• Title/Summary/Keyword: experience level

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Effects of Hotel Using Experience on Customers' Purchase and Behavior Intention (호텔이용 경험이 구매의사와 고객행동의도에 미치는 영향)

  • Han, Jin-Young
    • Journal of Digital Convergence
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    • v.16 no.5
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    • pp.105-113
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    • 2018
  • The purpose of this study was to find out the effects of the hotel using experience on customers' purchase and behavior intention. For this study, a total of 306 questionnaires among collected data for customers who hotel using experience at five star hotels located in Seoul from April 1, 2015 to April 30, 2015 was to ensure a valid sample. As a result of the experiments which conducted by factor analysis and regression analysis, it shows 1% level positive significant effects in purchase and continual purchase intention of "emotional experiencer", "physical experience factor", "continuous experience factor", and "superior experience factor", but it is 10% level significant effects in continual purchase intention positively effected continual purchase intention of "physical experience factor". Also, it shows 1% level positive significant effects on hotel customers' intention of reused, intention of suggestion, intention of recommendation of "emotional experiencer", "physical experience factor", "continuous experience factor", and "superior experience factor". From the study, it is expected to build hotel-customer relationship and brand level of awareness for activating customers' loyalty.

Relationship between Social Development and life Satisfaction According to Horse-riding Experience Participation level (승마체험 참여정도에 따른 사회성발달 및 생활만족과의 관계)

  • Lee, Sang Haeng;Yu, Hye Ri
    • Journal of Digital Convergence
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    • v.17 no.8
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    • pp.439-446
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    • 2019
  • The purpose of this study is to analyze the relationship between social development and life satisfaction according to horse riding participation degree of participants. In order to accomplish the purpose of this study, participants of the equestrian program were set as the population and the sample was extracted by the method of Stratified cluster random sampling. The input data were statistically processed according to the purpose of the study using the SPSS / AMOS 22.0 Version Statistical Program for Windows, and the results were as follows. The results of the analysis are as follows. First, there were some differences in demographic characteristics such as horse riding experience, social development, life satisfaction, and participation level. Second, there was a partial relationship between participation level and social development of participants. Particularly, the degree of participation in horse riding experience was related to the activity of social development. Third, the participation level of horse riding experience was analyzed as having no direct influence on participants' life satisfaction. Fourth, it was analyzed that the development of sociality due to participation in horse riding experiences did not directly affect life satisfaction. Fifth, participation in experience of horse riding, social development and life satisfaction were not causally related.

The Effect of New Product Development Capabilities on the Internationalization of Venture Firm: Moderation Role of Founder's Human Capitals (신제품개발역량이 벤처기업의 국제화에 미치는 영향: 창업자 인적자본의 조절효과를 중심으로)

  • Taewoo Roh;Kijun Lee;Junggeun Kim;Jiyeon Hwang
    • Korea Trade Review
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    • v.47 no.6
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    • pp.97-117
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    • 2022
  • Amid the growing importance and growth potential of venture firms worldwide, this study aimed to figure out the effect of new product development capabilities (NPDC) on the internationalization of Korean venture firms and the moderating impact of founders' human capital. NPDC is a core competency that can cope with the rapidly changing market environment and is required when entering multinational markets. Therefore, we subdivided founders' human capital into professional experience, startup experience, education level, and marketing capacity and examined each moderating effect on a venture firm's internationalization. As a result of empirical analysis of 1,362 Korean venture firms using the Tobit model, this study found that venture firms with excellent NPDC tend to achieve a higher level of internationalization. In addition, among the founder's human capitals, professional experience, education level, and marketing competency moderated the positive relationship between NPDC and internationalization. In contrast, the founder's startup experience was insignificant. The results of this empirical analysis explain the factors that trigger the internationalization performance of venture firms from the perspective of dynamic capabilities and suggest that the founder's human capital played an essential role in the internationalization.

