• 제목/요약/키워드: Experience theory

검색결과 1,588건 처리시간 0.029초

철도 차량 정비 교육을 위한 가상훈련 시스템 설계에 관한 연구 (A Study on Virtual Training System for Education of Train Maintenance)

  • 정진현;송은지
    • 실천공학교육논문지
    • /
    • 제8권2호
    • /
    • pp.103-109
    • /
    • 2016
  • 철도 차량의 정상적 운행을 위한 정비 작업이 안전하게 이루어지기 위해서는 실제 열차 정비 환경을 직접 겪어 보며 경험을 쌓고 실무능력을 키워나가야 하지만 정비 절차에 따르는 운영상의 문제로 실제 정비를 경험하는 정비교육훈련은 어려운 상황이다. 그렇기 때문에 실제와 최대한 유사한 환경에서 체험하는 시뮬레이션을 열차 정비 교육에 적용한다면 안전한 상황에서 실제 정비 업무에 대한 지식과 경험을 쌓을 수 있고, 운영상의 교육훈련비용도 절감할 수 있다. 현재 국내와 해외에서 운용되고 있는 철도 분야의 시뮬레이션 프로그램의 경우 열차운행 위주의 교육훈련으로 설계 되어 있고, 정비관련 및 유지보수 내용에 대한 묘사는 부족한 상황이다. 본 연구에서는 열차 정비의 교육효과를 위해 교육공학이론 중 내용요소전시 이론, 상황학습 이론, 문제 중심 학습이론을 고찰하는 선행연구를 통해 열차 정비 교육 시뮬레이션을 설계한다.

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.

사춘기 정신지체여아의 초경에 대한 어머니의 경험 연구(Parse의 방법론 적용) (The Lived Experience of Mothers Mentally Handicapped Daughters Having Menarche at Puberty)

  • 이명숙
    • 대한간호학회지
    • /
    • 제29권3호
    • /
    • pp.494-506
    • /
    • 1999
  • The purpose of this study is to understand the structure of mothers of mentally handicapped daughters' lived experience, to apprehend the connectedness of the structure of the experience with concept of Parse's human becoming theory, and to provide a foundation for nursing research and education. Data collection was conducted from October 1995 to April 1996. Research participants were eight mothers of mentally handicapped daughters whose ages ranged from 12 to 18 attending special schools located in either Inchon or Seoul. The researcher had interviews with them over their lived experience conducted tape recorded, and made an analysis according to Parse's “human becoming research methodoloy.” The data were collected using the dialogical engagement process “I and You,” the participant researcher and the participant subject. The data were analyzed using the extraction-synthesis and heuristic interpretation. The structural integration is illustrated in the following : 1) Realizing the mother's role of mentally handicapped daughters and admitting situation. 2) Concealing a part of their relationship with others is interpreted as revealing-concealing. 3) Living a life kept moving between separating and connecting. 4) Their flight back voluntarily to improve the situation is interpreted as powering. The conceptual integration which emerged was the lived experience of mothers is powering through the revealing-concealing and connecting-separating of valuing.

  • PDF

Study of User Reuse Intention for Gamified Interactive Movies upon Flow Experience

  • Han, Zhe;Lee, Hyun-Seok
    • Journal of Multimedia Information System
    • /
    • 제7권4호
    • /
    • pp.281-293
    • /
    • 2020
  • As Christine Daley suggested, "interaction-image" is considered to be typical in the age of "Cinema 3.0", which integrates the interactivity of game art and obscures the boundary between producers and customers. In this case, users are allowed to involve actively in the scene as "players" to manage the tempo of the story to some extent, it, thus, makes users pleased to watch interactive movies repeatedly for trying a diverse option to unlock more branch lines. Accordingly, this paper aims to analyze the contributory factors and effect mechanism of users' reuse intention for gamified interactive movies and offer specific concepts to improve the reuse intention from the interactive film production and operation perspectives. Upon integrating the Flow theory and Technology Acceptance Model (TAM) and separating the intrinsic and extrinsic motivations of key factors based on Stimulus-Organism-Response (S-O-R), the research builds an empirical analysis model for users' reuse intention with cognition, design, attitude emotional experience and conducts an empirical analysis on 425 pieces of valid sample data applying SPSS22 and Amos23. The results show that user satisfaction and flow experience impact users' reuse intention highly and perceived usefulness, perceived ease of use, perceived enjoyment, remote perception, interactivity, and flow experience have significant positive influence on user satisfaction experience.

