• 제목/요약/키워드: Experience Model

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농촌체험관광마을의 협력관광 모델 개발 - 충북 청원군을 대상으로 - (Development of the Cooperative Tourism Model for Rural Experience Tourism Villages - Focused on the Cheongwon-gun, Chungbuk -)

  • 리신호;윤성수;송이;정다영;민흥기
    • 한국농공학회논문집
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    • 제54권6호
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    • pp.1-8
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    • 2012
  • To increase the synergies of rural experience tourism and overcome the limitations rural tourism are study. A basic cooperative model and theme model have been set up and comprehensive cooperative tourism model has been offered. In order to the development of model example, experience resources has been investigated and problems and features for 7 rural experience tourism villages of Cheongwon have been identified. The basic cooperative model has been selected main line and part hub type. The theme model has been separated nature experience, history and character experience, traditional culture and theme experience, agriculture and rural area experience. Based on this, The thematic cooperative tourism model and the comprehensive cooperative tourism model, its a schedule have been exemplified.

농어촌 체험 고객 만족에 영향을 미치는 요인 (Factors Affecting the Customer Satisfaction of Rural Experience -Applying Unified PPM Model -)

  • 최양애;정병규
    • 벤처혁신연구
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    • 제2권2호
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    • pp.79-94
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    • 2019
  • 본 연구의 목적은 농어촌 체험에 영향을 미치는 요인을 통합된 PPM모델(unified push-pull-mooring model)을 적용하여 탐색하는 것이다. 이론적인 모델은 PPM을 근간으로 하여 새로운 변수들을 도입한 통합된 PPM모델이다. 새롭게 도입된 변수 중 pull 요인은 체험이론과 ServQual 모형을 바탕으로 재구성하였다. 종속변수는 고객 만족을 설정하였다. 가설은 다음과 같이 설정하였다. Push 요인은 체험 만족에 부(-)의 영향을 미치고, Pull 요인인 체험요소와 체험품질은 체험 만족에 정(+)의 영향을 미칠 것이다. 또한, mooring 요인은 체험 만족에 부(-)의 영향을 미칠 것이다. 본 연구의 연구 모형을 314개 설문데이터를 기반으로 하여 구조방정식으로 검정하였다. 연구 결과 Pull 요인인 체험품질은 체험 만족에 정(+)의 영향을 미쳤다. Mooring 요인은 체험의도에 부(-)의 영향을 미치는 것으로 나타났다. 하지만, push 요인과 체험 만족 간, 체험요소와 체험 만족 간에는 유의한 영향 관계가 검정되지 않았다. 이러한 연구 결과는 이론적으로는 농어촌 체험에 있어서 기존의 pull, push 요인 위주의 분석에서 나아가 심리적인 mooring 요인도 체험에 중요한 영향을 미친다는 것을 검정하였다. Pull 요인으로 도입된 체험요소와 체험품질을 바탕으로 제안된 통합된 PPM모델이 유용한 분석의 틀이 될 수 있음을 검정하였다. 실무적으로는 농어촌 체험을 활성화시키기 위해 어떠한 요소에 전략적으로나 마케팅적으로 집중해야 하는지에 대한 시사점을 제공할 수 있었다.

How Can Customer Experience on CDJ Be Shaped?: Can Rose Be Tamed?

  • Lee, Sang mi;Han, Sang man
    • Asia Marketing Journal
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    • 제22권3호
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    • pp.87-105
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    • 2020
  • With the development of Information Technology, customers require promptly higher quality products and services. Companies try to make newly digital marketing strategies, but there are no empirical researches on them. This article empirically presents a new perspective that companies can shape the customer decision journey ahead by coordinating customer experience. In this article, based on Elaborated Likelihood Model (ELM) theory, customer experience consists of the emotional or cognitive experience. We surveyed about 200 subjects (N = 217) in their 20s and 30s based on the International Music Industry Association's Music Listening 2019 report, then analyzed four different models (before personalization-cognitive experience, before personalization-emotional experience, after personalization- cognitive experience, after personalization-emotional experience) by JASP and R Studio. We conducted Structural Equation Model (SEM) and paired t-test. Personalization factors are about recommendation systems in Spotify. The results of survey represent that companies can shape the Customer Decision Journey (CDJ) ahead especially through enhance cognitive experience. It empirically proves Elaborated Likelihood Model (ELM). The conclusion can be drawn that 'pulling' customer experience can be a new marketing strategies in the digital era.

User Experience Validation Using the Honeycomb Model in the Requirements Development Stage

  • Kim, Neung-Hoe
    • International journal of advanced smart convergence
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    • 제9권3호
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    • pp.227-231
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    • 2020
  • Recently, the importance of user experience (UX) has been rapidly increasing. Its utilization is emphasized for development of systems, products, and services. User experience is widely used across industries including services, products, processes, society, and culture. Therefore, if it is unsatisfactory, it is likely to have a direct negative impact on the corresponding system, product, or service. The failure to analyze user experience causes significant damage to the project, which may lead to its failure or redevelopment; it is hence necessary to prioritize the verification of UX in the earliest stages of development. The requirements development stage, which is a preceding stage, is an appropriate stage for the verification of user experience because the identification of user needs is completed and prototypes can be implemented. In this paper, we proposed a systematic requirements development stage; it adds user experience verification activities to the requirements development stage, using the Honeycomb model, which is a widely used tool for verifying the overall UX. User experience verification was added to the existing requirements development activities, which consisted of three steps: model definition and requirements placement, discussions between external and internal stakeholders, and review by internal stakeholders. By easily validating the user experience through this systematic requirements development stage, we expect to minimize the damage to the project due to the failure of the user experience analysis and increase the possibility of success.

