• 제목/요약/키워드: Feel Test

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Effects of Performance, Imagery and Regulatory Focus on Customer Engagement

  • Choi, Nak-Hwan;Nguyen, Quynh Mai;Teng, Zhuoqi
    • 유통과학연구
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    • 제17권1호
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    • pp.57-72
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    • 2019
  • Purpose - Current study aimed at investigating customer experience types (gain vs. loss avoidance performance experience and hedonic vs. reliability imagery experience) and their influences on satisfaction and positive emotion as antecedents of customer engagement. It also explored moderation role of regulatory focus in the influence of each experience type on satisfaction and positive emotion. Research design, data, and methodology - 416 Vietnamese local tourists were selected to test hypotheses by structural equation model in AMOS 21.0. Results - First, customers actually achieving gain or avoiding loss are more satisfied. Second, customers with hedonic and reliability imagery experience feel more positive emotion. Third, both positive emotion and satisfaction have positive influences on customer engagement. Last, regulatory focus moderates the positive effects of either gain or loss avoidance performance experience on satisfaction and also moderates the positive effects of either hedonic or reliability imagery experience on positive emotion. Conclusions - Focusing on both cognitive satisfaction and affective emotion resulted from experience, this study could advance customer engagement theory. Managerially, brand managers should induce gain performance and hedonic imagery experience (loss avoidance performance and reliability imagery experience) from promotion (prevention)-focused customers to enhance their engagement.

The Effect of Big Data-based Fashion Shopping Applications on App Users' Continuous Usage Intention

  • Hong, Hyekyung;Shin, Yeonseo;Lee, MiYoung
    • 패션비즈니스
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    • 제22권6호
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    • pp.83-93
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    • 2018
  • The purpose of this research is to investigate the characteristics of big data-based fashion shopping (BDFS) application, perceived usefulness, and expectation confirmation that influence the continuous usage intention of BDFS application users based on the expectation-confirmation model. A survey was conducted with female consumers in their 20s, who are living in Seoul and Incheon area and have used BDFS applications, A total of 182 responses were used for the data analysis. Five hypotheses were proposed, and regression analyses were conducted to test those hypotheses. The results indicated that the users' perceived usefulness increased with the increase of accuracy and personalization characteristics of the app and the expectation confirmation. The result suggested that it is essential to provide accurate information for users to feel useful and to develop the personalized offerings and services which can be the biggest strength of the big-data based mobile fashion store. It was also found that continuous usage intention increases with increased perceived usefulness and expectation confirmation. This result suggests that expectations can play a critical role in perceiving the usefulness of BDFS applications and the user's expectation confirmation also significantly affected the users' continuous usage intention.

Development of 3D Defense Space Game using Oculus

  • Iim, Won-Gyu;Lee, Byeong Cheol;Kim, Soo Kyun;An, Syoungog
    • 한국컴퓨터정보학회논문지
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    • 제24권8호
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    • pp.45-50
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    • 2019
  • Oculus Rift is the most universal VR (virtual Reality) headset for gamers and FPS (First Person Shooting) is the most suitable game genre to play with VR. Using VR can increase the player's sense of reality and make them feel as though they are in direct contact with the enemy while battling. The suggested VR game is a first person game where the player must defend a specific target against the surging enemy all within the time limit. Many objects will need to be used in this method. Object pooling will be used in order to manage all the numerous objects. When an object is repeatedly created and deleted it typically overwhelms the memory. To resolve this issue the game initially summons the object at the beginning of the scene and afterwards only uses the object when needed, lessening the burden on the memory. A ranking system is implemented to keep the game records in order to stimulate a competitive spirit between the players, and the game has received positive response during test play among college students in their 20s.

모바일 패션제품 구매에서 희소성 메시지가 충동구매행동에 미치는 영향 (Impacts of scarcity message on impulse buying of fashion products in mobile shopping malls)

  • 박은주
    • 한국의상디자인학회지
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    • 제22권4호
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    • pp.25-38
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    • 2020
  • Impulse buying occurs when consumers feel an urge to impulsively buy a product without thoughtful consideration of why and for what reason they need the product. However, few efforts have been made to identify the impacts of perceived scarcity on the impulse buying of fashion products in mobile shopping malls. This study's objectives were to estimate, using structural equation model analysis, the impact of a scarcity message on browsing, feeling the urge to buy, and impulse buying of fashion products on mobile shopping malls. Data was collected from 206 customers who experienced to impulse buying fashion products via objective sampling. Structural equation modeling was used to test the hypotheses developed for the study. Results found evident effects of the scarcity message on the impulse buying of fashion products directly and indirectly. Additionally, consumers felt the urge to buy had a significant impact on the impulse buying of fashion products, whereas browsing had little impact on the impulse buying of fashion products. This is an expanded study to examine structural equation modeling of impulse buying of fashion products on mobile shopping malls. These results will contribute to a better understanding of the mechanisms that underlie the operation of an effective scarcity strategy for fashion products on mobile shopping malls.