A Survey on Job Performance of Dietitians (영양사의 업무수행도 실태조사)

  • 박영희;최봉순
    • Journal of the East Asian Society of Dietary Life
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    • v.5 no.1
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    • pp.29-39
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    • 1995
  • The purpose of this study was to evaluate job performance of dietitians. The survey also examined differences in job performance of dietitians by institutional classicification, types of task, levels of education and job experience. Data was collected form national samples. Results are summarized as follows. 1. By institutional classification, dietitians working in industry showed lowest score(3.0465${\pm}$.4151), which those working in hospital showed highest score(3.2883${\pm}$.4124) in job performance. 2. By types of task, the score of job performance is in order of hygience management(3.3933${\pm}$.4236), business management(3.3183${\pm}$.5435) and education management(2.3132${\pm}$.7551). 3. By educational level, dietitians who graduated universities scored higher than who graduated junior colleges in general. Specifically, the former had high scores in business management(3.4796${\pm}$.4692) and hygiene management, while the latter had high scores in hygiene management(3.3615${\pm}$.440) and business management, as in order. 4. By job experience, job performance increases after-3 year-experience and peaks in over-10 year-experience. 5. For reasons of negligence in specified taskes, 109 of respondents(22.7%) answered "don't know how to perform" and 108 of them(22.5%) answered "lack of human resources." Also, the lower in job experience the more answered "don't know how to perform" as a reason of negligence a their task(34.5% of below-2 year-experience and 24.2% of junior colleges answered to this reason).

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Factors affecting the life satisfaction of unmarried one-person households according to marital experience (결혼경험 유무에 따른 비혼 1인 가구의 생활만족도에 영향을 미치는 요인)

  • Kang, Sohyun;Park, Jeoung Yun
    • Journal of Family Resource Management and Policy Review
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    • v.24 no.1
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    • pp.21-39
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    • 2020
  • The purposes of this study were to identify the factors that affect the life satisfaction of unmarried one-person households and to examine how these factors influence this population. This study targeted 308 unmarried one-person households. The results found the following: one-person households without marriage experience had higher levels of job stress than one-person households with marriage experience, and the level of differentiation of family projections was lower; the overall level of life satisfaction was higher in one-person households without marriage experience than in one-person households with marriage experience; in one-person households without marriage experience, higher life satisfaction correlated with higher levels of self-integration, family projection processes, and family retirement differentiation, and lower job stress, which was correlated with higher self-control ability, higher evaluation and higher material support; and life satisfaction was found to be higher in unmarried one-person households that received more information and had a lower age, lower job stress, and higher monthly income. This study contributes to the literature in that it explores how marital experience interacts with demographic variables, occupational factors, psychological factors, and social support factors and consequently affects the life satisfaction of unmarried one-person households.

Determinants influencing oral examination experience behavior of the elderly (노인의 구강검진 실천 행동에 영향을 미치는 결정요인)

  • Kim, Min-Young;Jang, Yun-Jung
    • Journal of Korean society of Dental Hygiene
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    • v.21 no.5
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    • pp.585-594
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    • 2021
  • Objectives: This study aimed to understand the effect of factors, possibilities, and desires on oral examination experience behavior of the elderly using raw data from the 2017 Community Health Survey. Methods: Hierarchical logistic regression analysis, an analysis method that controls the input order of a series of independent variables, was performed for 67,835 senior citizens aged 65 and older. Results: In terms of predisposing factors-in women, the higher the level of education, the higher the oral examination practice rate, and the lower the oral examination practice rate in divorce and bereavement among those aged 75 years or older. Regarding enabling factors, the lower the income rating, the higher the oral examination experience rate in religious and social participants as well as, leisure and charity participants, and the lower the oral examination experience rate in the natural environment. Regarding the need factors, the oral examination practice rate was high when the subjective oral health level was recognized as good. Conclusions: As a result, Anderson's model confirmed that various factors affect oral examination experience behavior, and institutional support for policy consensus is needed to promote oral examination experience behavior in older people in various directions.

Differences of Aesthetic Experience Response Code by Player's Experience Level in Adventure Game (어드벤처 게임에서 플레이어 경험수준별 미적경험 반응코드 차이)

  • Choi, GyuHyeok;Kim, Mijin
    • Journal of Korea Game Society
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    • v.20 no.6
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    • pp.3-12
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    • 2020
  • Player experience study includes the behavior and psychological responses of player to game content. And, it focuses on the player's aesthetic experience for specific game elements rather than comprehensive game experiences. This paper presents the player's aesthetic experience data derived from the gameplay process as a code, and analyzes the aesthetic experience data by player experience level for adventure games. These researching results might complement the limitations of existing game analysis research, and provide practical data which creator could apply at the design stage of game.

