• 제목/요약/키워드: Fun factors

검색결과 192건 처리시간 0.023초

An Exploratory Study of the Utilitarian and Hedonic Values on Buying Intention in Mobile Service

  • Oh, Young-Sam;Lee, Young-Chul
    • 유통과학연구
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    • 제10권9호
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    • pp.23-29
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    • 2012
  • Purpose - The main purpose of this study is to find consumers' usage behavior in mobile services. To achieve these research goals, we empirically estimate the relationship between characteristics related to the use and provision of mobile services and factors influencing consumers' intentions. Research design / data / methodology - This study based on TAM, in which behavior is seen as a consequence of affect and intentions and used the theory of consumption values which is a means of explaining user decisions to employ a utilitarian and hedonic facet using by smart phone. Results - The result of the study verified that specific factors, such as expectations about pleasure and monetary value, had the biggest influence on the service usage pattern of mobile consumers. And typically, when consumers are expected to monetary damages, it will be avoided. However, in result of this study, it was found that mobile service users pay a high cost, but they are in pursuit of pleasure and fun. Conclusions - These results, a variety of applications in the mobile service are being provided to users. As information technology has developed, companies should have providing diverse application programs and good quality of services with advanced information technology.

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The Relationship between scuba diving participant's selective attribute, emotional response, and empirical value

  • Lee, Yoo-Chan;Jung, Sang-Ok
    • International Journal of Internet, Broadcasting and Communication
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    • 제13권3호
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    • pp.84-91
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    • 2021
  • The purpose of this study is to investigate the structural relationship between resort selection attributes, emotional responses, and empirical values of scuba diving participants. The general population who enjoys scuba diving in Korea was selected as the population. Using the convenience sampling method, 553 of the 600 questionnaire samples were extracted as the final valid sample. For data processing, frequency analysis, exploratory factor analysis, and Cronbach's α test were performed using SPSS 23, and confirmatory factor analysis and structural equation model analysis were performed with AMOS 18. The results are as follows: First, among the sub-factors of selection attributes, equipment, facility environment, and diving point showed a positive effect on emotional response, but staff service did not have any significant effect. Second, the emotional response positively affected by the selection attribute showed a positive effect on all factors of service excellence, consumer utility, fun value, and aesthetic value of empirical value. Therefore, scuba diving resort managers must recognize the importance of equipment, facility environment, and diving point among these selection attributes of customers. And to satisfy the customer needs the resort must accurately identify the needs for diving equipment, facility environment and diving point. Various methods for this should be explored through the needs of the identified customers, and efforts should be made to provide safe equipment, comfortable facilities, and various diving points.

Researching Visual Immersion Elements in VR Game <Half-Life: Alyx>

  • Chenghao Wang;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • 제15권2호
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    • pp.181-186
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    • 2023
  • With the development of VR technology, the visual immersion of VR games has been greatly enhanced nowadays. There has been an issue that has been troubling players in previous VR games, which is motion sickness. Therefore, VR games have been limited in terms of game mechanics, game duration, and game scale, greatly reducing the immersive experience of visual immersion. However, <Half-Life: Alyx> is different from previous VR games in that players can actually perform spatial displacement in the game scene, rather than being fixed in one place for 360-degree observation and interaction. At the same time, compared to traditional games, VR games no longer need to rely on screens, and the complete visual immersion enhances the fun and playability of the game. This research focuses on the VR game <Half-Life: Alyx> to explore its immersive factors in terms of visual perception. Through in-depth analysis of elements such as color, texture mapping, lighting, etc. in VR games, it was found that the game creates a strong sense of visual immersion in these aspects. Through analysis, it is helpful to gain a deeper understanding of the factors that contribute to visual immersion in VR games, which has certain reference value for game developers and related professionals.

초등학생들이 생각하는 과학수업의 특징: 과학수업 문화 분석틀 개발을 위한 기초 연구 (How do Elementary School Students Perceive Science Classroom? : Developing a Framework for Cultural Analysis of Science Classroom)

