• Title/Summary/Keyword: Study Experience

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Effects of Nurse's Second Victim Experiences on Third Victim Experiences: Multiple Mediation Effects of Second Victim Supports (간호사가 인식한 이차 피해 경험이 삼차 피해 경험에 미치는 영향과 이차 피해 지지의 다중 매개효과)

  • Kim, Eun-Mi;Kim, Sun-Aee;Kim, Ji-In;Lee, Ju-Ry;Na, Sun-Gyoung
    • Quality Improvement in Health Care
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    • v.23 no.2
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    • pp.23-34
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    • 2017
  • Purpose: Nurse's second victim experiences could influence organizational negative work-related outcome. The purpose of this study was to investigate the casual relationship between nurses' second victim experience and third victim experience and multiple mediation effects of second victim supports. Methods: A cross-sectional, self-report survey (the Second Victim Experience and Support Tool) was conducted with 305 nurses working in a general hospital. Data were collected from October 20 to November 25, 2016 and analyzed using SPSS Win version 23.0. Results: The nurses' perceived second victim experience was $3.24{\pm}0.61$ and the third victim experience was $3.12{\pm}0.92$. Nurses' second victim experience was found to have a direct effect on increasing third victim experience and indirect effect of colleague support as mediator (p<.05). However, institutional support and supervisor support had not a partial and indirect effect on third victim experience. Conclusion:This study is one of the first to connect second victim experience to third victim experience in South Korea. This study broadens the understanding of the negative effects of a second victim experience influence third victim experience. When involvement in patient safety events, the important role of colleague support in limiting nurse's third victim experience have been acknowledged. This study reinforces the efforts health care leaders are making to develop interventional programs to colleague support their staff as they recover from adverse event involvement.

A Study on Interactive Media Experience Exhibition & Visitor's preference (인터랙티브 미디어 체험전시의 요소와 관람객 선호도에 관한 연구 -라스코전시관 공룡체험전의 사례중심으로-)

  • Kang, Jae-Shin;Lee, Young-Ju
    • Journal of Digital Convergence
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    • v.17 no.1
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    • pp.319-325
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    • 2019
  • The 'Dinosaur Experience' exhibition at the Lasko exhibition hall hosted by Gwangmyeong city is gaining popularity. The purpose of this study is to analyze the elements of experience exhibition and interactive media experience exhibition and to grasp the preference of visitors. First, the theoretical review about interactive media and experience exhibition was made through literature data. Next, based on the Strategic Experience Module, we divided the experiential factors according to experiential value. As a result of the study, it was found that the participation rate of the visitors and the experience time were longer in the program containing many experience exhibition elements. Interactive media experience exhibited by many people have more value items. But it is not enough to understand the preference of visitors by the time spent by visitors. This study suggests that interactive media can be utilized for various experience exhibition.

A Study of Intention to Revisit Jeonju Hanok Village associated with Consumer Experience (전주한옥마을 방문객이 지각한 체험요소가 재방문의도에 미치는 영향 분석)

  • You, So-ye;Jeon, Hyeon-jin
    • The Korean Journal of Community Living Science
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    • v.27 no.1
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    • pp.121-136
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    • 2016
  • The purpose of this study was to investigate consumer behavior based on the experience from visiting Jeonju Hanok Village. This study tested the relationship between the experience and intention to revisit for consumers who visited the village mediated by emotion and place attachment as a structural equation model. The results of this study were as follows. First, the perceived emotion was found to be significantly influenced by experience. Consumers were likely to feel positive emotions if their experiences of entertainment, escapism, and esthetics were positive. Second, the place attachment was found to be significantly influenced by experience. If consumers perceived positive experience of education and escapism, then they would like to be attached to the place where they experienced such positive experience. Finally, the intention to revisit was found to be significantly influenced by the emotion and the place attachment. If positive emotion and place attachment were well-established through consumer experience, then consumers would like to increase the intention to revisit the place.

