• Title/Summary/Keyword: Research experience

Search Result 9,883, Processing Time 0.036 seconds

A Study on the Relationships Among Metaverse Experience, the Benefit Sought, and Purchase Behavior of Avatar Fashion Items (메타버스 체험과 아바타 패션아이템 추구혜택 및 구매행동과의 관계 연구)

  • Kyoungha Ji;Hanna Kim
    • Journal of Fashion Business
    • /
    • v.27 no.1
    • /
    • pp.36-49
    • /
    • 2023
  • This study investigated effects of metaverse experience on avatar fashion item benefit sought and the impact of fashion item benefit sought on fashion item purchase behavior. An online survey was carried out in the last year targeting male and female consumers aged 15 to 39 years who had purchased avatar fashion items from 'Zepeto'. A total of 363 responses were analyzed in this study. Results are as follows. First, four factors of metaverse experience were derived: 'entertainment experience', 'escape experience', 'adventure experience', and 'relationship experience'. Four factors of avatar fashion item benefit sought were derived: 'trend/brand sought', 'situation suitability sought', 'individuality sought', and 'ideal appearance sought'. Second, all four factors of metaverse experience were found to significantly affect the benefit of trend/brand sought. It was found that entertainment, adventure, and relationship experiences, excluding escape experiences, had significant effects on situational suitability sought. In addition, it was confirmed that entertainment and adventure experiences had significant effects on individuality sought and ideal appearance, respectively. Third, it was found that the trend/brand sought had a significant effect on metaverse usage time and purchase amount and that the situational suitability sought influenced the number of avatar fashion items purchased.

Customer Experience Management: An Innovative Approach to Marketing and Business on the Fashion Retail Industry

  • Arineli, Adriana
    • The Journal of Economics, Marketing and Management
    • /
    • v.4 no.2
    • /
    • pp.1-19
    • /
    • 2016
  • The purpose of this study was to examine the issues involved in offering superior customer experience on fashion retail stores in Brazil. The approach used to access CEM (Customer Experience Management) issues was a special questionnaire with 23 questions, through a research with managers of three important brazilian fashion retail chains (focused on class A clients). Some statistical techniques were used for data processing. It was possible to analyze the aspects that impact on the customer experience and their relevance. it was possible to realize that CEM is effective in increasing productivity and, so, it can be used as a guideline matrix management in decision making to promote superior customer experiences. The classical management is usually conservative and avoids to deal with strategies that do not necessarily involve numbers. Dealing with intangible and so subtle experience is unusual and a huge challenge, but sometimes it is necessary to look beyond the obvious and accessible statistics. If CEM is a strategy to focus on operations and processes of a business around the customers experiences with the company, it is essential to structure it and find out its effectiveness.

Requirements and satisfaction with medical masks (보건용 마스크의 요구사항 및 만족도)

  • Younghee Park
    • The Research Journal of the Costume Culture
    • /
    • v.31 no.1
    • /
    • pp.1-17
    • /
    • 2023
  • This study analyzed requirements for medical masks and difference in satisfaction based on demographic characteristics and side effects experience caused by wearing medical masks. Three factors related to requirements for medical masks were identified: wearing comfort and usability, blocking function for harmfulness, and design. As a result of the difference analysis for requirements of medical masks based on demographic characteristics, all three factors showed a significant difference in gender and occupation. Design did in age and monthly income. As a result of the presence or absence of breathing difficulties experience, design factor was significant. As a result of the presence or absence of skin trouble experience, wearing comfort and usability showed a significant difference. As a result of the difference in satisfaction with medical masks based on demographic characteristics and side effect experience caused by wearing medical masks, breathing, ear string tightness, blocking harmful substances, price, and over all wearing comfort showed a significant difference by gender, marital status, age, occupation, and monthly income, and the presence of absence of breathing difficulty experience and skin trouble experience, respectively. As a result of the interaction effect analysis between demographic characteristics and side effects experience caused by wearing medical masks, it showed a significant interaction effect between gender and monthly income, between marital status and monthly income, between monthly income and breathing difficulties experience, and between monthly income and skin trouble experience.

