• 제목/요약/키워드: Experience Quality

검색결과 2,825건 처리시간 0.026초

여가시간의 동시적 활동 분석을 통한 성차 연구 (Gender Differences of Leisure Time based on Simultaneous Activities)

  • 윤소영;김현
    • 가족자원경영과 정책
    • /
    • 제11권2호
    • /
    • pp.85-93
    • /
    • 2007
  • The purpose of this study was to assess gender differences in the quantity and quality of leisure time. It uses time diary for a nationally representative sample of Koreans(10 years old over) collected in 2004 by KNSO. This time use surveys provide information about a primary activity and a secondary activity (that is simultaneous activity accompanying the primary activity). The results was that married women experience less of leisure time and more contaminated leisure time by a secondary activity(especially household labor) than married men. This research presents that men and women have different quantity and quality of leisure time, and gender discrepancies persist in the experience of leisure time.

  • PDF

DRL based Dynamic Service Mobility for Marginal Downtime in Multi-access Edge Computing

  • ;;추현승
    • 한국정보처리학회:학술대회논문집
    • /
    • 한국정보처리학회 2022년도 춘계학술발표대회
    • /
    • pp.114-116
    • /
    • 2022
  • The advent of the Multi-access Edge Computing (MEC) paradigm allows mobile users to offload resource-intensive and delay-stringent services to nearby servers, thereby significantly enhancing the quality of experience. Due to erratic roaming of mobile users in the network environment, maintaining maximum quality of experience becomes challenging as they move farther away from the serving edge server, particularly due to the increased latency resulting from the extended distance. The services could be migrated, under policies obtained using Deep Reinforcement Learning (DRL) techniques, to an optimal edge server, however, this operation incurs significant costs in terms of service downtime, thereby adversely affecting service quality of experience. Thus, this study addresses the service mobility problem of deciding whether to migrate and where to migrate the service instance for maximized migration benefits and marginal service downtime.

A study on presence quality and cybersickness in 2D, smartphone, and VR

  • Saeed, Saleh;Park, Unsang
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • 제16권7호
    • /
    • pp.2305-2327
    • /
    • 2022
  • Recent improvements in technology have increased the consumption of virtual reality (VR) contents on immersive displays. The VR experience depends on the type of displays as well as the quality of VR contents. However, research on the impacts of VR content quality on VR experience and comparisons among different types of immersive display devices are lacking. In this study, VR contents created with our VR framework, are provided to participants on conventional two-dimensional (2D) immersive displays and VR headset. The geometric alignment of VR contents is improved with the addition of two calibration modes (i.e. preprocessing and straightening). The subjective feelings of presence and cybersickness experienced by participants while consuming VR contents created by our framework and commercial solutions are recorded in the form of questionnaires. The results of this study indicate that the improvements in VR quality lead to a better presence and less cybersickness in both conventional 2D displays and VR headset. Furthermore, the level of presence and cybersickness increases in VR headsets as compared to conventional 2D displays. Finally, the VR content quality improvements lead to a better VR experience for our VR framework as compared to commercial solutions.

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

  • Lee, Sang mi;Han, Sang man
    • Asia Marketing Journal
    • /
    • 제22권3호
    • /
    • pp.87-105
    • /
    • 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.

의류기업의 경험제공수단에 따른 소비자의 브랜드 경험유형이 브랜드 충성도에 미치는 영향 (Effects of Consumer Experience Related to Experience Providers of Apparel Companies on Brand Loyalty)

  • 황정인;박재옥
    • 한국의상디자인학회지
    • /
    • 제15권1호
    • /
    • pp.175-189
    • /
    • 2013
  • This study was aimed at finding the effects of consumer experience related to experience providers of apparel companies on brand loyalty. The participants of this study included experienced SPA fashion brand shopping female consumers who are between the ages of 20 to 50 residing in Seoul. A total of 285 questionnaires were used for the survey of this study. Methods of data analysis included. The result of this study revealed the 9 factors of experience providers in apparel companies: co-branding, advertising, visual/verbal identity & signage, design & quality, physical environment, people, emotional environment, websites, and sales promotion. The 5 factors of consumer experiences were behavioral experience, relational experience, affective experience, intellectual experience, and sensory experience. The experience providers of the apparel company had a significant impact on consumer experience of SPA, such as behavioral experience, sensory experience, affective experience, intellectual experience and relational experience. Of all, consumer experience of SPA as well as behavioral, sensory and affective experiences had a positive impact on brand loyalty. In conclusion, experience providers, at the disposal of the apparel company, are tactical implementation components for creating consumer experience. Therefore, the marketing strategy of apparel companies should be focused on eliciting affirmative responses from consumers.

  • PDF

Subjective Evaluation of Ultra-high Definition (UHD) Videos

  • Rahim, Tariq;Shin, Soo Young
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • 제14권6호
    • /
    • pp.2464-2479
    • /
    • 2020
  • This paper presents a detailed subjective quality assessment for the ultra-high definition (UHD) videos having frame rates of 30fps and 60 fps. The subjective assessment is based on the ITU-R BT-500 recommendations, where double stimulus continuous quality scale (DSCQS-type II) test is performed for the evaluation of the perceived quality of the user's in terms of differential mean opinion score (DMOS). Encoding of the UHD videos by opting encoders i.e. H.264/AVC, H.265/HEVC, and VP9 at five different quantization parameter (QP) levels is done to investigate the perceived user's quality of experience (QoE) given as DMOS. Moreover, the encoding efficiency as the encoding time for each encoder and qualitative performance by employing full-reference (FR) quality metrics are presented in this work.

