• 제목/요약/키워드: Experience Dimensions

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경관의 의미와 경관평가에 관한 연구 - 경관의 미적 특질, 사람들의 목적 및 사회 문화적 경험과의 관련성을 중심으로 - (The effect of landscape meaning on landscape assessment focused on the interaction with scenic beauty, people\\`s purpose and socio-cultural experience)

  • 이영경
    • 한국조경학회지
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    • 제24권4호
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    • pp.59-73
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    • 1997
  • Past research suggests that a landscape has a specific situational meaning that is comprized of physical, social, and functional dimensions. and that the meaning: influences person/landscape interactions. In this study. the effect of landscape meaning on three landscape assessment(scenic beauty assessment, picnic preference, living preference) was tested by manipulating landscape meaning in three ways: Korean-positive, Korean-neutral, American-positive The results showed that landscape ,meaning played an important role in determining cognitive interactions and affective experiences of landscapes. However, it should be notch that the beneficial effect of positive meaning on landscape experiences depended on people's tasks and levels of oflandscape beauty. The effect was larger for both picnic preference (than scenic beauty and living preference) and low-beauty landscape (than the high-beauty) . The results also showed that the beneficial effect of positive meaning depended on the relationship between talc nature of positive meaning and measurement context.

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EUV Lithography를 위한 진공 기술 (Vacuum Technology for EUV Lithography)

  • 주장헌
    • 진공이야기
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    • 제1권3호
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    • pp.14-20
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    • 2014
  • Lithography is widely recognized as one of the key steps in the manufacture of ICs and other devices and/or structures. However, as the dimensions of features made using lithography become smaller, lithography is becoming a more critical factor for enabling miniature IC or other devices and/or structures to be manufactured. As explained above, to make it happen, many other important technologies will have to be addressed. The vacuum technology is one of them and the engineers and experts are paying attention on vacuum technology including vacuum pumps. Especially high Vacuum(HV) and Ultra high vacuum(UHV) are not easy and not simple one. So the manpower who can understand vacuum technology with long experience in vacuum industry is important with basic study.

퍼지균등화와 러프집합을 이용한 선박설계 지식기반 구축 (Knowledge Base Construction of Ship Design Using Fuzzy Equalization and Rough Sets)

  • 서규열
    • 한국해양공학회지
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    • 제21권6호
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    • pp.115-119
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    • 2007
  • Inference rules of the knowledge base, generated by experts or optimization, may be often inconsistent and incomplete. This paper suggests a systematic and automatic method which extracts inference rules not from experts' subject but from data. First, input/output linguistic variables are partitioned into several properties by the fuzzy equalization algorithm and each combination of their properties comes to premise of inference rule. Then, the conclusion which is the mast suitable for the premise is selected by evaluating consistent measure. This method, automatically from data, derives inference rules from experience. It is shown through application that extracts new inference rules between hull dimensions and hull performance.

암 생존자의 암 재활에 대한 개념분석 (Concept Analysis of Cancer Rehabilitation for Cancer Survivors)

  • 장희경;박연환
    • Perspectives in Nursing Science
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    • 제8권1호
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    • pp.1-9
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    • 2011
  • Purpose: The purpose of this study was to identify and define the concept of cancer rehabilitation in the lives of cancer survivors. Methods: A hybrid model of concept development was used to interface theoretical analaysis and empirical observation with a focus on definition. A comprehensive literature review and semi-structured interviews with five cancer survivors were completed. Results: The concept of cancer rehabilitation was found to be a route toward a positive experience having meaning in two dimensions: recovery of the activities of daily living and intrapersonal growth. Four attributes and ten indicators were defined. Conclusion: Cancer rehabilitation was defined as a positive process of change through recovery of the activities of daily living and intrapersonal growth. Therefore, oncology nurses can be encouraged to design, implement, and evaluate cancer rehabilitation nursing interventions with the results of this study. Further research needs to develop cancer rehabilitation measurements.

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공정성과 직무만족의 관계에 있어 고과결과의 조절효과에 관한 연구 (A Study on the Moderate effect of Appraisal Results on the Relationship of Justice and Job Satisfaction)

  • 이광희;염규열
    • 산업융합연구
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    • 제3권1호
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    • pp.125-143
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    • 2005
  • This study investigates that the relationship of performance appraisal justice and employee's job satisfaction and whether appraisal outcome perception can significantly take the moderate role on this relationship. We conduct empirical study with one dimension of distributive justice and 5 dimensions of procedural justice; appraisal system, participation of employee, feedback, knowledge of rater, and appraisal standard. The result shows that distributive and procedural justice significantly explain employees' job satisfaction. The result, also, shows that moderate role of appraisal outcome perception is significant. This means if the employee who regards appraisal outcome as high perceive appraisal justice, she/he will experience more job satisfaction than the employee who regards appraisal outcome as low.

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Connect, BTS: An Example of Innovative Transmedia Branding To Rethink Spatiality and Meaning-making

  • Piccialli, Stefania
    • Asia Marketing Journal
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    • 제22권4호
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    • pp.151-170
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    • 2021
  • This case study research analyzes the cross-artistic project Connect, BTS and its relationship to transmedia branding, meaning-making and spatiality. After an overview of the argument and a section on methodology, the reader will find the analysis of the case study. Thanks to the use of a qualitative approach, this examination of Connect, BTS unveils the ways in which this initiative becomes a location that allows a reconceptualization of space that fosters plurality, exchange, and subjectivity. Connect, BTS unites seemingly incompatible fields under one project, favoring the co-creation of meanings among different artists, BTS, ARMY (the group's fans), business partners and viewers. This process has been investigated through content analysis, exploring Connect, BTS's transmedia strategies from branding to storytelling, to evaluate their efficacy in regard to brand identity, brand experience, and brand trust. The paper will also explore the variety of layers and spatial dimensions contained in Connect, BTS, which flow from art to the music industry, material and digital space, various market sectors and media. In light of this, Connect, BTS embraces a galaxy of separate semantic units into an extended liminal continuum that does not discount difference.