A Study on Definition and Characteristic of Experience Design - Focused on Human's Cognition Process in Space - (경험디자인의 개념과 특성에 관한 연구 - 인간의 공간 인지 과정을 중심으로 -)

  • Kim Ye-Jin;Lee Jeong-Wook
    • Korean Institute of Interior Design Journal
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    • v.15 no.4 s.57
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    • pp.138-146
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    • 2006
  • Main elements in definition of space value were physical, formal, and reasonable characteristics in the past. Howener recently, definition of space value is changing by being advanced about study concerned with human's cognition and thinking way in definition and analysis of space. As you see, cognitive psychologists have emphasized the importance of human's cognitive structure and process and studied diverse aspects of human's thinking ; consciousness, perception, memory, image, language, decision-making, inference, and so on. Therefore main elements in definition of space value are five-dimensional, psychological, symbolic, mental, emotional characteristics above physical, formal, and reasonable characteristics. As mentioned above, the conversion of thinking focused on reason to thinking focused on human's spirit and emotion is achieved in contemporary architecture and 'human's experience' in space becomes a very important factor. For that reason, the purpose of this study is consideration of human's cognitive process in space by conversion of thinking and gives a definition about experience. And, I would like to define 'experience design' whose main attribute is experience in space and establish theoretical basis of experience design through theoretical researches about experience. This study on experience design that induces users to participate in space and stimulate human's spirit is a important point in definition of space value not only contemporary interior architecture but also prospective generation.

The Study on Compulsive Buying as Self-Defeating Behavior : Focused on Social Exclusion Factor

  • HAN, Woong-Hee
    • East Asian Journal of Business Economics (EAJBE)
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    • v.8 no.2
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    • pp.57-68
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    • 2020
  • Purpose - This study investigated the effect of the social exclusion experience on the compulsive buying tendency. The purpose of current study is to examine the mechanism through compulsive buying, one of selfdefeating behaviors. While previous studies on compulsive buying focused only on the mechanism of psychological escapism to overcome negative emotions, this study intends to expand the study on the causes of compulsive buying by presenting a social exclusion experience as one of the causes of negative emotions. Research design and methodology - Present study was performed with 114 university students. Participants were assigned to one of two groups at random - the social exclusion experience group and the social exclusion nonexperience group. Authors analyzed the influence of social exclusion experience on the compulsive buying. Results - The social exclusion experience group showed compulsive buying tendency than the social exclusion non-experience group. Conclusions - People with social exclusion experiences avoid self-awareness and show cognitive narrowing, which leads to compulsive buying. Academic implications and practical implications of current research were discussed and the limitations were suggested.

A Study on the Educational Meaning of an Undergraduate Student's Environmental Club Experience (대학생 환경동아리 활동의 교육적 의미)

  • Joo, Hyung-Seon;Kim, Jong-Wook
    • Hwankyungkyoyuk
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    • v.18 no.2 s.27
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    • pp.66-75
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    • 2005
  • This study investigates an undergraduate student's environmental club experience by employing a biographical research method. The informant has been member of the environmental club since he is a freshman. The purpose of this study is three points. First, which theoretical framework is suitable to explain the characteristics of environmental club experience ? Second, what is the characteristics of the informant's environmental club experience analysed by means of the theoretical framework ? Finally, what is the educational meaning of environmental club experience ? As a result, I find that environmental identity is very powerful framework to explain the characteristics of environmental club experience. Also, I explain the informant's environmental club experience as the formation of environmental identity by changes in three aspects. In the informant's life, cultural world of environment/environmental movement becomes salient which is closely connected with development of agency in the world and understanding how environmental problems can be solved. It is argued that environmental club experience has educational meaning in the studies and practices of environmental education, as follows. Environmental club experience has implications of redefining the goals of environmental education, and improving environmental problem solving learning. Finally, the informant's environmental identity is considered as reflexive identity which is formed through personal reflection of his experience.

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User Experience Measurement for Senior Friendly Product

  • Jung, Kwang Tae;Chun, Keyoung Jin;Won, Byeong Hee
    • Journal of the Ergonomics Society of Korea
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    • v.32 no.6
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    • pp.557-563
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    • 2013
  • Objective: This study introduces user experience measurement and its application for senior friendly products. Background: Measuring user experience for senior friendly product is very important for its design, but the measurement is not easy. Method: This study was focused on case studies for user experience measurement and its application for senior friendly product. Mobile patient lift and four wheeled walker that assist the old's mobility were studied. User experience was measured through interview and observation method. Result: From measuring the user experience, some usability issues were identified for the products. A method to apply QFD(quality function deployment) in design process was proposed. A design prototype was also developed considering user experience. Conclusion: User experience measurement for senior friendly products is key process for user centered design. Application: The method and result of this study can be applied to user experience measurement and design of senior friendly product.