  • 박준형;나지연;정용재;송진웅
    • 한국과학교육학회지
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    • 제35권3호
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    • pp.499-508
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    • 2015
  • 본 연구의 목적은 과학수업 문화 분석을 위한 분석틀과 도구 개발을 위한 첫 단계로서, 초등학생들의 개방형 서술 응답 분석을 통하여 과학수업을 바라보는 초등학생들의 인식을 조사하고, 이에 기반으로 하여 과학수업 문화를 질적으로 분석할 수 있는 분석틀을 제안하고자 하는 것이다. 이를 위하여 서울 및 경기 소재 6개 학교의 초등학생 4학년과 6학년 총 571명이 작성한 응답을 3가지 방법으로 분석하여 분석틀의 6가지 범주(주요하게 드러나는 요인, 공동체의 권력구조, 과학 수업에서 중시하는 영역, 관심대상, 수업의 분위기, 참여형태)를 도출하였다. 각 범주에 따른 세부 분석틀 내용은 다음과 같다. 첫째, 과학수업에서 주요하게 드러나는 요인은 실험, 재미, 교사, 그리고 공동체로 나타났다. 둘째, 과학교실 공동체의 권력구조는 학급 친구, 교사, 개인으로 나누어 볼 수 있다. 셋째, 학생들이 과학수업에서 중시하는 영역은 인지적, 정의적, 행동적 영역으로 살펴볼 수 있다. 넷째, 과학교실 공동체에서 관심을 가지는 대상은 교사의 가르침, 실험, 지식과 의견의 이해, 지식과 의견의 공유로 나타났다. 다섯째, 과학수업 분위기의 형태는 장난치고 시끄러운 분위기와 재미있고 즐거운 분위기로 나타났다. 여섯째, 학생들의 참여 형태는 모든 구성원의 참여, 자율적인 참여, 협동적인 참여 형태로 나타났다. 본 연구의 이러한 결과는 학생들이 생각하는 과학수업의 모습과 그 특징에 바탕을 두어 과학수업 문화를 분석하는 질적인 분석틀을 제안할 수 있었다는 점에 의미가 있겠다. 또한 본 연구의 결과를 통해 과학수업의 문화적인 측면에서 나타난 시사점에 대하여 논의하였다.

애니메이션 캐릭터 설정 요소 분석 (A Study on character create of Animation)

  • 임운주
    • 디지털융복합연구
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    • 제10권11호
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    • pp.659-664
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    • 2012
  • 본 연구는 애니메이션 캐릭터 기호가 점점 다양하게 진행됨에 따라 관객과의 효과적인 커뮤니케이션에 대한 애니메이션 캐릭터는 영화의 주인공이 되어 전체의 분위기를 이끌어 간다. 캐릭터는 작품 속에서 자신의 행동과 사고 방식을 표현함으로써 관객에게 어필한다. 캐릭터가 어떤 유전적인 요인과 환경적인 요인에 대한 영향을 받는가에 대한 것은 내러티브와 전체적인 세계관과 밀접한 관계가 있다. 새로운 세계에서 어떤 신체적 특성, 어휘, 말투, 버릇, 액션, 성격을 가지고 있느냐에 따라서 캐릭터는 더욱 확실하고 쉽게 관객에게 전달된다. 그러므로 이 연구는 새로운 세계관 속에서 사물을 판단하고 행동하는 캐릭터의 외모와 성격을 잘 나타내는데 필요한 요인은 무엇인지에 대하여 분석하고자 한다. 분석 결과, 캐릭터의 설정 방법은 첫째, 애니메이션 캐릭터의 행동과 사고방식을 규정 요인은 세계관에 있다. 그것을 표현하는 외면적 성격요소로는 용모, 스타일, 행위, 표정, 말투, 취미, 직업, 지위가 있으며 내면적 요소는 기질, 사상, 교양을 나타낸다. 둘째, 애니메이션 캐릭터의 일반적인 성향들, 문화적 배경, 핵심 특성과 경험 등을 주어진 조건, 즉 세계관에 의하여 형성된다. 그 기질은 외향/내향, 직관/감각, 사고/감정, 판단/지각으로 나타난다. 셋째, 애니메이션 캐릭터의 매력은 친근함(familiarity), 독창성(originality), 유머(fan), 다성적 감각, 유연성으로 나타난다. 넷째, 새로운 세계관과 캐릭터의 조화이다. 새로운 세계관에 맞게 설정된 캐릭터는 애니메이션의 재미와 완성도를 더해 주지만 그렇지 못한 캐릭터는 내러티브의 흐름을 방해하는 요소가 되기도 한다는 결과를 볼 수 있다. 애니메이션 캐릭터의 설정은 독특한 세계관을 관객에게 다가가기 쉬운 친근함(familiarity)과 다른 작품과의 차별화 되는 독창성(originality), 웃음을 선사하는 유머(fan)와 서로 다른 시간에 서로 다른 방식으로 상호작용 다성적 감각을 보다 유연하게 관객에게 전달되기 쉬운 설정이 가장 바람직하다고 볼 수 있었다.

