• 제목/요약/키워드: Experience utilizing

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스마트 테크놀로지 활용 과학 수업 계획 시 발생하는 초등 예비교사의 질문과 수업과정안 분석 (Analysis of Pre-Service Elementary Teachers' Questions and Lesson Plans in Planning Science Class Utilizing Smart Technology)

  • 나지연
    • 한국초등과학교육학회지:초등과학교육
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    • 제40권2호
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    • pp.162-174
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    • 2021
  • 본 연구는 초등 예비교사들이 스마트 테크놀로지 활용 과학 수업을 계획할 때 발생하는 질문의 유형과 작성한 수업과정안의 특징을 살펴보았다. 이를 위해 96명의 예비교사들이 작성한 수업과정안과 질문을 수집하였다. 그 결과는 다음과 같다. 첫째, 예비교사들은 시뮬레이션 앱, 정보제공 앱, clicker 평가 앱, 천문관측 앱을 활용하였으며, 수업의 도입 단계에서는 시뮬레이션 앱과 clicker 평가 앱을, 전개 단계에서는 시뮬레이션 앱을, 정리 단계에서는 clicker 평가 앱을 가장 많이 활용하였다. 둘째, 스마트 테크놀로지를 사용하는 주체는 학생인 경우가 교사에 비해 높게 나타났으며, 수업의 전개 단계에서 그 특징이 더 두드러졌다. 셋째, 수업과정안에서 활용한 스마트 테크놀로지의 콘텐츠 유형은 체험형이 가장 높게 나타났으며, 도구형, 자원형 순으로 나타났다. 이에 비해 상호작용지원형이나 학습기회확장형은 상대적으로 적게 나타났다. 넷째, 예비 교사들이 작성한 과정안에는 학생들이 직접 실험이나 체험하는 기회를 제공하는 대신 체험형 스마트 테크놀로지를 활용하여 가상 체험으로 대체하는 경우가 다수 나타났다. 다섯째, 예비 초등 교사들은 스마트 테크놀로지를 활용한 과학 수업을 계획하면서 다양한 질문을 제기하였으며, 총 7개 범주 25개의 질문 유형이 나타났다.

지도 오픈 API를 활용한 사용자 경험 기반 최적화 이동 경로 탐색 기법의 설계와 구현 (Design and Implementation of Optimized Route Search Technique based on User Experience Using Open APIs)

  • 사공운
    • 한국멀티미디어학회논문지
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    • 제18권5호
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    • pp.682-690
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    • 2015
  • Among location-based systems, a route search service is very highly utilized as a representative technique, but it provides relatively low accuracy when we find a route path on foot in our real environment. In this paper, we design and implement an optimized route search technique based on user experience utilizing open APIs as location-based services. Finally, we develop an Android-based application to provide this feature. In our experiment, we found that our technique enhanced performance by about 14-36% compared to previous solutions, such as route path searches using map APIs. In addition, the performance of our technique can be further enhanced, as the number of users who find such optimized route path is increasing.

온라인 구매후기 작성동기가 패션제품 재구매의도 및 추천의도에 미치는 영향 (The Effect of Online Review Writing Motives of Internet Shopping on Repurchase Intention and Recommendation Intention about Fashion Merchandise)

  • 구태희;구양숙
    • 한국의류산업학회지
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    • 제12권2호
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    • pp.188-193
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    • 2010
  • The purpose of this study was to investigate the online review writing motives of online shopping on repurchase intention and recommendation intention about fashion merchandise. The questionnaire was administered to 279 people who had experience in online shopping. The data were analyzed by utilizing factor analysis, multiple regression analysis and t-test. The results of this study were as follow. First, the online review writing motives were divided into three categories such as benefit pursuit/hedonic shopping value, information transmission and evaluation. Second, the consumer who has experience of writing review prefers to repurchase other products in that online shopping mall and to recommend those products more than the consumer who doesn't have that experience. Third, the benefit pursuit/hedonic and information transmission had an effect on repurchasing intention and recommendation intention.