체험경제이론을 적용한 스크린야구장 체험요인이 즐거움, 체험가치, 삶의 질에 미치는 영향 (The Effects of Screen Baseball Experience Factor on Pleasure, Experience Value and Quality of Life Based on Experience Economy Theory)

  • 최승식;김형근
    • 한국엔터테인먼트산업학회논문지
    • /
    • 제15권3호
    • /
    • pp.141-152
    • /
    • 2021
  • 본 연구는 체험경제이론을 적용하여 스크린야구장 체험요인이 즐거움, 체험가치 및 삶의 질에 미치는 영향을 규명하는데 그 목적이 있다. 이러한 목적을 달성하기 위해 총 366부의 설문 자료를 최종분석에 사용하였으며, 자료처리방법으로는 SPSS 21.0 프로그램을 이용하여 빈도분석, 요인분석, 신뢰도분석, 상관관계분석, 다중회귀분석을 실시하였다. 첫째, 체험요인(오락적체험, 일탈적체험)은 즐거움에 유의한 영향을 미치는 것으로 나타났다. 둘째, 체험요인(오락적체험, 일탈적체험, 미적체험)은 체험가치에 유의한 영향을 미치는 것으로 나타났다. 셋째, 체험요인(오락적체험, 교육적체험, 일탈적체험)은 삶의 질에 유의한 영향을 미치는 것으로 나타났다. 따라서 본 연구의 결과는 스크린야구장 이용객의 체험요인이 즐거움, 체험가치 및 삶의 질에 긍정적 영향을 미친다는 것을 시사한다. 향후 스크린야구장 이용객의 즐거움, 체험가치 그리고 삶의 질을 증대시키기 위해 체험경제이론을 토대로 이용객의 체험요인 강화 프로그램 개발과 시설 확충이 필요하다 하겠다.

The Influence of User Experience Elements of Digital Music Access Platform on User Loyalty: Mediation Effect of Usefulness Perception, Epidemic Perception

  • Zhang, Weiwei
    • 한국컴퓨터정보학회논문지
    • /
    • 제24권7호
    • /
    • pp.45-52
    • /
    • 2019
  • With the popularity of mobile Internet and smart phones, the domestic digital music access platform has entered a period of rapid development. Existing studies in the academic circle have shown that experience has a positive impact on user perception and loyalty. However, the research on the relationship between brand loyalty, user perception and user experience of Internet products has not received much attention. Starting from the brand loyalty theory and user experience theory, this paper explores the mechanism of user experience, user perception and brand loyalty of digital music access platform. Based on the development status of digital music access platform in China, the purpose is to explore how the user experience of the mainstream digital music access platform can affect Usefulness Perception, Epidemic Perception. And to explore how the Usefulness Perception, Epidemic Perception can affect users' brand loyalty. also further explore the role of users' perception in this process to understand the relationship between brand and user experience. In practical operations, 398 formal questionnaires were issued online to collect first-hand data, and reliability analysis, factor analysis, correlation analysis and hypothesis analysis were carried out successively on the data in the later stage. Through research, it is found that the user experience of digital music access platform has a partial significant impact on the perception and loyalty of applications. The visual presentation and emotional feelings of digital music access platform are positively correlated with the perceived usefulness of applications. The visual presentation and emotional feelings of digital music access platform are positively correlated with the perceived popularity of applications. The e perceived usefulness and perceived popularity of the digital music access platform are positively correlated with the loyalty of the application. Through this research, it has certain guiding significance to the promotion of digital music access platform's brand loyalty degree.

Appleton과 Bourassa의 ′경관미학′이론에 대한 비판적 고찰 (Theory in the Aesthetics of Landscape: A criticar neview of J, Appleton and S. Bourassa)

  • 배정한;조정송
    • 한국조경학회지
    • /
    • 제23권1호
    • /
    • pp.7-22
    • /
    • 1995
  • Philosophers Of aeBthetics have tended to limit their Suhject to include only objects Of art. In contrast to art objects, landscapes include elements of both art and nature, and the aesthetic experiences of landscape are ordinarty ones. Thus, the theoretical alternatives, that cannot be like the traditional aesthetic dogma of art, must be explored. Jay Appleton's theory is the firsts attempt to develop a comprehensive theory of landscape aesthetics. He concentrates on the question 'what do we like about landscape and why do we like it ' He takes the assumption that the aesthetic experience of landscape is pleasurable or satisfying, and suggests the biologically oriented theory, called 'prospect-refuge theory.'Although his theory is stimulating and highly speculative, it depends on the 'aesthetic attitude' theory of Kantian thought. His theory can be criticized for its biologically deterministic nature and its reductionism To respond to Appleton's shortcomings, that is, to resolve the conflict between biological and cultural explanations of aesthetic experience of landscape, Steven Bourassa tries to combine biological, cultural, and personal modes in a comprehensive paradigm for research in landscape aesthetics. This tripartite paradigm seems to promise to be meaningful if helping to pose important questions as well as in. avoiding conceptual errors about aesthetic domain of landscape. However, Bourassa's theory fails to integrate such three separate kinds of moder In the final analysis both Appleton and Bourassa present same succeases in expanding the scope of aesthetics to embrace landscape. Most important for a theory in landscape aesthetics must be its ability to enlarge our awareness of the aesthetic domain and its sound logic and evidence to criticize our problematic beliefs about he aesthetic idea of landscape.

