• 제목/요약/키워드: experience-based

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Exploratory Study on Professional Baseball Fan Experience Management: Based on In-Depth Interview and Customer Journey Map

  • Kim, Se-yun;Byun, Kyung-Won
    • International journal of advanced smart convergence
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    • 제10권1호
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    • pp.176-183
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    • 2021
  • The purpose of this study is was to analyze customer experience attribute of professional baseball. To achieve objectives of this study, a method was used the in-depth interview and experts' consultation which understanding the attributes and structure of customer experience attribute of professional baseball. As a result, the professional baseball customer experience attributes are 'viewing plan & purchase', 'stadium movement', 'entrance stadium', 'move to seat', 'game viewing', 'amenities/services', 'events/cheering', 'move after match'. The review of the experience section and attributes derived through in-depth interviews with professional baseball fans was verified through an expert' consultation to secure content validity. Through this process, 8 experience section and 41 attributes were analyzed. The customer experience journey was analyzed for a more in-depth analysis of the viewing experience of professional baseball fans. The customer experience journey was presented based on the needs of fans and discomfort in each experience section activity.

건축문화유산의 공간경험 디자인 - 지능형 콘텐츠 서비스 플랫폼과 정보표현체계 - (Designing Augmented Spatial Experiences of Architectural Heritage - Information Modeling for Intelligent Content Service Platform -)

  • 장선영;김성준;김성아
    • 대한건축학회논문집:계획계
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    • 제35권4호
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    • pp.15-24
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    • 2019
  • Currently, museums and architectural heritage provide augmented user experiences by incorporating various media technologies. They still, however, suffer from the limitation of entertainment-based and the provision of location-based simple and repetitive contents. In addition, while acting as a key medium of experience for architectural heritage, the concept of space is not properly reflected in current services. The purpose of this study is to design user space experience considering such characteristics of architectural heritage. The spatial experience content and content production platform are defined. This software platform creates content that enhances the experience of the place by giving a context-based digital data associated with space and objects. The spatial experience content is designed as a series of experience sequences. The composition of the sequence borrows the method of film and narrative which segment and connect consecutive experiences on a scene basis considering user's detailed spatial experience. Therefore, content components can be combined and reproduced in various types. Augmented contents were extracted by using rule-based reasoning function of ontology at the moment. As a practical example of architectural heritage, the Seokjojeon Hall is used to reveal a spatial experience scenario.

체험중심 생태환경 초등학생들의 생태적 감수성에 미치는 영향 (The Effect of the Experience-based Ecology-Environmental STEAM Program on Ecological Sensitivity of Elementary Students)

  • 김선일;신영준
    • 한국초등과학교육학회지:초등과학교육
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    • 제38권4호
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    • pp.465-474
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    • 2019
  • The purpose of this study was to investigate the effect of the experience-based ecology-environmental STEAM education on ecological sensitivity of elementary students. The research subjects were 62 third graders of S elementary school located in Incheon. They were divided into the experimental group of 33 students and the comparative group of 29 students. The experimental group was provided the educational program with the experience-based ecology-environmental STEAM education. The comparative group was provided the theoretical and ecological self activity program based on the textbook. The results of this study can be summarized as follows; First, the experience-based ecology-environmental STEAM education had a meaningful effect on improvement of ecological sensitivity. Second, we found that access to the ecological environment education is important in all subjects, not in education that is biased toward. Third, in ecological environment education, experience-oriented education methods are more meaningful than indirect experiences trapped in textbooks. Fourth, ecological environment education can contribute to the improvement of ecological sensitivity as well as the intellectual aspect of ecology and environmental science. In conclusion, it was found that the ecological environment program should be conducted with activities of experience.

IoT기반 헬스케어 사용자 경험가치가 사용량과 지속적 사용의도에 미치는 영향에 관한연구 -중국내 샤오미 미밴드 사용자를 중심으로- (The influence of the IoT based healthcare user's experience value on the usage and continuous use intention -Focused on Xiaomi Mi band user in china-)

  • 상맹;신용호;이철우
    • 품질경영학회지
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    • 제44권3호
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    • pp.689-706
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    • 2016
  • Purpose: This study identifies causality in IoT-based healthcare user's experience(playful experience, economical experience), trust, usage, degree of dependence and continuous use intention, especially focused on chinese case. Methods: Face to face interviews was conducted for people who has experience in the use of the Xiaomi Mi band. This study used Partial Least Square(PLS) method with the questionnaires from the interview. Results: IoT-based healthcare users taking playful experience have a strong trust in a positive economic experiences. Also, the user recognizing the experience as an economic one shows stronger intention to use continuously. Conclusion: By getting healthcare users have more economic experience, they have continuous use intention of healthcare product. The empirical findings can be applied to the related companies strategy building.

