• Title/Summary/Keyword: Fun Experience

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A Study on Consumer Value Perception through Social Big Data Analysis: Focus on Smartphone Brands (소셜 빅데이터 분석을 통한 소비자 가치 인식 연구: 신규 스마트폰을 중심으로)

  • Kim, Hyong-Jung;Kim, Jin-Hwa
    • The Journal of Society for e-Business Studies
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    • v.22 no.1
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    • pp.123-146
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    • 2017
  • The information that consumers share in the SNS (Social Networking Service) has a great influence on the purchase of consumers. Therefore, it is necessary to pay attention to new research methodology and advertising strategy using Social Big Data. In this context, the purpose of this study is to quantitatively analyze customer value through Social Big Data. In this study, we analyzed the value structure of consumers for the three smartphone brands through text mining and positive/negative image analysis. Analysis result, it was possible to distinguish the emotional aspects (sensitivity) and rational aspects (rationality) for customer value per brand. In the case of the Galaxy S7 and iPhone 6S, emotional aspects were important before the launch, but the rational aspects was important after release date. On the other hand, in the case of the LG G5, emotional aspects were important before and after launch. We can propose two core advertising strategies based on analyzed consumer value. When developing advertising strategy in the case of the Galaxy S7, there is a need to emphasize the rational aspects of product attributes and differentiated functions. In the case of the LG G5, it is necessary to consider the emotional aspects of happiness, excitement, pleasure, and fun that are felt by using products in advertising strategy. As a result, this study will provide a good standard for actual advertising strategy through consumer value analysis. Advertising strategies are primarily driven by intuition or experience. Therefore, it is important to develop advertising strategies by analyzing consumer value through social big data analysis.

The Effectiveness of Purdue GERI Program on Science Learning and Creativity Development of Korean Gifted Students (미국 퍼듀대학 하계 GERI (Gifted Education Resource Institute) 프로그램에 참가한 한국 영재 학생들의 과학 학습과 창의성 개발에 대한 효과 분석)

  • Chae, Dong-Hyun;Kwon, Kyong-Ah;Son, Yeon-A
    • Journal of Korean Elementary Science Education
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    • v.25 no.3
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    • pp.296-306
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    • 2006
  • The purpose of this study is to examine the effectiveness of the summer enrichment programs on Korean gifted students' science learning and creativity development. This program is organized by Purdue University Gilled Education Resource Institute (GERI) in U.S.A. Researchers conducted semi-structured interview with 6 Korean students and observed 12 Korean students and GERI teachers for teacher-student interaction and teaching strategies during science-related classes. From the results, GERI program developed from Purdue 3 stage enrichment model that emphasizes creative teaching strategies, group discussions, and individual research were effective to foster creative thinking of Korean gilled students. Despite their language barriers, Korean gilled students found GERI program experience fun, creative, easy, relaxing, and thereby satisfying for their psychological and academic needs. They expected the level of stimulation in GERI program to be higher and the class to be organized more systematically; however, they reported that the broad range of topics and diverse content of GERI classes helped them develop creativity more than Korean classes. These findings will make contribution to the improvement of the quality of gifted education curriculum and programming in Korea.

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A Study on Production Pipeline for Third Person Virtual Reality Contents Based on Hand Interface (손 인터페이스 기반 3인칭 가상현실 콘텐츠 제작 공정에 관한 연구)

  • Jeon, Changyu;Kim, Mingyu;Lee, Jiwon;Kim, Jinmo
    • Journal of the Korea Computer Graphics Society
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    • v.23 no.3
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    • pp.9-17
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    • 2017
  • This study proposes a third-person virtual reality content production pipeline to provide users with a new experience and presence in a new virtual reality environment. For this purpose, we first create third-person virtual reality content, which includes a story, fun factors, and game characteristic. It consists of a tutorial scene in which a user can pre-learn the proposed interface suitable for a third person different from existing virtual reality content and a content scene that achieves its purpose by using game factors based on the background story. Next, we design an interface suitable for the third-person virtual reality content. This study proposes an interface in which users can interact with a virtual environment or object by using their hand. The proposed interface consists of three steps: character movement, virtual object selection with multiple selection, and 3D menu control using virtual space. Finally, through the survey experiment, third-person virtual reality content produced based on the proposed interface was confirmed to be easily controlled while ensuring high satisfaction.