  • PDF

한의학 기초이론 연구와 한의학 이론, 용어의 은유적 이해 (Searching for a New Path to Research on Basic Theory of Korean Medicine: Metaphorical Understanding of Korean Medicine Theories and Terminologies)

  • 이충열
    • 동의생리병리학회지
    • /
    • 제35권5호
    • /
    • pp.139-150
    • /
    • 2021
  • This paper examines whether the conceptual metaphor theory, which has been recently treated as important research topic in the field of cognitive linguistics, can be a new method that can promote the modernization of basic Korean medicine (KM) theory. In addition, the significance and potential of this study are reviewed by looking at Chinese research cases that applied this theory to Traditional Chinese Medicine theories and terminologies. The results are summarized as follows. From the viewpoint of metaphoric cognition, KM is a medicine that attempts to understand the human body (microcosm) through nature (great universe) by metaphorically projecting human experiences of nature on the human body based on the thought of correspondence between nature and human (天人相應). The language system of KM is based on a metaphor that extends our experience of nature to the human body, and an abundance of metaphors can be seen throughout the language of KM. Understanding and interpreting KM theories and terminologies from a metaphorical point of view allow us to understand the nature of KM theoretical key terms more deeply than now. And this understanding can help define and describe KM theoretical key terms and promote the modernization of KM theory research. In addition, various image schema that plays an important role in the metaphorical expansion of physical experience can be used for modeling KM theory. Research of KM theories and terminologies from a metaphorical point of view can serve as a bridge between traditional KM theory and modernization research, opening a new path to the modernization of basic KM theory in difficult situations.

침해 경험 및 정보보호 인식이 정보보호 행동에 미치는 영향에 대한 연구 : 이중 프로세스 이론을 중심으로 (A Study on the Influence of Victimization Experience and Awareness on Cyber Security Behavior - Focusing on Dual Process Theory)

  • 김창일;허덕원;이혜민;성욱준
    • 정보화정책
    • /
    • 제26권2호
    • /
    • pp.62-80
    • /
    • 2019
  • 본 연구의 목적은 정보침해 경험이 정보보호 활동에 직관적으로 미치는 영향과 정보보호 인식을 통해 분석적으로 미치는 영향을 이중 프로세스 이론(Dual Process Theory)을 통해 분석하는데 있다. 이를 위해 Baron & Kenny 매개 회귀분석을 사용하였으며 그 분석결과는 다음과 같다. 첫째, 정보침해 경험은 정보보호 활동에 긍정적인 영향을 미치는 것으로 분석되었다. 둘째, 정보보호 인식은 정보침해 경험과 정보보호 활동 간의 관계를 매개하는 것으로 분석되었다. 셋째, 정보침해 경험이 정보보호 활동에 직접적으로 주는 영향과 인식을 매개하여 주는 간접적 영향의 효과는 모두 정(+)의 효과를 주는 것으로 분석되었다. 또한 정보침해 경험이 정보보호 활동에 주는 직접적 영향은 인식을 매개하여 정보보호 활동에 주는 간접적 영향에 비해 상대적으로 큰 것으로 분석되었다. 해당 분석결과를 바탕으로 정보보안 활동이 제고 될 수 있도록 하는 주기적 정보보안 교육 및 캠페인 정책이 필요함을 제언하였다.

관광경험과 학습의 관계: 활동이론적 접근 (Tourism Experience and Learning: Approach of the Activity Theory)

  • 전주형
    • 산업융합연구
    • /
    • 제19권1호
    • /
    • pp.53-63
    • /
    • 2021
  • 관광자는 타지역을 이동하면서 자신의 생각과 충돌하는 수많은 사실과 만난다. 이때 새로운 것을 알게 되고 삶에 대처하는 자신의 견해를 바꾼다. 이런 면에서 관광은 현장 적응적인 학습 방법의 하나다. 이 연구에서는 활동이론을 적용하여 관광지에서 겪는 경험과 학습의 관계를 분석했다. 활동이론의 분석단위는 관광활동의 주체, 목표, 공동체, 역할, 방법과 규칙, 성과물, 공동체와 관련성으로 설정하였다. 이를 바탕으로 관광경험에 큰 영향을 미치는 해설사·안내자와 심층면접을 진행하여 관광자의 학습과정을 분석했다. 분석결과 관광하는 동안에 일어나는 경험은 해설사·안내자의 해설과 안내의 활동체계 단위는 물론이고 단위 안에서 다양한 형태의 상호작용에 의해서 일어나고 있었다. 이 상호작용이 관광경험 활동체계의 변화를 유도하여 관광자의 학습을 가능하게 만든다. 학습 내용은 안내자와 해설사의 역할이 커질수록 학습 가치도 올라간다는 점, 관광경험이 사회적·문화적 차원의 학습 효과에 포함된다는 점, 활동체계 내 혹은 활동체계 간에는 상호작용하면서 이때 발생되는 모순의 해결과정을 관광자가 스스로 찾는다는 점, 관광경험은 고립된 단위가 아니라 계층 구조와 네트워크 교차점에 존재하기 때문에 공동체의 활동과 환경에 의하여 영향을 받는다는 점 등이다.