• Title/Summary/Keyword: Experience Data

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Study on the Model Development for Experiential Learning with Ubiquitous Everyday English (유비쿼터스 생활영어 체험학습장 교수-학습 모형 개발 연구)

  • Baek, Hyeon-Gi;Kim, Su-Min;Kang, Jung-Hwa
    • Journal of Digital Convergence
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    • v.7 no.3
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    • pp.49-60
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    • 2009
  • The aim of this study was to develop a model for teaching-teaming by applying Ubiquitous at a learning experience field, in which connect characteristics of both ubiquitous application learning and experience teaming, making use of them. A literature survey of concepts was conducted, with the main areas to find out relationships between ubiquitous application learning and experience learning. Experience learning by applying ubiquitous learning methods maximizes its efficiency of experience learning in considering ubiquitous learning methods's characteristics of dynamic, interaction, sharing. Also it makes communications through positive participation and active interaction, and leads to a process of internal examination. The research data suggests that critical factors of experiencing learning applying ubiquitous are acquiring information and memory, information integration and exquisiteness, emotional and social activity, producing activity, help activity.

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Estimating the Economic Value of Boat Fishing Experience Activity Using Travel Cost Method: Focused on Jeju Island's Chagwido (여행비용법에 의한 선상낚시 체험활동의 경제적 가치 추정 : 제주 차귀도를 대상으로)

  • Kang, Seok-Kyu
    • The Journal of Fisheries Business Administration
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    • v.47 no.2
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    • pp.33-41
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    • 2016
  • The purpose of this study is to estimate the economic value of boat fishing experience marine tourism activity in Jeju Island's Chagwido. The economic value is estimated as consumer surplus using count data models including the truncated Poisson model and the truncated negative binominal distribution model. This study collects the effective 504 questionnaires from boat fishing experience tourists in Jeju Island's Chagwido. The truncated negative binominal distribution model was statistically more suitable and valid than other models. The truncated negative binominal distribution model was applied to estimate consumer surplus as economic value from boat fishing experience tourism activity in Jeju Island's Chagwido. A consumer surplus value per trip was estimated as about 209,900 won. The annual economic value from boat fishing experience tourism activity was estimated as 273,700 won in Jeju Island's Chagwido. Consequently, boat fishing experience marine tourism activity has a very large economic value in Jeju Island.

A Field Study on the Operational Realities of the Rural and Mountain Experience Village -With Focus on Boeun-gun, Chungbuk- (농산촌 체험마을의 운영실태에 관한 조사연구 -충북 보은군을 중심으로-)

  • Park, Heon-Choon
    • Journal of the Korean Institute of Rural Architecture
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    • v.12 no.4
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    • pp.37-44
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    • 2010
  • The purpose of this research is to present basic data for the residents, experts, and administrators to establish sustainable and future-oriented experience villages by investigating the operational realities of rural and mountain experience villages that have currently been promoted as the government-supported projects. First, in order to establish a sustainable experience village, each of the residents, experts and administrators who are the principal agents for cultivating the village should perform their role appropriately and build an organic cooperative system. The residents should have a sense of ownership and form a sense of solidarity by organizing communal consultation system. The experts should be able to present feasible project plans. The administrators need to have posture of understanding from the viewpoint of residents. In order to establish sustainable experience villages, ecological, cultural, and social values should be conveyed preferentially, and through this, the living spaces like farm villages should be formed.

Research on the Features of VR Marketing Design Based on Emotional Experience

  • Sui, Qiao;Cho, Dong-Min
    • Journal of Korea Multimedia Society
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    • v.25 no.3
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    • pp.537-545
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    • 2022
  • Emotional experience (James, 1884)[1] can affect people's behavior. There are few types of research on VR marketing(Maojun Zhou, Zeru Yan, 2018)[2] design based on emotional experience. This article is based on emotional evaluation theory and empirical research, and the VR marketing case "Buy+" online shopping platform (Wu Yongyi, 2016). It is concluded that there are three levels of emotional experience definition on VR marketing which decompose the features of the VR marketing design of "Buy+ as an online-shop" correspondingly and find out the design features of VR marketing from the perspective of emotional experience. Finally, through the analysis of the questionnaire data, it verified that vividness, functionality and effectiveness could represent the features of VR marketing design. Moreover, it analyzed the correlation among these factors. Vividness and functionality have the closest relationship among them. The definition, the components, and the correlation of the three-layer emotional experience obtained from this research can provide theoretical support and reference for other VR marketing designs.