Investigating Key User Experience Factors for Virtual Reality Interactions

  • Ahn, Junyoung;Choi, Seungho;Lee, Minjae;Kim, Kyungdoh
    • 대한인간공학회지
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    • 제36권4호
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    • pp.267-280
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    • 2017
  • Objective: The aim of this study is to investigate key user experience factors of interactions for Head Mounted Display (HMD) devices in the Virtual Reality Environment (VRE). Background: Virtual reality interaction research has been conducted steadily, while interaction methods and virtual reality devices have improved. Recently, all of the virtual reality devices are head mounted display based ones. Also, HMD-based interaction types include Remote Controller, Head Tracking, and Hand Gesture. However, there is few study on usability evaluation of virtual reality. Especially, the usability of HMD-based virtual reality was not investigated. Therefore, it is necessary to study the usability of HMD-based virtual reality. Method: HMD-based VR devices released recently have only three interaction types, 'Remote Controller', 'Head Tracking', and 'Hand Gesture'. We search 113 types of research to check the user experience factors or evaluation scales by interaction type. Finally, the key user experience factors or relevant evaluation scales are summarized considering the frequency used in the studies. Results: There are various key user experience factors by each interaction type. First, Remote controller's key user experience factors are 'Ease of learning', 'Ease of use', 'Satisfaction', 'Effectiveness', and 'Efficiency'. Also, Head tracking's key user experience factors are 'Sickness', 'Immersion', 'Intuitiveness', 'Stress', 'Fatigue', and 'Ease of learning'. Finally, Hand gesture's key user experience factors are 'Ease of learning', 'Ease of use', 'Feedback', 'Consistent', 'Simple', 'Natural', 'Efficiency', 'Responsiveness', 'Usefulness', 'Intuitiveness', and 'Adaptability'. Conclusion: We identified key user experience factors for each interaction type through literature review. However, we did not consider objective measures because each study adopted different performance factors. Application: The results of this study can be used when evaluating HMD-based interactions in virtual reality in terms of usability.

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.

A comparison of two differential methods for nutrition education in elementary school: lecture- and experience-based learning program

  • Jung, Lan-Hee;Choi, Jeong-Hwa;Bang, Hyun-Mi;Shin, Jun-Ho;Heo, Young-Ran
    • Nutrition Research and Practice
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    • 제9권1호
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    • pp.87-91
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    • 2015
  • BACKGROUND/OBJECTIVES: This research was conducted to compare lecture- and experience-based methods of nutritional education as well as provide fundamental data for developing an effective nutritional education program in elementary schools. SUBJECTS/METHODS: A total of 110 students in three elementary schools in Jeollanam-do were recruited and randomly distributed in lecture- and experience-based groups. The effects of education on students' dietary knowledge, dietary behaviors, and dietary habits were analyzed using a pre/post-test. RESULTS: Lecture- and experience-based methods did not significantly alter total scores for dietary knowledge in any group, although lecture-based method led to improvement for some detailed questions. In the experience-based group, subjects showed significant alteration of dietary behaviors, whereas lecture-based method showed alteration of dietary habits. CONCLUSIONS: These outcomes suggest that lecture- and experience-based methods led to differential improvement of students' dietary habits, behaviors, and knowledge. To obtain better nutritional education results, both lectures and experiential activities need to be considered.

Design of Evaluation Index System for Information Experience based on B2C e-Commerce Bigdata and Artificial Intelligence

  • KANG, Jangmook;HU, Haibo;CHEN, Yinghui;LEE, Sangwon
    • International journal of advanced smart convergence
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    • 제8권4호
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    • pp.1-8
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    • 2019
  • The online retail market continues to grow, especially in China, as e-commerce has developed rapidly in recent years in many countries. Meanwhile, the development and use of new network information technology provides consumers with various contact and experience environments for online shopping. Based on the theory of media weakness, the study began to focus consumer experience on the nature of commercial transactions. The study proposed and designed an initial measure of the consumer information evaluation index, which combines previous findings with implications. Finally, the five-dimensional B2C system was established to evaluate consumers' information experience providing information display, information interaction, information support and information personalization. We researched on evaluation index system for information experience of B2C e-commerce consumers based on samples of Chinese consumers.

Research on the Features of VR Marketing Design Based on Emotional Experience

  • Sui, Qiao;Cho, Dong-Min
    • 한국멀티미디어학회논문지
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    • 제25권3호
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    • pp.537-545
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    • 2022
  • Emotional experience (James, 1884)[1] can affect people's behavior. There are few types of research on VR marketing(Maojun Zhou, Zeru Yan, 2018)[2] design based on emotional experience. This article is based on emotional evaluation theory and empirical research, and the VR marketing case "Buy+" online shopping platform (Wu Yongyi, 2016). It is concluded that there are three levels of emotional experience definition on VR marketing which decompose the features of the VR marketing design of "Buy+ as an online-shop" correspondingly and find out the design features of VR marketing from the perspective of emotional experience. Finally, through the analysis of the questionnaire data, it verified that vividness, functionality and effectiveness could represent the features of VR marketing design. Moreover, it analyzed the correlation among these factors. Vividness and functionality have the closest relationship among them. The definition, the components, and the correlation of the three-layer emotional experience obtained from this research can provide theoretical support and reference for other VR marketing designs.

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

  • 박영희
    • 복식문화연구
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    • 제31권1호
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    • pp.1-17
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    • 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.