• Title/Summary/Keyword: Experience data

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An Analysis of the Experience of Visitors of Fishing Experience Recreation Village Using Big Data - A Focus on Baekmi Village in Hwaseong-si and Susan Village in Yangyang-gun - (빅데이터를 활용한 어촌체험휴양마을 방문객의 경험분석 - 화성시 백미리와 양양군 수산리 어촌체험휴양마을을 대상으로 -)

  • Song, So-Hyun;An, Byung-Chul
    • Journal of Korean Society of Rural Planning
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    • v.27 no.4
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    • pp.13-24
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    • 2021
  • This study used big data to analyze visitors' experiences in Fishing Experience Recreation Village. Through the portal site posting data for the past six years, the experience of visiting Fishing Experience Villages in Baekmi and Susan was analyzed. The analysis method used Text mining and Social Network Analysis which are Big data analysis techniques. Data was collected using Textom, and experience keywords were extracted by analyzing the frequency and importance of experience texts. Afterwards, the characteristics of the experience of visiting the Fishing Experience Village were identified through the analysis of the interaction between the experience keywords using 'U cinet 6.0' and 'NetDraw'. First, through TF and TF-IDF values, keywords such as "Gungpyeong Port", "Susan Port", and "Yacht Marina" that refer to the name of the port and the port facilities appeared at the top. This is interpreted as the name of the port has the greatest impact on the recognition of the Fishing Experience Villages, and visitors showed a lot of interest in the port facilities. Second, focusing on the unique elements of port facilities and fishing villages such as "mud flat experience", "fishing village experience", "Gungpyeong port", "Susan port", "yacht marina", and "beach" through the values of degree, closeness, and betweenness centrality interpreted as having an interaction with various experiences. Third, through the CONCOR analysis, it was confirmed that the visitor's experience was focused on the dynamic behavior, the experience program had the greatest influence on the experience of the visitor, and that the experience of the static and the dynamic behavior was relatively balanced. In conclusion, the experience of visitors in the Fishing Experience Villages is most affected by the environment of the fishing village such as the tidal flats and the coast and the fishing village experience program conducted at the fishing port facilities. In particular, it was found that fishing port facilities such as ports and marinas had a high influence on the awareness of the Fishing Experience Villages. Therefore, it is important to actively utilize the scenery and environment unique to fishing villages in order to revitalize the Fishing Experience Villages experience and improve the quality of the visitor experience. This study is significant in that it studied visitors' experiences in fishing village recreation villages using big data and derived the connection between fishing village and fishing village infrastructure in fishing village experience tourism.

A Study on the Reliability and Validity of the Collection of the Ethnography Method of Service Experience Data - Focusing on I know You_AI Service - (서비스경험데이터의 에스노그라피 방식 수집에 대한신뢰성과 타당성 연구 - I know you_AI 서비스를 중심으로 -)

  • Ahn, Jinho;Lee, Jeungsun
    • Journal of Service Research and Studies
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    • v.10 no.4
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    • pp.43-55
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    • 2020
  • Recently, as the importance of experience data increases, there are many attempts to deal with experience data from a data science perspective. In the case of approaching as a collection method of a quantitative survey method that seeks to quantify numerically such as big data, it is difficult to interpret the value of experience in a wide range, and it is relatively expensive and time consuming, and personal information infringement There is a limit to the analysis due to the risk of However, since ethnography, a procedure for collecting experience data based on qualitative research, is mainly carried out in the natural real environment of future customers from the perspective of users, it is possible to confirm the nature that customers face with a small sample. In addition, it is also easy to interpret the relational dimension of the empirical data. Although the ethnography method of collecting experiential data is economical and efficient, it is important to reduce errors in the collection process because the lack of scientific procedures for the data collection process can be a problem. It is important to secure the validity of whether the correct measurement tool is used for ethnography-based experiential data collection and to secure the reliability of the use of a valid measurement tool and method by accurately selecting the measurement target. From this point of view, it is necessary to verify the reliability of the research method that clearly selects the measurement target and secures the validity for the development of the correct measurement method and tool for the collection of ethnography experience data. Therefore, in this study, a verification study was conducted on the data and methodology cases of the'I know you_AI' service that analyzes the customer experience of self-employed based on the ethnography method of collecting experience data..