A Study on the status and the necessity of Space Configuration and Exhibit Method for Safety Experience Hall - Focused on Citizen Safety Experience Hall for the adult education center - (안전체험관 공간구성과 전시매체의 현황조사 및 필요성에 관한 연구 - 시민안전체험관의 성인 교육을 중심으로 -)

  • Li, Ying-Hua;Han, Hae-Ryon
    • Korean Institute of Interior Design Journal
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    • v.21 no.3
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    • pp.144-153
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    • 2012
  • This study analyzed and investigated problems of local safety experience halls' spatial structure and media status. Improvements would be suggested after comprehending the need to execute safety education based on citizen's satisfaction and requests. Contents of safety experience space concept, display characteristics and types applied to local institution were analyzed. Safety experience centers with systemized protocols that opened after 2003 and were bigger than $5,000m^2$ were selected. We had three candidates and they were Seoul Gwangnaru Safety Experience Center, Boramea Safety Experience Center and Daegu Safety Theme Park. Going through checklists and interviewing official institutions that were in charge of safety hall educations helped comprehension of sample space status and detailed experimental presentation media. A survey was created based on this study and was distributed to users and non-users of safety experience halls. The survey consisted of general questions covering situations, awareness, level of interests, frequency and satisfaction level. The results were extracted with SPSS 18.0 through frequency analysis and cross tabulations. This research improvements through synthesized contemplation. For the resuits First, various experimental programs need to be supplemented in order to prevent accidents. Second, vivid experimental spaces need to be planned for active participation and users should be fully aware of safety hazard through education. Third, there weren't enough institutions compared to the education needs. Promoting and building more safety experience halls are dire. Finally, these suggestions of the results will be distributed in the planning of the exhibit hall.

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Peirce and the Problem of Symbols (퍼스와 상징의 문제)

  • Noh, Yang-jin
    • Journal of Korean Philosophical Society
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    • v.152
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    • pp.59-79
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    • 2019
  • The main purpose of this paper is to critically examine the intractable problems of Peirce's notion of 'symbol' as a higher and perfect mode of sign, and present a more appropriate account of the higher status of symbol from an experientialist perspective. Peirce distinguished between icon, index, and symbol, and suggested symbol to be a higher mode of sign, in that it additionally requires "interpretation." Within Peirce's picture, the matter of interpretation is to be explained in terms of "interpretant," while icon or index are not. However, Peirce's conception of "interpretant" itself remains fraught with intractable opacities, thereby leaving the nature of symbol in a misty conundrum. Drawing largely on the experientialist account of the nature and structure of symbolic experience, I try to explicate the complexity of symbol in terms of "the symbolic mapping." According to experientialism, our experience consists of two levels, i.e., physical and symbolic. Physical experience can be extended to symbolic level largely by means of "symbolic mapping," and yet is strongly constrained by physical experience. Symbolic mapping is the way in which we map part of certain physical experience onto some other area, thereby understanding the other area in terms of the mapped part of the physical experience. According to this account, all the signs, icon, index, and symbol a la Peirce, are constructed by way of symbolic mapping. While icon and index are constructed by mapping physical level experience onto some signifier(i.e. Peirce's "representamen"), symbol is constructed by mapping abstract level experience onto some signifier. Considering the experientialist account that abstract level of experience is constructed by way of symbolic mapping of physical level of experience, the symbolic mapping of abstract level of experience onto some other area is a secondary one. Thus, symbol, being constructed by way of secondary or more times mapping, becomes a higher level sign. This analysis is based on the idea that explaining the nature of sign is a matter of explaining that symbolic experience, leaving behind Peirce's realist conception of sign as a matter of an event or state of affairs out there. In conclusion, I suggest that this analysis will open up new possibilities for a more appropriate account of the nature of signs, beyond Peirce's complicated riddles.

Eye Gaze Information and Game Level Design according to FPS Gameplay Beats

  • Choi, GyuHyeok;Kim, Mijin
    • Journal of information and communication convergence engineering
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    • v.16 no.3
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    • pp.189-196
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    • 2018
  • Player's actions in a game occur in the process of gameplay experiences in a play space designed by the developer according to preset gameplay beats. Focusing on beats that induce a first-person shooter (FPS) game's main gameplay, this paper analyzes the differences in eye gaze information found in different players during the course of gameplay. For this research goal, the study divides the beat areas in which play actions appear in association with gameplay beats at a typical FPS game level, repeatedly conducts tests in accordance with a player's experience level (novice and expert group), and collects and analyzes eye gaze information data in three types of beat areas. The analysis result suggests concrete guidelines for game level design for different beat areas based on an FPS game player's experience level. This empirical experiment method and result can lessen repetitive modification work for game level design and consequently be utilized for optimizing the game level to the developer's intention.