전문가시스템을 활용한 BIM 물리적 품질 검토방법에 관한 기초연구 (BIM Clash Quality Control by Expert System)

  • 권오철;조주원
    • 한국CDE학회논문집
    • /
    • 제20권1호
    • /
    • pp.22-35
    • /
    • 2015
  • As BIM in the construction industry has been activated, the building information reliability - design quality is getting important. Meanwhile, it is still difficult to reflect the quality control experience to the modelling since the current methods are strongly rely on a certain BIM tools or systems with formal logics and limited information for quality checking. Therefore, the checking results may contain a lot of issues unrelated or unnecessary to the BIM qualities. In order to overcome this problem, we firstly performed clash check using a conventional checking tool and secondly interpret the results by an Expert System to filter out more meaningful results. We found this study gave a confirmation that it is possible to improve clash quality control when we link the expert experience to the rule-based automatic checking system.

Measurement of Quality of Life of Breast Cancer Patient With Arm Lymphedema Using the SF-36 (Korean version)

  • Kim, Sung-Jung
    • 한국전문물리치료학회지
    • /
    • 제13권4호
    • /
    • pp.87-93
    • /
    • 2006
  • The purpose of this study was to compare the quality of life (QOL) between breast cancer patients with lymphedema and without using the SF-36 (Korean version). Fifty-three consecutive, unselected patients who underwent treatment for breast cancer patients with lymphedema and 37 patients without lymphedema from August 4, 2004 to October 13, 2005 were interviewed and asked to complete the SF-36. These data were used to test the hypothesis that breast cancer patients with lymphedema experience impaired quality of life relative to their control group. The lymphedema group scored poorer than the control group on six of the eight subscales as well as the physical component summary scale of the SF-36 (p<.05). Only bodily pain didn't show statistical difference (p>.05). Breast cancer patients with lymphedema appear to experience problems in multiple quality of life domains compared with without lymphedema group. These findings demonstrate the need for interventions to improve the quality of life in breast cancer patients with lymphedema.

  • PDF

시청자 경험에 의한 TV장르별 화질 (Image Quality for TV Genre Depending on Viewers Experience)

  • 박영경
    • 방송공학회논문지
    • /
    • 제26권3호
    • /
    • pp.308-320
    • /
    • 2021
  • 기존 정지 이미지를 활용한 화질 연구는 '자연스러움'에 초점을 맞추고 있으며 이는 기억색과 깊은 관련을 맺고 있다. 기억색은 주로 선경험이 있는 친숙한 대상에 대해 형성되며 이러한 기억색을 충실히 반영할수록 화면에 재현된 화질의 자연스러움이 증가한다. 특히 기억색의 밝기와 채도는 '자연스러움'뿐만 아니라 화질의 선호도를 증가시키는데 중요한 역할을 갖는다. 이에 기존의 화질 연구의 경우 기억색이 있는 자연물과 인물 중심으로 화질 특성을 연구한 바 있다. 본 연구에서는 TV 컨텐츠를 장르별로 분류하여 각 장르별 화질 특성을 도출하였다. 이를 위해 각 장르(스포츠, 다큐멘터리, 뉴스, 오락 및 음악, 영화)의 대표 이미지를 추출하고 각 이미지의 밝기, 대비, 채도를 조절한 후 인지된 화질을 평가하는 실험을 진행하였다. 실험 결과, TV 컨텐츠 장르를 상황적 맥락에 따라 근접 경험과 간접 경험의 두 가지 범주로 분류할 수 있었다. 근접 경험은 야외 스포츠, 드라마, 자연 다큐멘터리 컨텐츠를 포함하며 근접 경험 컨텐츠의 화질은 밝기와 대비와 밀접한 관련이 있었다. 간접 경험은 뉴스, 음악 쇼, SF/액션 영화 컨텐츠를 포함하며 해당 컨텐츠의 화질은 대조와 채도와 밀접하게 연관되었다. 이러한 결과에 따라 근접 경험으로 분류되는 컨텐츠의 경우 밝기와 대비 조절에 따라 최적 화질을 구현할 수 있으며, 간접 경험으로 분류되는 컨텐츠의 경우 대조와 채도 조절에 따라 최적 화질을 구현할 수 있다.

The effect of Virtual CSR Co-Create on Users' Gameful Pleasure

  • Fei Zhou;Songling Xu;Yuanxi Ding
    • Journal of East Asia Management
    • /
    • 제4권2호
    • /
    • pp.19-38
    • /
    • 2023
  • With the progress of information technology and the rapid development of the gamification marketing, corporate marketing through virtual CSR co-create as customer acquisition, customer retention strategy has become the hot topic, but the reality results show that the effect of virtual CSR co-create fails to reach an enterprise's marketing purposes. Based on the success model of D&M information system, from the perspective of customer engagement, this study analyzes how enterprises achieve customer engagement and bring gameful experience to customers through gamification marketing in the context of virtual CSR co-create. The empirical results show that the quality of game information -- social interaction and sense of achievement in the context of virtual CSR co-create have a significant positive impact on consumers' gameful experience, and customer engagement plays a partial mediating role between social interaction, sense of achievement and consumers' gameful experience.