결과, 가치 간 연관 관계를 파악하기 위한 정성적 연구 방법론인 Laddering 기법을 기반으로 사용자 경험 구조 파악 및 가치 중심적 HCI (Value-Centered HCI)를 위한 새로운 연구 방법론을 제안하고자 한다. 또한 본 연구에서는 새롭게 제안된 방법론을 통해 모바일 인터넷 서비스에 대한 사용자 경험 구조를 도출하고, 모바일 인터넷 상황에서 도출된 결과 및 본 연구에서 새롭게 제안된 방법론의 이론적이고 실용적인 의의를 제시하고자 한다.

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Study of Acceptance Factor of 'JJALBANG' Broadcast Images - Focused on Audiences in Their 20s - ('짤방' 방송영상 수용요인에 관한 연구 - 20대 수용자를 중심으로 -)

  • Lee, Kyu-Hwan
    • Journal of Digital Convergence
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    • v.15 no.6
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    • pp.425-438
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    • 2017
  • This study investigated the impacts of the experience attributes of JJALBANG broadcast images on satisfaction with 221 viewers in their 20s and analyzed the mediation effect of flow. The results are: First, their experience attributes affected flow, not directly affecting satisfaction while flow directly affected satisfaction. Second, securing flow was an important predictor for connecting experience attributes to satisfaction through the effect resolution. Flow alone can predict satisfaction, so its impact on experience is very important. Visual attribute had the greatest influence on flow and satisfaction, followed by situation, information, and interaction, which affected satisfaction through flow. This study found the importance of full mediation effect of flow and got implications for effectively providing experience and flow in strategies for viewing JJALBANG.

Role of Public Owner for Delivery of Public Experience Facility Construction Project (공공 체험시설 건설사업 발주를 위한 공공 발주자 역할에 관한 연구)

  • Song, Hyunjang;Lee, Seunghoon;Jin, Zhengxun;Hyun, Chang-Taek
    • Korean Journal of Construction Engineering and Management
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    • v.23 no.1
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    • pp.28-36
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    • 2022
  • Since the establishment of a large-scale public experience facility in Korea, the construction project of public experience facilities has recently changed to a form where local governments or local education offices place delivery alone or agreements. In particular, due to the low frequency of delivery and the nature of delivery organization that do not have specialized organizations specializing in Delivery Framework, the role of enhanced Public Owner is needed. In response, this study investigated the current status and operation status of public experience facility construction projects in Korea and derived problems and directions for improvement of the current role of Public Owner. In addition, the study proposed the improvement of the role of public Owner in public experience facilities, which are composed of the promotion stage and functions reflecting the factors and attribute information of the business characteristics.

Comparison of Experienced and Inexperienced Consumers' Utilisation of Extrinsic Cues in Product Evaluation: Evidence from the Korean Fine Arts Market

  • Kim, Yoonjeun;Park, Kiwan;Kim, Yaeri;Chung, Youngmok
    • Asia Marketing Journal
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    • v.17 no.3
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    • pp.105-127
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    • 2015
  • This study compares experienced and inexperienced consumers' patterns in cue utilisation in product evaluations in the arts market. Borrowing the notion of high- and low-scope cues introduced by the cue-diagnosticity framework, we differentiate between the two most readily discernible extrinsic cues in the fine arts market - an art gallery's brand reputation (a high-scope cue) and certificates of authenticity (a low-scope cue). These two cues are different in nature; the former is more abstract, intangible, and rich in content, so is more difficult to interpret than the latter. Given the differences in experienced and inexperienced consumers' information processing styles, we hypothesise that experienced arts consumers form perceived credibility of and purchase intentions towards artworks based on high-scope cues, whereas inexperienced consumers do so based on low-scope cues. To test our hypothesis, we conducted a consumer intercept study at Korea's two most representative art fairs. The survey participants were categorised into either experienced or inexperienced consumers based on their prior purchase experience, and their responses to a set of attribute combinations about two artworks created by the same artist were collected. The results indicate that experienced participants show higher purchase intentions when an art gallery's reputation is very high, whereas inexperienced participants show higher purchase intentions when artworks are accompanied by certificates of authenticity. This congruency effect between prior experience and cue type is mediated by the perceived credibility of the artworks. The findings suggest a correspondence between a consumer's prior experience and the types of extrinsic cues that are important in product evaluations. To the best of our knowledge, this study is the first attempt ever to investigate the role of prior experience in determining when to use high- or low-scope cues. It also provides a useful frame of reference to advise marketers on the effective sales approach based on a client's prior purchase experience.