교육 효과 제고를 위한 안전체험시설 전문가 의식 조사 (A Study on the Educational Effect of Safety Education Facilities through case study and interview with experts)

    • 교육시설 논문지
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    • 제29권2호
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    • pp.3-11
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    • 2022
  • This is a qualitative case study conducted for the purpose of enhancing educational effect of safety education facilities. Recently, the Ministry of Education (MoE) has proclaimed the 7 standards for school safety education, and has established safety education facilities to implement experience-based safety education. This study attempted to explore ways to enhance educational effect of safety education facilities through participatory observation and interview conducted with personnel of several facilities. The findings of the study were as follows: it was necessary to secure and maintain facilities for the implementation of substantial safety education, to develop and distribute standardized curriculum and materials, and to improve quality of professional instructors. The study suggested implications and future tasks to improve the education effect of safety education facilities in various dimensions.

Research on Gamification Incentive Mechanism of E-commerce Platform

  • Zhao, Qiu-Yue;Cho, Dong-Min
    • 한국멀티미디어학회논문지
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    • 제25권7호
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    • pp.973-982
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    • 2022
  • As a new marketing tool, gamification design has been used in marketing practice by e-commerce platforms, aiming to motivate consumers to participate. Based on this, by sorting out relevant domestic and foreign literature, analysis of actual business cases, in-depth interviews with users, experiments and data analysis, this study extracts and describes in detail the elements of the e-commerce platform gamification incentive mechanism. Draw conclusions through research: (1) The incentive mechanism of gamification design of e-commerce platform contains four main dimensions : The richness of symbols, The fun of gamification, The contagiousness of Social and The seduction of achievement. (2) The four elements are closely related, and these can work on a system at the same time and have significant mutual effects. (3) Achievement and fun can bring intrinsic motivation to consumers, while sociability and symbols can bring external motivation to consumers and promote internal motivation through external motivation. (4) The seduction of achievement and the richness of symbol are most closely related.

An Experimental Comparison of the Usability of Rule-based and Natural Language Processing-based Chatbots

  • Yeji Lim;Jeonghun Lim;Namjae Cho
    • Asia pacific journal of information systems
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    • 제30권4호
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    • pp.832-846
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    • 2020
  • Service organizations increasingly adopt data-based intelligent engines called chatbots in support of the interaction between customers and the companies. Two different types of chatbots have been suggested and introduced by companies leading the adoption of this emerging technology: rule-based chatbots and natural language processing-based chatbots. While the differences between these two types of technologies look relatively clear, the organizational and practical impacts of the differences have not been systematically explored. This study performed an experiment to compare the use of the two different types of chatbots used in practice by two comparable organizations. These two types of actual chatbots were used by Korean on-line shopping malls with similar business models (mobile shopping), length of history, size and reputation. The comparison was made based on such dimensions as usability, searchability, reliability and attractiveness. Contraty to conventional expectation that the superiority in technology will produce superior usability, the results show mixed superiority. The discussion on the reasons is presented.

지각된 쇼핑가치차원이 점포태도, 쇼핑과정에서의 정서적 경험, 점포충성도에 미치는 영향에 관한 연구 (The Effect of Perceived Shopping Value Dimensions on Attitude toward Store, Emotional Response to Store Shopping, and Store Loyalty)

  • 안광호;이하늘
    • Asia Marketing Journal
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    • 제12권4호
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    • pp.137-164
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    • 2011
  • 본 연구는 경험가치척도(EVS; Experiential Value Scale)를 바탕으로 측정된 쇼핑가치차원이 쇼핑점포에 대한 소비자 반응에 미치는 효과를 분석하는데 그 목적이 있다. 또한 각 쇼핑가치차원이 쇼핑점포에 대한 소비자반응에 미치는 상대적 효과가 백화점과 할인점에 따라 다르게 나타나는지도 분석했다. 실증분석결과 점포에서 제공하는 실용적 쇼핑가치와 쾌락적 쇼핑가치는 점포에 대한 호의적 태도와 점포에 대한 감정적 반응에 긍정적인 영향을 미치는 것으로 나타났다. 구체적으로 실용적 쇼핑가치의 하위차원인 서비스우수성, 효율성, 경제적 가치가 증가할수록, 소비자들의 점포에 대한 호의적 태도가 증가하는 것으로 나타났다. 그리고 쾌락적 쇼핑가치의 하위차원인 시각적 매력, 오락적 가치, 일상탈출, 내재적 즐거움이 높은 것으로 지각할수록, 쇼핑과정에서 소비자들의 긍정적인 감정이 증가하는 것으로 나타났다. 또한 쾌락적 쇼핑가치는 소비자들이 점포에 대한 호의적 태도를 형성하는데 있어서 직접적 영향이 아닌 점포에 대한 소비자들의 감정적 반응을 통해 간접적으로 영향을 미치는 것으로 나타났으며, 점포에 대한 호의적 태도와 점포에 대한 긍정적 감정형성은 점포충성도에 긍정적인 영향을 미치는 것으로 나타났다. 흥미롭게도 쾌락적 쇼핑가치가 점포에 대한 긍정적 감정반응에 미치는 영향은 백화점보다 할인점에서 높게 나타났다.

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