스마트 공항 추진을 위한 기술기반셀프서비스의 사용의도에 영향을 미치는 요인에 관한 연구 (A Study of Factors Affecting Intention to Use of Using Technology-based Self-services for Smart Airport)

  • 배지현;박지혜;이한나;최정일
    • 품질경영학회지
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    • 제47권4호
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    • pp.795-806
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    • 2019
  • Purpose: The purpose of this study was to propose useful suggestions by analyzing the causal relationship between technology-based self-service for smart airport and intention to use. Methods: The data was collected by using the structured questionnaires. The proposed research model is tested using 231 valid questionnaires by R.3.2.1 plspm package. Results: The results of this study are as follows; the effecting factors of technology based self service for introducing smart airport, it was found that the effects of personal innovativeness and enjoyment and responsiveness, social impact were significant for acceptance and personal innovativeness was not significant on perceived usefulness. This study suggests significant factors on the implementation of smart airports and technology-based self-service. It also introduced new technologies in the future by looking at various characteristic factors that affect the intention of using technology-based self-service to promote smart airports. Conclusion: Airports and aviation industries need to have easy access to the airport's technology-based self-services to build a successful smart airport and create an environment that can be used appropriately at the time the customer wants. Also when customers use technology-based self-service devices, they should consider to maximize the positive emotions (emotional values such as pleasure or fun) that customers feel.

서울시내 일부 고등학생의 흡연 관련요인 분석 (A Study on Smoking and Relevant Factors among High School Students in Seoul Province)

  • 안병호;박기호;계수연
    • 한국학교ㆍ지역보건교육학회지
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    • 제13권3호
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    • pp.57-71
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    • 2012
  • Objectives: This study examines the situation regarding smoking among high school students in Seoul Province and identifies smoking-related factors. Methods: The study sample consisted of 1,000 high school second-grade students from 6 high schools in Seoul. The PRECEDE model was used to assess the students' needs. We carried out an educational diagnosis on attitudes, outcome expectations and social norms. Date were collected from June. 7 to 21, 2011, and were analyzed using SPSS-15.0 according to the study objectives. Results: Of 906 respondents, 9.4% had experiences to smoking: 12.7% were male and 5.7% were female. Smoking-related factors from among general characteristics were statistically significant depending on the degree of gender($x^2$=14.515, p=.001), school performance($x^2$=40.289, p=.001) and friends 'smoking status($x^2$=88.615, p=.001). Factors concerning attitudes toward smoking were statistically significant depending on the students' perceptions as follows: 'Smoking is fun(t=-14.801, p=.000)', 'Smoking looks cool(t=-10.349, p=.000)', 'People who smoke have more friends(t=-11.295, p=.000)', 'Smoking helps me manage stress(t=-15.059, p=.000)' and 'Smoking is not harmful to the body if you exercise(t=-6.388, p=.000)'. Factors concerning outcome expectations were statistically significant depending on their perceptions as follows: 'Tobacco smells good(t=-8.939, p=.000)' and 'Smoking helps in weight management (t=-7.304, p=.000)'. Factors concerning social norms were statistically significant depending on the following perception: 'My friends will not like it if I smoke(t=4.605, p=.000)'. The following influence high school students attitudes toward smoking: School performance (OR=11.66, 95%CI=1.67~81.37; OR=18.27, 95%CI=2.58~129.24; OR=26.74, 95%CI=3.06~233.79), Friends smoking status(OR=80.05, 95%CI=6.94~922.77), 'Smoking is fun(OR=12.90, 95%CI=3.87~43.04; OR=63.41, 95%CI=10.66~377.09)', 'Smoking looks cool(OR=0.15, 95%CI=0.03~0.64)', 'Smoking is not harmful to the body if you exercise(OR=1.44, 95%CI=0.03~0.62)', 'When there is no work to do, smoking is a good way to pass the time(OR=21.68, 95%CI=4.27~109.90)', 'When you are angry, smoking calms you down.(OR=13.39, 95%CI=3.92~45.65; OR=8.69, 95%CI=1.67~45.13)' and 'My parents consider it important that I do not smoke(OR=10.05, 95%CI=1.00~100.43)'. Conclusions: The study suggests that effective ways to discourage of high school students from smoking are changing their attitudes toward smoking, reducing the motivation to smoke, and controlling the number of cigarettes. Therefore, aiming at preventive education. Schools must provide accurate information about the effects of smoking. Thus, health education should actively involve preventive education not only in schools but also at home, the societal and national levels. Cooperation between various sectors of society is required for this.