A Study on the Perception and the Need of Early Childhood Teachers on Forest Experience Activities (숲 체험활동에 대한 유아교사들의 인식 및 요구에 관한 연구)

  • Kang, Young-Sik
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.8
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    • pp.5189-5197
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    • 2015
  • This study is intended to look into early childhood teachers' perceptions and needs for forest experience activities. To achieve this, a survey was carried out to 170 early childhood teachers in kindergartens and child care centers in Daejeon city. The SPSS(Statistical Package for Social Science) v. 18.0 was used for data analysis through the process of data coding and data cleaning. The frequency analysis was conducted for the general state of those surveyed. The frequency analysis, ANOVA and factor analysis were conducted for the perceptions and needs for forest experience activities. The findings showed that early childhood teachers had positive perceptions for the educational effects of forest experience activities. Especially, they perceived that the educational programs of forest experience activities need to be highly recommended to early children as forest experience education is important for forest experience activities. Consequently, forest experience education is just as important and useful for early children to learn the importance of coexistence with human and nature, and develop a sense of community by interacting with nature.

Convergence outpatient medical service patient experience research using data mining (데이터마이닝 기법을 이용한 융복합 외래 의료서비스 환자경험조사 연구)

  • Yoo, Jin-Yeong
    • Journal of Digital Convergence
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    • v.18 no.7
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    • pp.299-306
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    • 2020
  • The purpose of this study is to find out specific measures that can help the management strategy of patient-centered medical institutions by conducting research on patient experience surveys of convergence outpatient medical services using data mining techniques according to changes in patient-centered medical culture. Using the raw data of the 2018 Medical Service Experience Survey, 8,843 people over the age of 15 who had patient experience in outpatient medical services were analyzed. Decision tree analysis was performed. The determinants of satisfaction with outpatient medical services patient experience were the doctor's area and patient's rights protection area, and the determinants of intention to recommend outpatient medical services were the doctor's area and facilities comfort. Women evaluated the experience positively in overall satisfaction as compared to men, and those over the age of 60 positively evaluated the overall satisfaction and intention to recommend. It is significant that the outpatient experience decision-making model is presented, and that the doctor's area, patient's rights protection area, and facility comfort are important factors. Long-term research on the 'Medical Service Experience Survey' is needed, and research on the inpatient medical service experience is needed.

Measurement Method on Aesthetic Experience of Game Player (게임플레이어의 미적경험 데이터 측정방법)

  • Choi, Gyu-Hyeok;Kim, Mi-Jin
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.5
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    • pp.207-215
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    • 2020
  • Studies on aesthetic experience in games mostly focus on engineering approach centered on structural determination of specific target within the game as well as humanistic·social approach in forms of artistic conversation on game play experience. This paper have established a theoretic guideline regarding the progress of aesthetic experience which allows analysis from the perspective of player experience acquired during game play. Based on such guideline, the study classifies cognitive data (Eye-Tracking, Playing Action, Facial Expression) on aesthetic experience and suggests the methods to measure such data. By deducing errors and points to be considered related to measuring methods through pilot tests, this study will contribute to the execution of empirical study focused on player perspective.

The Influence of Female Consumer's Cosmetics Purchase Experience on Image-making Efficacy and Cosmetics Pursuit Benefits (여성소비자의 화장품구매체험이 이미지메이킹 효능감과 화장품추구혜택에 미치는 영향)

  • Park, Eun-Hee;Lee, Sang-Joo
    • Journal of the Korea Fashion and Costume Design Association
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    • v.17 no.4
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    • pp.131-144
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    • 2015
  • The object of this study was to find out the influence of female consumers' cosmetics purchase experience on image-making efficacy and cosmetics pursuit benefits. Total 405 surveys of women working at the industrial complex in Daegu-Kyoungbuk area were used for data analysis. Frequency, factor analysis, reliability analysis, regression analysis, and ${\chi}^2$-test were used for data analysis. Our findings are as follows. Cosmetics purchase experience of female consumers had factors as recognition experience, relationship experience, emotional experience, visit experience, and sensual experience. The factors of image-making efficacy were self-confidence in displaying, ability of facial expression and display ability while those of cosmetics purchase experience turned out to be trend/brand pursuit, appearance improvement pursuit, functionality pursuit and economic feasibility pursuit. Cosmetics purchase experience was found to have significant effects on the factors of image-making efficacy, and cosmetics purchase experience on factors of cosmetics pursuit benefits. The differences by ages variable was examined with relation to the level of make-up and how they chose products when buying.