모바일 소셜플랫폼 기반 SNG 이용자의 지속적 사용의도에 영향을 미치는 요인에 관한 연구 (A Study on the Determinant to User's Continuous Usage of SNG Based Mobile Social-Platform)

  • 한아름;이재신
    • 한국IT서비스학회지
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    • 제12권2호
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    • pp.85-101
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    • 2013
  • The wide spread of smartphones and the growth of the number of internet users are reshaping the SNS (Social Network Service). Merging into other service areas and creating new business models with high profits, SNS is no more a service simply providing personal connections. Now SNS has positioned itself as a service platform. SNG (Social Network Game) is a new outcome utilizing SNS as a game platform and showing a rapid growth rate in a short period of time. The number of SNG users is expected to increase steadily. In this study, we examine whether SNG user motivations lead to flow experience and future intention to use. For that purpose, we conducted a survey with smartphone users. The results indicate that flow experience functions as a mediator and user motivations indirectly affect intention to use through flow experience. This paper concludes with discussions on findings and suggestions for future research.

VR을 활용한 관광지 소개 어플리케이션 설계 (Design of tourist spot application using VR)

  • 서의성;장종욱
    • 한국정보통신학회:학술대회논문집
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    • 한국정보통신학회 2017년도 추계학술대회
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    • pp.287-289
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    • 2017
  • 최근 VR(Virtual Reality)에 관련된 하드웨어와 소프트웨어 및 컨텐츠가 늘어나고 있는 추세이다. 본 논문에서는 우주, 심해 등 사람들이 쉽게 접할 수 없는 것들을 가상현실로 제작하여 체험할 수 있도록 하는 특성을 활용하여 직접가지 않고도 여러 관광지를 체험할 수 있도록 하는 어플리케이션을 설계한다. 기존에는 관광지에 대한 정보를 얻거나 체험하기 위해서는 2차원적인 이미지나 비디오를 활용하였지만, 본 어플리케이션을 활용하여 3차원 이미지 및 비디오를 통해 실감나는 체험을 가능하게 한다.

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게임수학 시각체험 게임 설계 및 적용 (Design and Application of a Visual Experience Game in Game Mathematics)

  • 최영미
    • 한국멀티미디어학회논문지
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    • 제21권12호
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    • pp.1504-1512
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    • 2018
  • The purpose of this study is to design and apply a simple game that can visually experience basic concepts of game mathematics in order to teach game mathematics effectively. To do this, simple games linked with game mathematical theory are to be developed by utilizing the functions provided by Unity so that students could actively learn game mathematics. To demonstrate the plausibility of this approach, "Bouncing Ball Game" was developed to understand the concept of periodicity of trigonometric functions. As a result, students were able to effectively learn how mathematical concepts related to ball movements applied to the game.

KS-SQI 서비스 품질이 고객 행태에 미치는 영향과 사용자 경험 평가 분석 : OTT 서비스를 중심으로 (An Analysis on the Impact of KS-SQI Service Quality on Customer Behavior and User Experience : Focusing on OTT Service)

  • 이재훈
    • 한국IT서비스학회지
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    • 제19권5호
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    • pp.125-136
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    • 2020
  • The subject of this study is user experience analysis for OTT mobile app services. Application service quality was quantitatively measured by utilizing KS-eSQI evaluation model from a service quality perspective. The purpose of this analysis is to analyze how service reuse and other people's intention to recommend services are affected by service quality. In addition, further analysis of user experience will qualitatively look at what efforts are needed to improve OTT service quality and provide a user-friendly environment. According to the survey, the higher the level of KS-eSQI service quality, the higher the reuse of OTT services and recommendation of others. In particular, the dimensions of primary services and unexpected additional services had a higher impact on customer loyalty and recommendation of others than in other industries. Moreover, the following three implications were found to improve app services from a customer experience perspective. First, images and video thumbnails that highlight the strength of the content they provide should be actively utilized. Second, it is necessary to provide service companies with evidence for data-based work recommendations. Third, it should provide a viewing environment in which users can respond more intelligently to the various situations and conditions when they actually watch.

