• 제목/요약/키워드: Quality of Experience

검색결과 2,876건 처리시간 0.032초

여가시간의 동시적 활동 분석을 통한 성차 연구 (Gender Differences of Leisure Time based on Simultaneous Activities)

  • 윤소영;김현
    • 가족자원경영과 정책
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    • 제11권2호
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    • pp.85-93
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    • 2007
  • The purpose of this study was to assess gender differences in the quantity and quality of leisure time. It uses time diary for a nationally representative sample of Koreans(10 years old over) collected in 2004 by KNSO. This time use surveys provide information about a primary activity and a secondary activity (that is simultaneous activity accompanying the primary activity). The results was that married women experience less of leisure time and more contaminated leisure time by a secondary activity(especially household labor) than married men. This research presents that men and women have different quantity and quality of leisure time, and gender discrepancies persist in the experience of leisure time.

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DRL based Dynamic Service Mobility for Marginal Downtime in Multi-access Edge Computing

  • ;;추현승
    • 한국정보처리학회:학술대회논문집
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    • 한국정보처리학회 2022년도 춘계학술발표대회
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    • pp.114-116
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    • 2022
  • The advent of the Multi-access Edge Computing (MEC) paradigm allows mobile users to offload resource-intensive and delay-stringent services to nearby servers, thereby significantly enhancing the quality of experience. Due to erratic roaming of mobile users in the network environment, maintaining maximum quality of experience becomes challenging as they move farther away from the serving edge server, particularly due to the increased latency resulting from the extended distance. The services could be migrated, under policies obtained using Deep Reinforcement Learning (DRL) techniques, to an optimal edge server, however, this operation incurs significant costs in terms of service downtime, thereby adversely affecting service quality of experience. Thus, this study addresses the service mobility problem of deciding whether to migrate and where to migrate the service instance for maximized migration benefits and marginal service downtime.

스마트폰 사용이 고객의 대기경험 및 서비스 품질 평가에 미치는 영향에 대한 연구 (A Study on the Effects of Customers' Smartphone Use on their Waiting Experience and Service Quality Evaluation)

  • 정준형;이종오;이선로
    • Journal of Information Technology Applications and Management
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    • 제21권4호
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    • pp.15-33
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    • 2014
  • Recently, the service providers are making various attempts to provide smartphone applications for waiting information in order for customers to perceive waiting time short. This research, therefore, investigates the impact of smartphone use on the waiting experience and provide service organizations with effective measures for managing customers' waiting. As a result of this study, utilization of smartphone during the waiting period shows the positive impact on perceived waiting time, acceptability, and emotional response. Among these, the largest impact appears on the acceptability of waiting that has the largest impact on the perceived service quality. In addition, results reveal that smartphone users shows more positive waiting experience than non-users who read newspapers or magazines, watch TV, or do nothing.

A study on presence quality and cybersickness in 2D, smartphone, and VR

  • Saeed, Saleh;Park, Unsang
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제16권7호
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    • pp.2305-2327
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    • 2022
  • Recent improvements in technology have increased the consumption of virtual reality (VR) contents on immersive displays. The VR experience depends on the type of displays as well as the quality of VR contents. However, research on the impacts of VR content quality on VR experience and comparisons among different types of immersive display devices are lacking. In this study, VR contents created with our VR framework, are provided to participants on conventional two-dimensional (2D) immersive displays and VR headset. The geometric alignment of VR contents is improved with the addition of two calibration modes (i.e. preprocessing and straightening). The subjective feelings of presence and cybersickness experienced by participants while consuming VR contents created by our framework and commercial solutions are recorded in the form of questionnaires. The results of this study indicate that the improvements in VR quality lead to a better presence and less cybersickness in both conventional 2D displays and VR headset. Furthermore, the level of presence and cybersickness increases in VR headsets as compared to conventional 2D displays. Finally, the VR content quality improvements lead to a better VR experience for our VR framework as compared to commercial solutions.

의류기업의 경험제공수단에 따른 소비자의 브랜드 경험유형이 브랜드 충성도에 미치는 영향 (Effects of Consumer Experience Related to Experience Providers of Apparel Companies on Brand Loyalty)

  • 황정인;박재옥
    • 한국의상디자인학회지
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    • 제15권1호
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    • pp.175-189
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    • 2013
  • This study was aimed at finding the effects of consumer experience related to experience providers of apparel companies on brand loyalty. The participants of this study included experienced SPA fashion brand shopping female consumers who are between the ages of 20 to 50 residing in Seoul. A total of 285 questionnaires were used for the survey of this study. Methods of data analysis included. The result of this study revealed the 9 factors of experience providers in apparel companies: co-branding, advertising, visual/verbal identity & signage, design & quality, physical environment, people, emotional environment, websites, and sales promotion. The 5 factors of consumer experiences were behavioral experience, relational experience, affective experience, intellectual experience, and sensory experience. The experience providers of the apparel company had a significant impact on consumer experience of SPA, such as behavioral experience, sensory experience, affective experience, intellectual experience and relational experience. Of all, consumer experience of SPA as well as behavioral, sensory and affective experiences had a positive impact on brand loyalty. In conclusion, experience providers, at the disposal of the apparel company, are tactical implementation components for creating consumer experience. Therefore, the marketing strategy of apparel companies should be focused on eliciting affirmative responses from consumers.