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Differences in Patient Experience by Arrangement Type of Medical Tourism Facilitators (외국인환자 유치업자 유형별 환자경험의 차이)

  • Cho, Heeran J.;Jin, Ki Nam
    • Korea Journal of Hospital Management
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    • v.26 no.2
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    • pp.27-42
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    • 2021
  • This study investigated the differences in patient experience by arrangement type of medical tourism facilitators(MTF) from the pre-visit to visit stages. Specifically, patient experiences from each stage with different service providers (MTFs and medical institutions) were measured: provision of information and respect for patient preferences as pre-visit experiences with the facilitators, communication and concierge services as visit experiences with the facilitators, and medical services as medical institution experiences. The scale to measure foreign patients' experiences was modified from the 'Picker in-patient questionnaire(PPE)' and the 'Picker patient experience questionnaire(PPE-15)'. Quantitative data were collected by conducting a self-administered questionnaire on 173 patients from China, Russia, Mongolia, and Kazakhstan. Qualitative data were collected by conducting in-depth interviews with 9 patients and 9 service providers. The data were collected between January and October in 2019. Quantitative data was analyzed by SPSS 25 for Chi-squared test and ANOVA, and qualitative data were analyzed based on keywords. The main results are as follows. When foreign patients used only overseas MTFs, they had a relatively positive patient experience in respect of receiving pre-visit information(F=7.47, p<.01) and respect for patient preferences(F=3.11, p<.05). Looking at both domestic and overseas facilitators during the visit, the patient experience was relatively negative for communication(F=3.75, p<.05). Regarding medical institutions, patients had a relatively negative patient experience with regards to medical services when they used both domestic and overseas facilitators(F=6.49, p<.01). The implications of this study are as follows. Patients should have a seamless and high-quality experience regardless of the facilitator arrangement type. This can be prepared through service standardization for the service providers. It would be also necessary to consider each other's features and problems at the institutional level and to improve service coordination by having service providers periodically communicate with each other.

Factors Affecting Patient Experience with Outpatient Care (외래 환자경험에 영향을 주는 요인)

  • Kim, Kyoung-Hoon
    • Health Policy and Management
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    • v.31 no.2
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    • pp.207-216
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    • 2021
  • Background: Good patient experience is positively associated with adherence to treatment recommendations, better clinical effectiveness, and health outcomes. This study aims to find out the key factors affecting positive patient experience to improve the quality of care using nationally representative survey data. Methods: The data was collected from the 6th National Health Nutrition Survey in 2015. Four patient experience items were investigated for patients with visiting outpatient care over the past year. Positive patient experience was defined as a case of responding always or usually yes. The t-test, chi-square test, and multiple logistic regression were performed to determine the key factors affecting the outpatient experience. Results: More than 80% of the respondents reported their care experience as positive excluding doctor spending enough time during the consultation. Male, poor health status, and single/divorced, and the longer time interval between outpatient care visit and survey were found to be significantly correlated with negative care experiences in the multiple logistic regression. Patients who received outpatient care at the oriental medicine clinic had a positive experience compared to those received outpatient care at the general hospital. However, patient factors including age, income, job, and insurance type had no significant association with patient experience. Conclusion: Health care providers should prioritize patients who report negative patient experiences and implement management decisions to improve the patient experience.

The Experience of Sexual Violence of Female Students in Chonnam (전남지역 여대생의 성폭력 경험 실태)

  • 김성희
    • Korean Journal of Human Ecology
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    • v.1 no.2
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    • pp.37-47
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    • 1998
  • The purpose of this study was to investigate the level of experience of sexual violence in terms of a continuum. For the purpose, this study made use of the questionnaire data and the interview resources collected from 243 female students. The staticstics used for data analysis were frequencies, percentiles and ANOVA. The major findings were as follows. The level of experience of sexual violence in terms of a continuum was high. Most female students recognized lots of unpleasant sexual behaviors as sexual violence. The level of experience and recognition of sexual violence differed significantly according to age and sexrole attitude. (Korean J Human Ecology 1(2):37∼47. 1998)

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E-customized Product: User-centered Co-design Experiences

  • Li, Pei;Liu, Zi Yang
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.14 no.9
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    • pp.3680-3692
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    • 2020
  • The purpose of this study is to orient users' touchpoints in co-design experience, to identify their need via visualized experience map, to recommend valid design information in online e-customization services. A user-centered co-design experience map (UCEM) is adopted to analyze the relation between users' desire and time spent, so as to evaluate the online co-design experiences. Based on evolutionary algorithm and fuzzy theory, data of this study is collected from 30 participants. The data was analyzed by descriptive analysis in SPSS, and frequency query and word cloud in NVivo. Employing design category and evaluating users' time spent, the findings are that (a) vamp color matching is consistent with interview data; (b) supported by qualitative feedback, the virtual experience map played an important role in the co-design process and the visualized interaction process; and (c) participants prefer to get more information and professional help on color matching and exterior design. Based on the findings in design category, future work should be focused on developing a better understanding of design resource recommendations and multi-stakeholder communication.