A Study of CVA patients에 Experience of the Illness (뇌졸중 환자의 질병경험에 관한 연구)

  • 남선영
    • Journal of Korean Academy of Nursing
    • /
    • v.28 no.2
    • /
    • pp.479-489
    • /
    • 1998
  • This work was done for 9 patients having experience of a herb medical treatment after being diagnosed as CVA during a year from January, 1996 to December, 1996 by using an ethnographic research method. The summarized results of this research are following. Ⅰ. THE EXPERIENCE OF THE ILLNESS First, the falling-ill phase is the time that they have the first stroke of paralysis and the decision pattern of medical institution' comes out. The emotional experience in the period is something like 'flustration', 'anxiety', 'despair', and 'expectation'. Second, the active-treatment phase is the time that the patients as well as their family or care giver not only show the positive attitude and actively participate in the illness treatment but also show a lot of interest in medical institutions and activities of health recovery. There is a primary factor of the continuation of treatment as an experience of treatment and being crushed and sensitivity as an experience of the illness. Third, the rehabilitation phase is the time that the patients or their family become tired and insensitive to the treatment and recuperation, and then reduce the treatment activity. There is a primary influence factor of the discontinuance of treatment as an experience of treatment and physical experience and emotional experience as an experience of the illness. The physical experience is divided into 'personal-hygiene care', and 'the sphere of activity' The emotional experiences are 'blaming someone', 'contempt' and 'despair' as a negative experience and 'hope' as a positive experience. Ⅱ. COPING STRATEGY There are a physical coping, an emotional and mental coping, a social coping, and a spiritual coping as a coping strategy used for the patients to overcome their illness and adjust themselves to their altered life. First, the physical coping comes out as 8 categories, 'using an auxiliary tool', 'doing exercise', 'protecting', 'improving their diet', 'taking care of something', 'using subsidiary medicines', 'trying a folk remedy', and 'having interest in their health'. Second, for the emotional and mental coping, there are 'accepting' and 'trying' as a positive coping and a failure of control as a negative coping. Third, the social coping is appeared as 'being supported'. Fourth, the spiritual coping is recognized as' recourse to God' and 'preparation of death'. After all, the elderly CVA patients in an agricultural area choose the act of treatment based on the traditional belief and the relationship with a caretaker. A personal health can be maintained by taking care of themselves and controling their mind, and the overcome of the illness is decided on the basis of traditional concepts and cultural principles in which the patients as well as the family, neigbors and take carers should work out together and cooperate with each other in order to achieve that.

  • PDF

Virtual Domino: Interactive Physics Simulation and Experience

  • Shahab, Qonita M.;Kwon, Yong-Moo;Ko, Hee-Dong
    • 한국HCI학회:학술대회논문집
    • /
    • 2006.02a
    • /
    • pp.954-959
    • /
    • 2006
  • Virtual Reality simulation enables immersive 3D experience of a Virtual Environment. A simulation-based VE can be used to map real world phenomena into virtual experience. This research studies on the use of Newton's physics law to demonstrate the effects of forces upon object's falling movement, and their effects towards other fallible objects. A reconfigurable simulation enables users to reconfigure the parameters of the objects involved in the simulation, so that they can see different effects from the different configurations, such as force magnitude and distance between objects. This concept is suitable for a classroom learning of physics law. Preliminary implementation is done on a PC with a joystick for 4DOF movement. The graphics is implemented by SGI OpenGL Performer. A middleware called NAVERLib that consists of Performer's modules for easy XML-based configuration is used for management of visualization, network and devices connection, and where the engine of this domino simulation is attached.

  • PDF

The Effects of User Experience-Based Design Innovativeness on User-Metaverse Platform Channel Relationships in South Korea

  • JEON, Joo-Eon
    • Journal of Distribution Science
    • /
    • v.19 no.11
    • /
    • pp.81-90
    • /
    • 2021
  • Purpose: The purpose of this research is that Metaverse platforms' UXBDI can be distinguished among Metaverse platform channel types. Metaverse platform represents a collective term signifying services that include augmented reality, lifelogging, mirror worlds, and virtual worlds. User Experience-Based Design Innovativeness (UXBDI) is characterized by novelty in product design and services that satisfy user experience. This study examined the effect of Metaverse platforms' UXBDI on user-Metaverse platform relationships. Research design, data and methodology: Metaverse platform users were selected as samples, and a marketing research institution known as a panel company conducted the survey. It used multiple regression to test the impact on platform identification and commitment based on a survey of 442 South Korean respondents. Results: The research confirmed that UXBDI sub-dimensional scales of attractiveness and interaction increased user-Metaverse platform identification and commitment. Also, a Metaverse platform identity increased user-Metaverse platform identification in virtual and mirror worlds. Conclusion: This study contributes to multiple academic fields. First, the UXBDI of Metaverse platforms appears to be a key component of ongoing user-Metaverse relationships. Second, UXBDI affects relationships differently based on the Metaverse platform type.