A Study on Learning Motivation and Self-regulated Learning of Students in Hotel and Food Service Related Departments - Focused on College Students in the Daegu.Gyeongbuk Areas - (호텔.외식조리 관련학과 학생들의 학습동기 및 자기조절학습능력에 관한 연구 - 대구.경북 지역 전문대 학생을 중심으로 -)

  • Kim, Gi-Jin;Kim, Hyang-Hee;Chung, Eio-Sook
    • Culinary science and hospitality research
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    • v.16 no.3
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    • pp.130-146
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    • 2010
  • This research examines difference in learning motivation and self-regulated learning according to the general characteristics of the students in hotel and food service related departments at vocational colleges, and subsequently identifies correlation between the two attributes. The research conducted a survey for 300 students in hotel and food service related departments at three vocational colleges in Daegu region, and 267 copies were used for the final analysis. In terms of learning motivation, students in the age between 20 and 24 indicated 'employment after graduation' as the strongest motivation while relatively older students indicated 'joy of learning' as their motivation. It turned out that students who showed strong motivation in terms of 'employment after graduation' and 'fun of college life' acquired more professional certificates. Next, regarding self-regulated learning, female students showed higher ability than male students. Students in higher grade, with older age, and with field practice experience showed more strength in self-regulated learning. Students with higher levels of a cognitive strategy, meta cognition and achievement value acquired more professional certificates. Learning motivation and self-regulated learning showed positive correlation with an exception of 'amotivation' among learning motivations. 'Amotivation' demonstrated negative correlation with all the factors of self-regulated learning ability.

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Impact of Lifestyles of Cultural Center Users in Discount Stores on the Store Usage Intention: Mediating Effect of Shopping Value (대형마트부설 문화센터 이용고객의 라이프스타일 유형이 대형마트 이용의도에 미치는 영향: 쇼핑가치의 매개효과)

  • Lee, Gi-Hwang;Kim, Sang-Cheol;Kim, Pan-Jin
    • Journal of Distribution Science
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    • v.13 no.10
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    • pp.83-91
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    • 2015
  • Purpose - The purpose of this study is to identify whether the operation of cultural centers in discount stores contributes to their profitability. Thus, this study is aimed at exploring how the lifestyles of customers who use the cultural centers influence their intention to use the discount stores. Specifically, the effect of shopping value on the correlation between the lifestyle types and usage intention of the customers were examined through a structured research model. To verify the effect, a survey on 139 customers of the Cultural Center of Nonghyup Hanaro Club's S branch was conducted and the valid questionnaires were used for analysis. Research design, data, and methodology - The findings are as follows. First, the lifestyles seeking self-realization had a positive effect on utilitarian value, and lifestyles seeking pop cultures had a positive effect on hedonic value. Second, the mediating effect of shopping value on the correlation between the lifestyle types and usage intention of the customers is as follows. Utilitarian value had a mediating effect only on the lifestyles seeking self-realization. In case of lifestyles seeking pop cultures, the use of Cultural Center had no effect on the intention to use the discount store. Third, an analysis of a revised research model revealed that the store usage intention of lifestyles seeking pop cultures can be enhanced by boosting the utilitarian value through hedonic value. Results - The findings suggest the following. Customers with lifestyles seeking self-realization, who value what is beneficial to them with little attention to the perceptions of others, are highly interested in the benefits they can gain from shopping. As for customers with lifestyles seeking pop cultures, they are highly likely to consume products popular in a particular culture such as new products and sports, based on financial stability they pursue. Thus, they prefer more subjective, personal experience, unlike consumers pursuing utilitarian value. Conclusions - As a result, the former pursues hedonic value gained in the process of shopping with fun and joy, rather than doing shopping with a particular purpose in mind. Therefore, Cultural Centers need to offer information that fits the lifestyles of the users so that they are more likely to use the discount stores. However, if the Cultural Centers offer unified, profit-driven products and information, just to increase their store sales, it can backfire, which occurred in the past. On the other hand, if they provide information that fits the lifestyles of the users, it can actually increase the sales. Also, the findings suggest that sophisticated marketing strategies that can boost the hedonic value of customers by linking the educational contents of Cultural Centers to actual shopping, which is beneficial to consumers, should be set and operated by discount stores. In particular, customers with lifestyles seeking self-realization can be encouraged to use the stores by making them recognize the utilitarian value. However, the use of Cultural Centers doesn't necessarily lead to higher sales among customers with lifestyles seeking pop cultures. As mentioned previously, unified marketing strategy is not as effective for Cultural Centers of large discount stores.