A Study on Applied Elements fo the Extension of User Experience in Digital Space (디지털 공간에서 나타나는 사용자 경험의 확장을 위한 적용 요소에 관한 연구)

  • Kim, Seyoung
    • Korean Institute of Interior Design Journal
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    • v.23 no.1
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    • pp.52-60
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    • 2014
  • The purpose of this study is to analyze about the extension of user experience in the digital space. Through the digital technology and virtual space, the city's new environment is being changed. it makes people activate their aesthetic experience. Simultaneously, it elevates satisfaction levels regarding people's aesthetic experience. Research methods and settings of the range to study on the Extension of User Experience are as follows: First, establish digital space's characteristics comparing digital space at the structural change-points in modern society. Second, experience's approch way through the digital media in the contemporary space. And understand the concept about a variety of User Experience. Third. to classify the elements of access control for the user experience. Experience is being expanded through the generation process. Fourth, investigate analysis of the case studies, focused on the architecture and space design_Media installations that appear in the city park, the city's landmark buildings facade, the building facade by offering commercially applied for brand marketing_ announced through the media recently. Also, it is to look at the physical elements through digital media and to analyze the applicability of the public space. Therefore, the new approach to digital implementation shall be determined by looking in the direction of the user approaches.

Effects of Brand Experience in Mass Cosmetic Brand Store on Brand Commitment and Loyalty Among Female High School Students (여고생의 중저가 화장품 점포 내 브랜드체험이 브랜드몰입과 충성도에 미치는 영향)

  • Yu, Haekyung;Lee, Minsun
    • Journal of the Korean Society of Clothing and Textiles
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    • v.43 no.2
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    • pp.167-183
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    • 2019
  • This study examines the dimensions of brand experience and brand commitment within mass cosmetic brand stores that target female high school students and analyzes the effect of multi-dimension brand experience and brand commitment on brand loyalty. A model linking brand experience to brand commitment and loyalty was tested, using structural equation modeling analysis. A total of 175 female high school students completed the online questionnaire. The current study extended the understandings of the construct of brand commitment by adopting a broadened five-component consumer commitment. The results confirmed that developing brand experience in domestic mass cosmetics brand stores influences consumer loyalty through various types of brand commitment. This study can be beneficial for brand managers by providing guidelines on how to establish consumer loyalty affected by brand experience through brand commitment. Especially, brand managers should consider the negative impacts of forced commitment on consumer loyalty despite brand experience within the stores not influencing teenage consumers' forced commitment toward mass cosmetic brands. The importance of habitual commitment in the relationship between brand experience and loyalty was also revealed. The results can provide a realistic blueprint for consumer brand experience and commitment strategy.

The Empirical Study on Relationship Between Corporate Performance and Related Business Experience of Game Company's CEO : Moderating effect of Social Capital (게임기업 CEO의 관련사업경험이 경영성과에 미치는 영향에 관한 실증적 연구 -사회적 자본의 조절효과를 중심으로-)

  • Seo, Tae Geon;Yang, Dong Woo
    • Journal of Korea Multimedia Society
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    • v.18 no.11
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    • pp.1408-1418
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    • 2015
  • As the CEO`s of game companies should be ready for the rapid change of technical environment of game industry, highly skilled employees and the social capital become very important factors in doing game business. 2013 Korea Game White Paper shows that many game companies prefer employees with job experience. The social capital and network help game companies get industrial information easily. This study empirically examines the relationship among CEO`s related business experience, corporate performance and social capital based on 134 Korean game companies. CEO`s characteristics are measured by using demographic characteristics including age, amount of education, and prior job experience and psychological characteristics, but this study focuses on related business experience. The results of this study show some significant relationship between the related business experience of CEO and nonfinancial performance of the firm. Secondly, this study verifies the moderating effect of the social capital between the related business experience of CEO and non-financial performance of the firm. The results of the moderating effect of the social capital show that social capital increases the non-financial performance.