Customer Experience and Repurchase Intention in Multi-Channel: Customer Satisfaction as Mediating Variable

  • MUSTIKASARI, Anita;KRISNAWATI, Maria;SUTRISNO, Endro
    • 산경연구논집
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    • 제12권3호
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    • pp.7-19
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    • 2021
  • Purpose: This study aims to examine customer experience toward repurchase intention in offline and online stores and discuss customer satisfaction as a mediator variable. Research design, data, and methodology: This study investigates customer experience that consists of product, customer service, staff service, shopping environment and shopping procedure toward customer satisfaction using Regression Linear. This study also measures customer satisfaction as a mediated variable in the relationship between customer experience and repurchase intention using Sobel Test. Results: Almost all of the customer experience hypothesis is significant toward customer satisfaction, shopping process experience in the context of the online channel to customer satisfaction is not significant. We also found that customer satisfaction can be mediated variable in customer experience toward repurchase intention. Conclusions: Retails who want to make customers feel satisfied to have to make sure that have good resources in improving the product, the customer service is easy to contact to find the solution over customer problem in purchasing product, also develop the staff member skill in functional product knowledge, presentations, and communicating with customers online or offline, the retailer has to create enjoyment and pleasurable customer emotion through the shopping environment and also give seamless shopping experience to their customer in two-channel.

Development of Interactive Mobile Learning Media on Teaching Terms of Mental Status Examination (MSE) for Nursing Students

  • PRIYONO, Djoko;Harlia PUTRI, Triyana;MAULANA, M. Ali;YANTI, Irma;PRABOWO, Thoriq Tri
    • Educational Technology International
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    • 제23권2호
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    • pp.183-205
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    • 2022
  • Mental status examination is an important stage in the assessment process because it serves as the foundation for establishing nursing diagnosis and intervention. Until now many students still feel difficult to understand the terms in the assessment of mental status. Interactive Mobile Learning in one of the media that is currently being developed. The use of this media will provide more in-depth learning opportunities, and students can practice their skills in carrying out practicals because of the mobility principle possessed by smartphones. The purpose of this study was to develop a smartphone-based app and evaluate the app's effectiveness by measuring nursing students' knowledge of mental status examination. Design: A randomized trial with a pre-and post-test design was conducted at a university in Indonesia. A total of seventy junior nursing students participated in this study. The intervention group received a smartphone-based app, and the control group received one-time lecture-based learning. We offered the experimental group the app and information about how to use it, and we encouraged them to use it. The control group received classroom instruction. Results: The intervention group scored significantly higher than the control group on knowledge score (t = 19.40, p = 0.000) and satisfaction with the learning method (t = 0.640, p = 0.021) Conclusion: These findings suggest that smartphonebased education could be an effective method in nursing education for teaching mental status examinations.

컨택센터 중심에서 인공지능 챗봇 중심 고객 서비스로의 사용자 전환의도에 관한 연구 (A Study on User Switching Intention from Contact Center-oriented to AI Chatbot-Oriented Customer Services)

  • 안승규;안현철
    • 디지털산업정보학회논문지
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    • 제19권1호
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    • pp.57-76
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    • 2023
  • This study analyzes the factors and effects on the users' intention to switch from contact center-oriented to AI chatbot-oriented customer services by combining Push-Pull-Mooring Model and provides insights for companies considering the adoption of AI chatbots. To test the model, we surveyed users with experience using chatbots at least once across different age groups. Finally, we analyzed 176 cases for the analysis using IBM SPSS Statistics and SmartPLS 4.0. The results of hypotheses testing rejected the hypotheses for variables of inconsistent quality and low availability of push factors and low switching cost of mooring factor while accepting the hypotheses for the tardy response of push factors and all pull factors. Therefore, these findings provide important implications for researchers and practitioners who wish to conduct research or adopt AI chatbots. In conclusion, users do not feel inconvenienced by the contact center-oriented service but also perceive high trust and convenience with AI chatbot-oriented service. However, despite low switching costs, users consider chatbots a complementary tool rather than an alternative. So, companies adopting AI chatbots should consider what features the users expect from AI chatbots and facilitate these features when implementing AI chatbots.