A Study on the Effects of Perceived Value on Customer Satisfaction, and Repurchase Intention among Traditional Markets Users in KOREA (지각된 가치가 고객만족과 재구매 의도에 미치는 영향에 관한 연구 : 전통시장 이용 고객을 중심으로)

  • Cho, Joon-Sang
    • Journal of Distribution Science
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    • v.11 no.10
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    • pp.93-105
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    • 2013
  • Purpose - This empirical analysis determines the structured causal relations between perceived value, customer satisfaction, and repurchase intention among users of traditional markets. The results of this analysis would help merchants and market operators indevisingan appropriate strategy to successfully manage traditional markets. Research design, data, methodology - The perceived value model of traditional markets includes functional value (price), functional value (quality), emotional value, and social value. In this study, the perceived value of traditional markets is considered as an independent variable, while customer satisfaction and repurchase intention are shown as the dependent variables, where customer satisfaction is also considered as the mediating variable. The study aims to ascertain the extent of influence of the perceived value of traditional markets on customer satisfaction and repurchase intention. We use regression analysis to verify the effects. The measurement items were already deemed as reliable and valid in the previous study, but for this purpose, we made some modifications. We distributed questionnaires to 300 consumers on a national scale, and finally used 241 consumer responses among these as a sample. We analyzed the data using the SPSS 21.0 statistical program. Results - We obtained the following results. First, the order of perceived value dimensions of traditional markets that positively impact customer satisfaction is functional value (price), social value, emotional value, and functional value (quality). Second, the perceived value sometimes directly affects repurchase intention; its effect is typically strong with customer satisfaction as a parameter. The order of perceived value dimensions that positively impact repurchase intention is social value, functional value (price), emotional value, and functional value (quality). Third, the perceived value significantly influences repurchase intention, with customer satisfaction as the mediating variable. Conclusions - We should recognize the importance of perceived value in retail distribution markets, such as traditional markets. Moreover, we need to develop strategies to improve the perceived value. The practical implications of the study are as follows. First, with regards to functional value (quality; price) dimensions, we should have an appropriate assortment of high quality products that are reasonably priced. In addition, customers are satisfied with the friendly service, discounts, and other benefits provided by the merchants. Second, in terms of emotional value dimension, we need to develop differentiated events that provide fun and emotional experience to the customers. Third, in the context of social values dimension, we should strive to positively influence society to enhance social image through activities such as social services and contribution to community development. On the basis of these results, we present the implications, limitations, and future directions for the research. One of the policy implications of the study is that merchants of traditional markets must actively select customers and develop customer value. However, this study is limited in the fact that the population used for data collection is not fully representative, as the survey only covered some specific areas. Moreover, future studies could also benefit with additional research using moderating variables.

Development of Cinenurducation Based on Kolb's Experiential Learning Model for Understanding Child Growth and Development (아동성장발달 이해를 위한 경험학습모델 기반 영화간호교육 개발)

  • Oh, Jina;Im, Mihae;Roh, Hyerin
    • Child Health Nursing Research
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    • v.20 no.2
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    • pp.96-104
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    • 2014
  • Purpose: Nurse educators can use film effectively to promote nursing students' motivation and indirect experiences. The purpose of this study was to develop a teaching-learning design using films based on Kolb's experiential learning model for understanding of child growth and development, and to evaluate students' satisfaction with cinenurducation according to learning type and content. Methods: Participants were seventy-four first year nursing students in the spring semester of 2013 at a private university located in Busan. In each class, participants watched film, participated in peer-to-group discussion and an educator's lecture, and wrote a composition based on Kolb's four learning stages. After class, participants filled out a questionnaire developed by the researchers. Results: Results showed a high satisfaction with cinenurducation regardless of learning type and content concerning child growth and development. Advantages of cinenurducation included it being "fun and interesting," "helpful to understand the characteristics of children," and "develop critical thinking through discussions." Disadvantages included "length of time needed," and "burdensome." Conclusion: Films are advantageous in that they provide indirect experience for nursing students. Selection of appropriate films and evaluation of learning goal achievements are important to maximize the effectiveness of cinenurducation.