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소셜쇼핑의 특징이 고객만족 및 재구매의도에 미치는 영향 (A Study on the Customer Satisfaction and Re-Purchase Intention on Characteristics of Social Shopping)

  • 구승환;왕핑;장성용
    • 한국산학기술학회논문지
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    • 제15권4호
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    • pp.2048-2061
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    • 2014
  • 본 연구는 소셜커머스 중 하나인 소셜쇼핑을 재정의하고, 온라인쇼핑몰, 오픈마켓 관련 선행연구 고찰에 의거하여 도출한 소셜쇼핑의 특징이 고객만족과 재구매의도에 어떠한 영향을 미치는지에 대해 살펴보는 것을 목적으로 하고 있다. 구조방정식 모형을 통해 도출된 연구결과를 살펴보면, 편리성, 오락성, 상호작용성은 만족에 유의한 영향을 미치는 것으로 나타났으나, 보안, 신뢰성, 다양성은 만족에 유의한 영향을 주고 있지 않았다. 고객의 만족도에 영향을 미치는 요인을 살펴보면 소셜쇼핑은 일반 온라인 쇼핑몰과는 다르게 사이트에서 보고 즐기고 가격도 비교해보는 시간 자체에서 만족감을 느낀다고 볼 수 있다. 즉, 소셜쇼핑의 방문 목적은 구매자체가 아닌 일종의 커뮤니티 및 쇼핑이 어우러진 공간의 개념이라고 볼 수 있을 것이다. 본 연구 결과는 소셜쇼핑 실무에서 사용할 수 있는 마케팅 측면의 시사점을 제공하고 있다.

여대생의 패션제품 온라인 쇼핑동기 요인이 쇼핑 만족도에 미치는 영향 연구 (A Study on College Women's Online Shopping Motivation Effect on Satisfaction Level in Purchasing Fashion Products)

  • 권진;김용문;엄소희;이영숙;우현리
    • 복식
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    • 제67권4호
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    • pp.21-37
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    • 2017
  • Fashion market in the past had a physical structure, and the supply and demand developed within that space. However, this has changed with the development of online fashion market, as it no longer requires physical space. The purpose of this study was to examine the satisfaction level of online shopping purchase based on the purchase motivation of women in their 20's. It aimed to look into how the online media affected the market, and find ways to improve the shopping malls according to the demands of the market. This study examined the effect of female students' online shopping motivation on their satisfaction with a premise that purchase motivation is related to the satisfaction level. The researched subjects were selected among female college students, and the regression analysis was done using the collected questionnaires. Results showed that economic purchase motivation, product purchase motivation, hedonic purchase motivation, and social purchase motivation had positive correlation to satisfaction level. The most influential factors to the satisfaction level were convenient purchase motivation and product purchase motivation, then social purchase motivation in shopping. Hedonic purchase and economic purchase were less influential than other factors in online shopping. Social purchase motivation factor is least influential when compared to others. As for detailed purchase motivations affecting the satisfaction level, reasonable price, latest fashion goods, interest and fun of online shopping, and the ease of shopping were important factors. The research result indicates that alternative shopping solutions can be better understood by examining the online shopping satisfaction according to purchase motivation, and improve current online shopping malls.

디지털 아이템 구매의 영향요인 연구 (A Study on the Factors Affecting the Intention to Purchase Digital Items)

  • 변완수;박성택;김태웅
    • 디지털융복합연구
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    • 제10권11호
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    • pp.243-251
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    • 2012
  • 디지털 아이템은 아바타, 아바타를 위한 악세사리, 디지털 벽지 또는 게임아이템와 같은 가상자산을 의미한다. 본 연구의 목적은 디지털 아이템의 구매의도에 영향을 미치는 요인을 설문조사를 통해 분석해보는 데에 있다. 이용과 충족이론을 근거로 이미지관리, 자기표현, 타인의식, 재미추구의 네 동기요인을 도입하고 사회적 일체감 및 플로우 요인을 추가하여 연구모형을 구성하였다. 설문조사를 토대로 한 통계적 분석결과, 일체감은 플로우와 구매의도 모두에 유의한 영향을 미치며 플로우도 구매의도의 영향요인인 것으로 나타났다. 이용과 충족이론을 토대로 하는 동기요인도 일체감에는 영향을 주는 것으로 나타났지만, 기대와는 달리 플로우에는 별다른 유의한 요인으로 작용하지 못한 것으로 분석되었다. 결론으로 본 연구결과의 학술적, 정책적 시사점도 함께 제시하였다.