The influence of service quality and using experience on royalty in home trading system (HTS) (홈트레이딩시스템 (HTS)의 서비스품질과 이용경험이 애호도에 미치는 영향)

  • Choi, Weon Geun
    • Journal of Korea Society of Digital Industry and Information Management
    • /
    • v.9 no.3
    • /
    • pp.211-221
    • /
    • 2013
  • This study investigated the effect of service quality and using experience on a royalty in a electronic commerce. Expecially, used HTS (Home Trading System of securities companies)as a online service system. HTS (Home Trading System) is a electronic commerce system of securities companies that is a most progressive tool of it. Almost securities companies are offering these typical trading system, because it is a required factor for a competitive position in their compound market. This paper made hypotheses of five cases, and collected some data through survey questionnaire for an analysis of actual proof. For attaining the object of this research, used a structure equation modeling, and found that almost paths of the research model are supported among the service quality, using experience, involvement and royalty. This study could provide academic and managerial implications in a electronic commerce business.

Feedback Order and Problem-Solving Experience in Competitive Problem-Solving : An Empirical Analysis of Online Innovation Contests (경쟁적 문제 해결 과정에서 피드백 순서와 문제 해결 경험 : 온라인 혁신 경진 대회의 실증 분석)

  • Mun, Hee Jin;Chung, Yerim;Park, Kyung Min
    • Journal of the Korean Operations Research and Management Science Society
    • /
    • v.38 no.1
    • /
    • pp.29-44
    • /
    • 2013
  • This study suggests that as receiving feedback is moved back, the effectiveness of problem-solving increases. Utilizing data from innovation contests in which a number of problem solvers compete with each other, we answer questions such as whether the order of receiving first feedback affects problem-solving effectiveness and how problem-solving experience moderates the relationship between the first feedback order and problem-solving effectiveness. Empirical results based on data collected from Kaggle, an online platform for innovation contests, showed that the order that contest participants receive the first feedback increases problem-solving effectiveness. Furthermore, the more prior experience of contest participants accentuates the suggested relationship between the order of receiving the first feedback and problem-solving effectiveness.

Nurses' Experience of Inpatients' Falls (입원 환자의 낙상 사고에 대한 간호사의 경험)

  • Kim, Yu Jeong
    • Journal of Korean Academy of Fundamentals of Nursing
    • /
    • v.24 no.2
    • /
    • pp.106-117
    • /
    • 2017
  • Purpose: The purpose of this study was to identify nurses' experience of falls by inpatients. Methods: From December 30, 2015 to February 22, 2016 data were collected through in-depth individual interviews and analyzed using Colaizzi's phenomenological method. Participants were 11 clinical nurses and 2 head nurses. Results: Nurses' experience related to inpatients' falls were categorized as follows: 'emotional impact after falls', 'responsibility for falls', 'changes after experience of falls', 'burden of reporting falls', 'difficulty in preventing falls', 'seeking new strategies for fall prevention' Conclusion: The findings from this study suggest that there is a need to develop programs to help nurses overcome the emotional impact of falls. Also education should be provided to patients, caregivers and health providers in order to prevent falls and improve patient safety.

Potentials and Challenges of the Usability of Museum Mobile Applications (박물관 모바일 애플리케이션의 사용성에 대한 잠재력과 문제점)

  • Rhee, Boa
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2015.01a
    • /
    • pp.307-308
    • /
    • 2015
  • The biggest challenge of managing mobile interpretative device is encouraging visitors to have the mobile experience. Thus, in the research of the mobile application of the Leeum, a short orientation session as a treatment was provided to survey participants to make them use of a mobile experience and to solve the problem of hesitancy. Based on the research data, their satisfaction with visiting experience and with using the application appeared to be relatively high. However, several problems such as intrusiveness, isolation, head-down effect and technical problems needed to be improved to have a promising future.

  • PDF