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

  • 강석규
    • 수산경영론집
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    • 제47권2호
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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.

벤처기업 창업자의 창업경험, 비즈니스 모델 혁신 및 자금조달이 초기 성과에 미치는 영향 (The Effects of Entrepreneurial Experience, Business Model Innovation and Financing on the Performance of New Ventures)

  • 이종선;박상문
    • 아태비즈니스연구
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    • 제15권1호
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    • pp.179-192
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    • 2024
  • Purpose - The purpose of this study is to examine the effect of entrepreneurial experience, business model innovation and financing on new venture performance. Design/methodology/approach - This study analyzes survey data on new ventures in Korea and investigated research hypothesis by multiple regression analysis. Findings - Founders' prior startup experience have different impacts on performance depending on whether they had a successful or failed startup. Successful experience has a positive impact on early performance, while failure experience has a negative impact. Business model innovation shows a positive and significant relationship with early performance. External financing has different effects depending on the type of funding source and performance variables. VC funding is positively related to employment creation, while government R&D funding is negatively related to sales volume. Research implications or Originality - This study confirms that the impact of entrepreneurial experience on early performance varies depending on the characteristics of successful and unsuccessful entrepreneurs. It also empirically confirms that business model innovation has a significant impact on early performance. We empirically examine the relationship between various external financing sources of venture firms and early performance. Since the effects of entrepreneurial experience, business model innovation, and external financing on early stage performance may be different, entrepreneurs should consider these relationships when pursuing early stage business opportunities.

환경기초시설을 활용한 환경교육 현장체험학습 프로그램 개발 -埋立場을 中心으로- (The Development of the Field-Experience Learning Program of Environmental Education Utilizing Environmental Facilities - Focus on the sanitary landfill -)

  • 곽홍탁;이두곤
    • 한국환경교육학회지:환경교육
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    • 제13권2호
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    • pp.91-102
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    • 2000
  • National curriculum for environmental education recommends various teaching-learning methods including survey and discussion of environmental problems, investigation of case studies, experiments, role play, and field-experience learning in addition to the traditional lecture-oriented teaching methods. The field experience learning in environmental education is considered to be a good method to develop environmentally sound attitude and to cultivate environmental sensitivity, but here has been very limited research concerning models for field-experience learning. The aim of this study is to develop a model of the field-experience learning program of environmental education utilizing environmental facilities. In this study a kind of such a basic model was developed and presented. The developed basic model of the field-experience learning was applied to the case utilizing landfill facilities. A specific application of the landfill program to the Bangcheon-ri landfill, in Daegu, was also presented with related teaching materials developed in this studies. And various aspects in the program was discussed.

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

  • 백현기;김수민;강정화
    • 디지털융복합연구
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    • 제7권3호
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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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메타버스 이용자 경험요인이 만족도에 미치는 영향: 텍스트 마이닝과 계량 분석 혼합방법론 (Unraveling the relationship between the dimensions of user experience and user satisfaction in metaverse: A Mixed-methods Approach)

  • 정다현;김희웅;윤상혁
    • 한국정보시스템학회지:정보시스템연구
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    • 제32권3호
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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.

수학체험교구 개발 모형 및 이를 적용한 최대공약수 교구 개발 연구 (A Study on the Model for the Development of Tools for Math Activities & it's Application)

  • 서보억
    • 한국수학교육학회지시리즈E:수학교육논문집
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    • 제34권4호
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    • pp.587-603
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    • 2020
  • 본 연구는 수학교육에서 중요한 수단이자 교육적 도구인 수학체험교구를 체계적으로 개발하기 위한 기초연구이다. 최근 활동이론(action theory)에 근거한 수학교육이 강조되면서 다양한 수학체험교구가 개발되고 교육현장에서 다양한 비교과활동을 통해 활용되고 있지만, 실제 수학수업에서 개념을 설명하기 위한 도구로 수학체험교구가 개발되어 활용되는 사례는 부족한 실정이다. 특히, 수학과 교육과정에 부합되고, 수학적 근거가 명확한 체험교구는 체계적으로 개발되지 못하고 있다. 이에 본 연구에서는 수학체험교구를 개발하기 위한 체계적인 방법으로 체험교구 개발 모형을 제안한다. 또한 제안한 개발 모형에 따라 최대공약수 체험교구를 개발하였다. 본 연구를 통해 제안된 모형과 실제 구현된 체험교구를 통해 다양한 수학체험교구의 개발이 실제적으로 실행되고, 수학적 기초에 근거한 수학체험교구가 다양하게 개발될 것으로 기대된다.