Sound Metric for the Impact Sound of a Car (자동차 임팩트 소음에 대한 음질 요소 개발)

  • Park, Sang-Won;Kim, Ho-Wuk;Na, Eun-Woo;Lee, Sang-Kwon
    • Transactions of the Korean Society for Noise and Vibration Engineering
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    • v.20 no.1
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    • pp.66-73
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    • 2010
  • Vehicles experience the impact due to harsh road conditions. Contact with a barrier on a road induces vehicles to vibrate, which brings about an impact sound. The attenuation of the impact sound is an important issue since passengers may complain about the impact noise. However, the perfect removal of impact noise is not possible as most of impact noise is caused by external conditions. It is thus necessary to make vehicles to possess more desirable sound quality characteristic of impact sound. More research is needed on objective attributes of impact sound; it is not a simple matter since impact noise is transient in nature and has a high level of sound at an instantaneous moment. A new objective attribute of impact noise is designed by using wavelet transform. Wavelet transform is appropriate for the analysis of transient signals such as impact noise. The usefulness of new objective attribute, which is a sound metric, is examined by comparison with the mean subjective rating for real impact noise of passenger cars. The new sound metric has better correlation with the mean subjective rating than already existing sound metrics

The effects of store attributes on brand equity of and brand attitude toward Korean SPA brands (한국형 SPA브랜드의 점포속성, 브랜드 자산 및 브랜드 태도와의 영향관계)

  • Wu, Hui Qing;Kim, Mi Sook
    • The Research Journal of the Costume Culture
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    • v.22 no.4
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    • pp.640-653
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    • 2014
  • The purpose of this study was to investigate the effect of store attributes on brand equity of and brand attitude toward Korean SPA brands. Data were collected from women living in Seoul in ages from 18 to 39 with purchasing experience at Korean SPA brands. A total of 554 questionnaires were used in the statistical analysis including factor analysis and structure equation analysis. The results were as follows: For store attributes, 8 factors were extracted: product assortment, fashionability, price, quality, store environment, service, convenience in location and advertisement. Two factors, brand awareness, brand image were extracted for brand equity, and brand attitude was derived as a single dimension. Product-related store attributes such as product assortment, price, quality have positive effects on brand awareness, brand image and brand attitude. Other attribute such as store environment has positive effect on brand awareness and brand image, Attribute such as advertisement has positive effect on brand awareness and service, convenience in location have positive effect on brand attitude. Moreover, brand image and brand awareness have positive effect on brand attitude. These results indicate the product-related attributes are important factors to consider for improving brand equity and brand attitude for Korean SPA brands.

An Analysis of the Importance of Processed Products Using Ugly Agricultural Products by Attribute (못난이 농산물을 이용한 가공품에 대한 소비자 인식과 속성별 중요도 분석)

  • Song, Kyung-Hwan;Lee, Sang-Ho
    • Korean Journal of Organic Agriculture
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    • v.30 no.4
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    • pp.517-528
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    • 2022
  • This study analyzed the factors influencing the demand for processed products of ugly agricultural products targeting 300 consumers. First, the awareness of the problem of the disposal of ugly agricultural products was very high at 72%. In other words, it can be seen that consumers are highly interested in environmental issues caused by the disposal of ugly agricultural products. Second, the experience of purchasing ugly agricultural products is high at 73%, which is proof that consumers are highly aware of and likely to purchase ugly agricultural products. Third, 77.6% of the respondents said they were willing to purchase processed ugly agricultural products. In other words, it was found that the intention to consume ugly agricultural products was sufficient. Finally, the conjoint analysis was applied to analyze the attribute value of ugly agricultural products. As a result of calculating the total utility of the optimal properties and optimal properties of the ugly fruit fermented, the total utility of the optimal properties was 0.778, the price was 0.481, the eco-friendly certification was 0.004, and the fruit syrup ratio was 0.294.