The Effect of the Experience Clue of Chatbot Service in E-Commerce on Customer Experience and Trust (이커머스 챗봇서비스의 경험 단서가 고객경험과 신뢰에 미치는 영향)

  • Choi, Sang Mook;Choi, Do Young
    • The Journal of Information Systems
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    • v.31 no.4
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    • pp.123-143
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    • 2022
  • Purpose The purpose of this study was to investigate the experience cues of chatbot services provided to existing customers familiar with the e-commerce environment, and to examine the effect of chatbot service's experience cues on customer experience and chatbot trust. Design/methodology/approach This study was conducted on consumers who experienced chatbot services in an e-commerce environment, the final 299 copies of valid data were obtained, and the research hypothesis was verified using PLS as a structural equation model. Findings As a result of the analysis, it was found that functional cues that cause customer experiences using chatbot services had a positive effect on cognitive and emotional experiences, human cues had a positive effect on cognitive, emotional and relational experiences, and customer experiences had a positive effect on chatbot trust.

The Effect of Ideal Avatar on Virtual Brand Experience in XR Platform

  • Joo-Eon JEON
    • Journal of Distribution Science
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    • v.21 no.10
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    • pp.109-121
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    • 2023
  • Purpose: This study aims to verify whether avatars that embody different brand concepts offer different experiences to users. Furthermore, this study explores the relationship between user identification with avatars and their actual brand purchase intentions. Research design, data and methodology: The research design employed a between-subjects approach, with two independent variables: brand concept and avatar. The measured dependent variables were brand experience in extended reality (XR) and purchase intention. Additionally, brand attitude served as a control variable. Results: First, in virtual brand spaces with symbolic benefits, ideal avatars were found to elicit higher levels of brand experience than actual avatars. Specifically, participants reported elevated levels of entertainment and relational assembly experiences in symbolic brand spaces. Second, this research reveals that the relationship between users' identification with avatars and their intention to make actual brand purchases is mediated by brand experience in XR. Conclusions: The findings suggest that ideal avatars evoke higher levels of brand experience within symbolic brand spaces, particularly in entertainment, relational connection, and a sense of community. Furthermore, this study establishes the role of brand experience in XR as a mediator between avatar identification and purchase intentions.

Unraveling the relationship between the dimensions of user experience and user satisfaction in metaverse: A Mixed-methods Approach (메타버스 이용자 경험요인이 만족도에 미치는 영향: 텍스트 마이닝과 계량 분석 혼합방법론)

  • Jeong, Da Hyeon;Kim, Hee Woong;Yoon, Sang Hyeak
    • The Journal of Information Systems
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    • v.32 no.3
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    • pp.19-39
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    • 2023
  • Purpose This study aims to identify user experience factors that can enhance both metaverse utilization and satisfaction based on the honeycomb model. For this we presented two research questions: first, what are the experience factors of metaverse users? Second, do metaverse user experience factors impact satisfaction? Design/methodology/approach To address these questions, a mixed-methodology approach is employed, including text mining techniques to analyze online reviews and quantitative econometric analysis to reveal the relationship between user experience factors and satisfaction. A total of 69,880 reviews and ratings data were collected. Findings The analysis revealed eight metaverse user experience factors: entertainment, operability, virtual reality, immersion, economic activity, visual performance, avatar, and sociality, all of which were found to have a positive impact on user satisfaction.

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.

A Study on Experience of Health Behaviors of the Menopausal Women (폐경기 여성의 건강행위 경험 연구)

  • Park, Sun Young
    • Korean Journal of Adult Nursing
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    • v.19 no.3
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    • pp.483-494
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    • 2007
  • Purpose: The objective of the study is to describe the experience of health care activities of the menopausal women through phenomenological methodology. Methods: Seven menopausal women participated in the study. Open in-depth interviews were used to collect data, and data were analyzed by the phenomenological methods suggested by Colaizzi. Results: The data were separated into 4 categories of uncomfortable life due to physical and emotional change, building consistency in daily life through regulating a routine rhythm, recovering normality, recovering stability, and 8 clusters of themes; securing regularity in daily life, securing availability in daily life, regulating through elimination and diminishment, regulating through supplementation, being patient and control self, expressing self, review the context and exchanging views, expending a world through one's faith. Conclusion: Participants accepted menopause not as a disease but as a natural course of life and realized that menopausal health problems could be naturally settled in general health care activities in daily life.

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Spatial Information Based Simulator for User Experience's Optimization

  • Bang, Green;Ko, Ilju
    • Journal of the Korea Society of Computer and Information
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    • v.21 no.3
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    • pp.97-104
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    • 2016
  • In this paper, we propose spatial information based simulator for user experience optimization and minimize real space complexity. We focus on developing simulator how to design virtual space model and to implement virtual character using real space data. Especially, we use expanded events-driven inference model for SVM based on machine learning. Our simulator is capable of feature selection by k-fold cross validation method for optimization of data learning. This strategy efficiently throughput of executing inference of user behavior feature by virtual space model. Thus, we aim to develop the user experience optimization system for people to facilitate mapping as the first step toward to daily life data inference. Methodologically, we focus on user behavior and space modeling for implement virtual space.