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Measurement of Quality of Life of Breast Cancer Patient With Arm Lymphedema Using the SF-36 (Korean version)

  • Kim, Sung-Jung
    • 한국전문물리치료학회지
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    • 제13권4호
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    • pp.87-93
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    • 2006
  • The purpose of this study was to compare the quality of life (QOL) between breast cancer patients with lymphedema and without using the SF-36 (Korean version). Fifty-three consecutive, unselected patients who underwent treatment for breast cancer patients with lymphedema and 37 patients without lymphedema from August 4, 2004 to October 13, 2005 were interviewed and asked to complete the SF-36. These data were used to test the hypothesis that breast cancer patients with lymphedema experience impaired quality of life relative to their control group. The lymphedema group scored poorer than the control group on six of the eight subscales as well as the physical component summary scale of the SF-36 (p<.05). Only bodily pain didn't show statistical difference (p>.05). Breast cancer patients with lymphedema appear to experience problems in multiple quality of life domains compared with without lymphedema group. These findings demonstrate the need for interventions to improve the quality of life in breast cancer patients with lymphedema.

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Subjective Evaluation of Ultra-high Definition (UHD) Videos

  • Rahim, Tariq;Shin, Soo Young
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제14권6호
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    • pp.2464-2479
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    • 2020
  • This paper presents a detailed subjective quality assessment for the ultra-high definition (UHD) videos having frame rates of 30fps and 60 fps. The subjective assessment is based on the ITU-R BT-500 recommendations, where double stimulus continuous quality scale (DSCQS-type II) test is performed for the evaluation of the perceived quality of the user's in terms of differential mean opinion score (DMOS). Encoding of the UHD videos by opting encoders i.e. H.264/AVC, H.265/HEVC, and VP9 at five different quantization parameter (QP) levels is done to investigate the perceived user's quality of experience (QoE) given as DMOS. Moreover, the encoding efficiency as the encoding time for each encoder and qualitative performance by employing full-reference (FR) quality metrics are presented in this work.

How Can Customer Experience on CDJ Be Shaped?: Can Rose Be Tamed?

  • Lee, Sang mi;Han, Sang man
    • Asia Marketing Journal
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    • 제22권3호
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    • pp.87-105
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    • 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.

The effect of Virtual CSR Co-Create on Users' Gameful Pleasure

  • Fei Zhou;Songling Xu;Yuanxi Ding
    • Journal of East Asia Management
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    • 제4권2호
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    • pp.19-38
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    • 2023
  • With the progress of information technology and the rapid development of the gamification marketing, corporate marketing through virtual CSR co-create as customer acquisition, customer retention strategy has become the hot topic, but the reality results show that the effect of virtual CSR co-create fails to reach an enterprise's marketing purposes. Based on the success model of D&M information system, from the perspective of customer engagement, this study analyzes how enterprises achieve customer engagement and bring gameful experience to customers through gamification marketing in the context of virtual CSR co-create. The empirical results show that the quality of game information -- social interaction and sense of achievement in the context of virtual CSR co-create have a significant positive impact on consumers' gameful experience, and customer engagement plays a partial mediating role between social interaction, sense of achievement and consumers' gameful experience.

'역군은(亦君恩)' 표현과 경험의 세계 -관념적 표현의 교육적 자질에 대한 소고(小考)- (The Expression 'Yeok-goon-eun[亦君恩]' and the World of Experience)

  • 최홍원
    • 고전문학과교육
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    • 제16호
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    • pp.117-145
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    • 2008
  • This study aims at searching for educational quality of abstract expression from the expression 'Yeok-goon-eun'[亦君恩/ also the king's mercy] which appears frequently in the classics. I clarified that the expression can be used to mean not only eulogy and missing the king, which is a conventional phrase, but also cynicism or excuse for oneself, curative response and so forth. In other words, the symbol, 'Yeok-goon-eun', has a variety of meanings according to readers and contexts. Like the example of the expression 'Yeok-goon-eun', the expressions of the classics in itself imply deep meanings to experience. They do not correspond to contemporary words which are familiar to current readers. Thus, the expressions of the classics have to be experienced by learners. In specific, 'Yeok-goon-eun' provides the present learners with special experience such as perception and attitude about the world, relationship between the nature and human beings, and cultural practices which attribute to the other. Such perspective of experience has been focussed on that the expressions in the classics have the world of understanding and recognition which is quite different from the present beyond the side of communication and delivery. It offers significant viewpoint in relation to value and quality of classic literature education.