Psychological Distance between Students and Professors in Asynchronous Online Learning, and Its Relationship to Student Achievement & Preference for Online Courses

  • LEE, Jieun
    • Educational Technology International
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    • 제11권2호
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    • pp.123-148
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    • 2010
  • Relationships between students' perception of psychological distance with online professors and their academic learning achievement and their intention to continue online learning were examined. The courses selected for this study are two online courses: 1) 'English Grammar' and 2) 'TOEIC (Test of English for International Communication) Preparation' offered by a campus-based, medium-sized university. This study employed a mixed-methods approach by conducting a survey as well as one-on-one interviews with students. Students who feel psychologically distant with the online professors show significantly lower degree of perceived learning achievement, and higher tendency not to take online courses any more. All the three scales measuring the psychological distance -mutual awareness, connectedness, and availability- with professors turned out to be significantly related with students' perceived learning achievement. According to the result of the interview data analysis, the student interviewees unanimously said that the university should limit the number of online courses that students can register in a semester to one or two courses. Most students regard low interactivity of online learning as inevitable phenomenon. There is a statistically significant difference in perceived learning achievement between the online preferred group and the offline preferred group. Also, there is a significant difference in connectedness and availability and no significant difference in the degree of mutual awareness between the online and the offline preferred group.

Effects of the healing movie programs on post-traumatic stress syndrome, resilience, and cognitive emotional control strategies of Korean cancer survivors: a non-equivalent control group pretest- posttest design

  • Jeong Hyeon Kong;Seonah Lee;Mi Yang Jeon
    • Journal of Korean Biological Nursing Science
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    • 제26권3호
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    • pp.195-205
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    • 2024
  • Purpose: This study examined the effects of the healing movie programs for cancer survivors on post-traumatic stress syndrome, resilience, and cognitive emotional control strategies, a quasi-experimental design. Methods: Participants included 39 cancer survivors registered in four healthcare centers in Gyeongsangnam-do. The intervention and control group included 19 and 20 participants, respectively. The healing program using movies developed in this study was provided to the intervention group in 10 sessions, occurring twice each week for 5 weeks and lasting 80 minutes per session. The data were collected using structured questionnaires and they were analyzed to examine differences in the test scores before and after the intervention. Results: In the intervention group, the post-traumatic stress syndrome (F = 14.97, p < . 001) decreased significantly and the resilience (F = 19.55, p < .001) and adaptive cognitive emotion regulation (F = 5.11, p = .029) increased significantly. The difference between the intervention and control group was statistically significant in post-traumatic stress syndrome, resilience, and adaptive cognitive emotion regulation. Thus, the healing program of this study significantly reduced post-traumatic stress, and it improved both resilience and adaptive cognitive emotion regulation of cancer cancer survivors. Conclusion: The healing program is an effective psychosocial nursing intervention that helps cancer survivors feel better about their illness, and it helps them healthy transition from negative emotions to increased resilience and positive cognitive emotions.

Pop Song을 이용한 고등학생의 영어 청취력 향상에 관한 연구 (A Study On Improving English Listening Comprehension Using Pop Songs)

  • 신상민
    • 영어어문교육
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    • 제1호
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    • pp.109-127
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    • 1995
  • Due to frequent international exchanges, there has been much emphasis on communication proficiency in foreign language education. However, when we look back upon teaching English in Korea over past years, we find that English teaching has been dominated mainly by Grammar-Translation Method, which makes teachers and students pay little attention to listening skill that is regarded as the basis of communication proficiency. Recently many English teachers have shown their interest in listening skill, so they come to use the textbook record tapes to improve listening skill. But listening training by textbook record tapes seems to make students feel bored. So the purpose of this study is to suggest an effective way of improving listening skill by means of Pop Songs that the students are indulged in. The processes of this study consist of three stages : 1) listening to songs, 2) explanation about structures and vocabularies in songs, 3) filling in blanks while listening. The subjects in this study are freshmen 88 students in girls' High School They are grouped into two : one is experimental group and the other control group. Among the subjects, the former have been taught by the lesson plan using pop songs, while the latter by the lesson plan using textbook record tapes. The experiment lasts about 9 months (from March to November, l994) The data for analyzing the study results have been collected from two kinds of tests : one is listening test and the other comprehensive test. The hypothesises of this study areas follows : 1) Depending on hearing materials (experimental material vs traditional material), there will be a difference in scores of listening skills between EG (experimental group) and CG (control group), 2) Depending on the interest on pop songs, there will be a difference in scores of hearing skills in CG, 3) Depending on hearing material. there will be a difference in scores of overall English skills between EG and CG, 4) Improvement in listening skill will give influence on the overall English scores. The findings of this study indicate that pop songs are effective to improve students' listening skill, that students' interest in the hearing material is important, and that listening skill is closely related to other skills, especially reading skill. It can be concluded that English teachers should make efforts to find the suitable listening materials which will help students to improve their listening proficiency effectively.

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