Expression of image contents based on property of digital signage - Focuses on the Digital Signage in Public Transport (디지털 사이니지의 특성에 따른 영상콘텐츠의 변화 -버스와 지하철 내 디지털 사이니지를 중심으로)

  • Kong, Soo-Kyung
    • Journal of Digital Contents Society
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    • v.16 no.5
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    • pp.783-793
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    • 2015
  • TV display which existed only in house started to show up out of house around us and now it found naturally its place in everywhere like street, bus, subway and elevator. It is called digital signage which showed up through digitalization of sign, that is, sign board and bulletin board. The distinction of digital sign from existing signs is that the latter one should go through physical process like removal after installation every time its contents are changed but the former one can produce its various outputs flexibly once it is installed. Also existing sign may be static image or 2 or 3 pieces of image to express simple motion while digital sign can contain multi media contents luxurious in design and motion. This paper confined the range of contents in digital signage in bus and subway. It needs to analyze characteristics of mass transportation-people of use, consumer by place and time, accommodation environment for consumer etc and arrange planned contents along with time and place. Developments of dedicated contents suitable to those digital signages will harmonize with place and time and promote the realm of digital signage which provides variety of experience to consumer and with which communication is possible and which is distinctive. Furthermore we may expect the birth of smart signage as a new media, in which fun and art are combined.

The Study of BIFF Street Renovation Plan (부산 영화의 거리 조성계획)

  • Yu, Yeon-Seo;Yun, Eun-Joo;Kang, Young-Jo
    • Journal of the Korean Institute of Landscape Architecture
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    • v.42 no.2
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    • pp.1-9
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    • 2014
  • This study is the renovation plan for BIFF(Busan International Film Festival) street themed movies, which is an internationally known film festival. The aim of this is the regional economic vitalization. The first step of the plan sets up position through the case study of the Theme Street. The theme for each road space is related with movies and realizes the unificative images for each road. Images between the Busan Cinema Center and BUSAN MARINA are introduction of the road and the subject of this road is greeting with movies. The history of movies are printed on the pavement, some sections are made with red blocks for recollecting the red carpet. The next section from the BUSAN MARINA to MARINE CITY is set up being close with movies. In this section, sculptures of filmmaking and theme benches are installed for indirect experiences. The theme from MARINE CITY to DONGBAEK ISLANDS is playing and enjoying with movies. It is made more fun with the installation of super graphic and trick art. The theme from DONGBAEK ISLANDS to HAEUNDAE is farewell with movies. It is expressed by music on pavement and musical fountain. The last section in the theme road from HAEUNDAE to MOONTAN ROAD shows the concept memories after farewell. It is a half way to Moonten Road. The Milky Way pavement and Milky Way square are made by installing the optical fibers.

Study of Game Interactive Storytelling Design : Focusing on The Elder Scrolls 5 Skyrim (게임 인터랙티브 스토리텔링 설계에 관한 연구 : The Elder Scrolls 5 Skyrim을 중심으로)

  • Mo, Yu-Tao;Kim, Seok-Kyoo
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.17-28
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    • 2018
  • In recent years, Sandbox Games have become more and more popular in players, and The Elder Scrolls 5 Skyrim is the magnum opus of this type of game. However, the element of this game's attraction for players, which is why the game is fun to play is worth exploring in the territory of Game Design. In this paper, I will introduce the game The Elder Scrolls 5 Skyrim in detail, listing some of the game's storyline 、 Game Mechanics and analyze them. Researching the advantage and disadvantage viewed from the angle of Game Interactive Design. Finally by analyzing a large number of interactive storytelling cases in the game and the game experience brought to players, I get some universal principles in the game interactive storytelling design level. The research transforms the players' subjective intuition factor into a clear interactive storytelling design pattern, which aims to provide qualitative design criteria and framework for game interactive storytelling design. Then find a universal technique of Game Interactive Design, that is how to design a game interaction system for a sandbox game that will make the game attractive to players. And this may provide some guiding significance for the later Game Interactive Designing.