Exploring the Mediating Effect of Conspicuous Consumption by Utilizing Mobile Phone Brands

  • KWON, Youngseo
    • 유통과학연구
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    • 제18권3호
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    • pp.15-24
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    • 2020
  • Purpose: The purpose of this study is to investigate the mediating effect of conspicuous brand usage between brand experience and brand loyalty in relational perspective, and to probe the difference between the positively experienced consumers and the negatives. Research design, data and methodology: Apple iPhone, Samsung Galaxy, and other brands were suggested as consideration set to be selected from 223 Amazon Mechanical Turk respondents, and they answered the structured survey of 33 questions made by Qualtrics with 5-point Likert scale. Structural Equations Model (SEM) was employed to test the hypothesized model, and RStudio and SPSS 18 were used to analyze the dataset. Results: It was confirmed that the more consumers have positive brand experience, the more they are loyal to brand. Conspicuous brand usage can be positively mediated, and consumers who experienced high conspicuous brand usage are more likely to be loyal to the brand. Conclusions: It is noteworthy to find the mediating effect of conspicuous brand usage, and the hidden mechanism between brand experience and brand loyalty. Managers can promote positive conspicuous brand usage when consumers get in touch with product and service channels. By providing impressive conspicuous brand experience, the brand loyalty of the band can be enhanced.

점포내 디지털 사이니지 환경에서 소비자 감정체험과 접근/회피행동 -지각된 놀라움의 조절효과- (Consumer Emotional Experience and Approach/Avoidance Behavior in the Store Environment with Digital Signage -Moderating Effect of Perceived Surprise-)

  • 김은영;성희원
    • 한국의류학회지
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    • 제41권2호
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    • pp.266-280
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    • 2017
  • This study predicted consumer approach/avoidance behavior through consumer emotional experiences and examined the moderating effect of perceived surprises in the context of digital signage in store environments. A self-administered questionnaire consisted of consumer emotional experience (e.g., pleasure, arousal, and dominance), approach-avoidance behavior and perceived surprise by digital signage. A total of 278 usable responses were obtained from consumers who experienced digital signage at fashion retail stores. The findings support the Mehrabian-Russell model in the context of digital signage. Approach behavior was predicted by pleasure and arousal emotional experience, while avoidance behavior was predicted by dominance. The moderating effect of perceived surprise was also indicated in the effect of emotional experience on approach or avoidance behavior. In the high level of perceived surprise, pleasure and arousal had significant effects on approach behavior, whereas dominance had significant effect on avoidance behavior. This study discussed theoretical and managerial implications for creating emotional experiences and developing strategic store management by utilizing new digital technology within the fashion retail environments.

Enhancing the Customer's Information-sharing Intention Through Omnichannel Strategies

  • Nguyen Thi Tuyet, NHUNG;Van Thanh-Truong, NGUYEN;Nguyen Tuong An, HUYNH;Bui Thanh, KHOA
    • 유통과학연구
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    • 제21권3호
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    • pp.83-92
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    • 2023
  • Purpose: An omnichannel strategy creates a consistent brand image and customer experience across all channels, making it easier for customers to interact with a business and share information. This research aimed to investigated the relationship between consumers' information-sharing intention and their omnichannel experiences. Research design, data, and methodology: Through an online survey conducted in Vietnam, the study obtained 915 responses. The study used Partial Least Square Structural Equation Modeling (PLS-SEM) to analyze research data and confirm proposed research hypotheses. Results: Research results indicated that information-sharing intention is affected by both online and offline customer experience, and at the same time, the study also confirmed that omnichannel's three characteristics (integration, individualization, interaction) positively impact on customer experience. Conclusions: From the research result, businesses may boost consumer trust and loyalty with the help of an omnichannel approach, which in turn increases customers' propensity to provide personally identifying information to the firm. One way to do this is to facilitate information exchange by delivering customized and relevant offers. Furthermore, companies show consumers the benefit of providing their data by utilizing it to enhance the customer experience.