• 제목/요약/키워드: experience-based

검색결과 8,981건 처리시간 0.036초

가상·증강현실을 활용한 체험안전교육의 몰입도가 현장 적용성 및 안전사고예방에 미치는 영향: 조선산업 종사자를 중심으로 (Effect of Immersion on Field Applicability and Safety Accident Prevention in Experience Safety Education Using Virtual/augmented Reality : Focusing on Shipbuilding Workers)

  • 문석인;장길상
    • 대한안전경영과학회지
    • /
    • 제23권4호
    • /
    • pp.31-42
    • /
    • 2021
  • Recently, virtual reality (VR) and augmented reality (AR) technologies are attracting attention as core technologies in the era of the 4th industrial revolution. These virtual and augmented reality technologies are being used in a variety of industries, including the construction industry, healthcare industry, and manufacturing industry, to innovate in communication and collaboration, education and simulation, customer service and reinvention of the customer experience. In this paper, VR-based experiential safety education was conducted for workers of shipbuilding companies in Ulsan city, and for them, the educational effectiveness such as immersion, site applicability, safety accident prevention, education satisfaction, overall performance, and safety behavior in VR-based safety experience education were measured. In addition, we examined whether the immersion of VR-based safety experience education affects site applicability, safety accident prevention, educational satisfaction, overall performance, and safety behavior. Furthermore, it was analyzed whether site applicability plays a mediating role in the relationship between immersion and safety accident prevention. As a result, it was found that the immersion of VR-based safety experience education affects site applicability, safety accident prevention effect, education satisfaction, overall performance, and safety behavior, and that site applicability mediates between immersion and safety accident prevention. Based on these results, we suggests a direction for the development of VR-based contents in the field of safety and health and the transformation of safety and health education in the future.

The Impact of Multi-dimensional Trust for Customer Satisfaction

  • Choi, Jae-Won;Sohn, Chang-Soo;Lee, Hong-Joo
    • Management Science and Financial Engineering
    • /
    • 제16권2호
    • /
    • pp.81-97
    • /
    • 2010
  • Trust is one of the most important aspects of the relationship between retailers and consumers in e-commerce. Users may have concerns about transaction security or personal information leakage when they engage in transactions over the Internet. It can be difficult to attract customers if the retailers or service providers cannot establish trust with their customers. There have been many studies of trust-building mechanisms between customers and e-storefronts. However, little work has been done on identifying the relationships between customer satisfaction, purchase intention, and trust. In addition, trust building occurs in the pre- and post-purchase phases of an e-commerce transaction, as well as gradually over repeated transactions. Thus we distinguish between cue-based trust and experience-based trust. The objective of this study was to explain the impact of trust on customer satisfaction and purchase intention in relation to e-commerce sites from the perspective of a multi-dimensional concept of trust. We surveyed 350 undergraduate students and obtained 331 responses for analysis. The result of our analysis showed that cue-based trust has a positive relationship with trust based on experience. Although the two concepts of trust have positive relationships with satisfaction, the path coefficient of trust based on experience was higher than that of cue-based trust. In addition, the purchase intention mediates the relationship between cue-based trust and experience-based trust.

A Study on the Development of Fruit Tree Experience Programs Based on User Segmentation

  • Kwon, O Man;Lee, Junga;Jeong, Daeyoung;Lee, Jin Hee
    • 한국환경과학회지
    • /
    • 제27권10호
    • /
    • pp.865-874
    • /
    • 2018
  • Fruit trees are a key part of agriculture in rural areas and have recently been a part of ecotourism or agrotourism. This study analyzes user segmentation based on user motivation to determine characteristics of potential customers in fruit tree farms, and thereby develop fruit tree experience and educational programs. We conducted a survey of 253 potential customers of fruit tree experience programs in September 2017. Data were evaluated using factor and cluster analyses. The results of the cluster analysis identified four distinct segments based on potential customers' motivations, that is, activity-oriented, learning-oriented, leisure-oriented, and purchase-oriented. These clusters showed that significant differences in the preference of potential customers exist. Different markets were segmented based on the benefits sought by users. The segments' characteristics were identified and activities relevant to each segment were proposed for rural tourism. Lastly, this study suggests directions for development of fruit tree farm experience and educational programs.

안전체험관 공간구성과 전시매체의 현황조사 및 필요성에 관한 연구 - 시민안전체험관의 성인 교육을 중심으로 - (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 -)

  • 이영화;한혜련
    • 한국실내디자인학회논문집
    • /
    • 제21권3호
    • /
    • pp.144-153
    • /
    • 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.

  • PDF

대형 쇼핑센터에서의 소비자 체험에 관한 탐색적 연구 - 패션브랜드 매장 내·외부에서의 체험요소 비교를 중심으로 - (The Qualitative Study on the Customer Experience of Shopping Centers - Focused on Comparison between Internal and External Experience Elements on the Fashion Brand Stores -)

  • 김정희;이진화
    • 한국생활과학회지
    • /
    • 제23권1호
    • /
    • pp.101-122
    • /
    • 2014
  • In this study, the Pine & Gilmore(1998) and Schmitt(1999, 2003), based on previous studies. Recent trends in large department stores and distribution outlets, discount stores and large retail centers, such as the consumer's experience is divided into internal and external fashion brand stores navigation study. Fashion Brand Stores are defined as the inside of the fashion brand store of the form that sells only the products of a fashion company's brand. Meanwhile, shopping center is defined as all the places at the inside and out of the shopping center excluding the inside of the fashion brand store. Likewise, definitions are clarified as such for use. As for the research method for this study, semi-structured focus group interviews were used since they could provide many more data compared to in-depth interviews. Accordingly, data was collected while carrying out free discussions while two to three subjects listened to each other's opinion regarding the key words raised by the interviewer and while thinking about their experience at the inside and outside of the fashion brand stores. As for the subjects, female consumers between the ages of 20 and 50 were targeted, and the interviews conducted with four, seven, four and three women in their 20s, 30s, 40s and 50s, were used, respectively. Likewise, there were a total of 18 subjects. Exploratory Study of Customer Experience area was classified into integration of significance and categorization. In particular, the contents were classified into elements of experience inside the fashion brand stores and fashion brand stores outsider experience in the shopping center elements and the elements of the common experience of fashion stores and shopping centers based on the results concerning the key contents identified in-depth from the customer aspect. The key experience elements at the inside of fashion brand stores were identified as VMD experience, emotional experience, and experience of the service provided by sales representatives. As for the key experience elements at the shopping center which is at the outside of the fashion brand store, they included service scape experience, cultural event experience, playful behavior experience. Meanwhile, elements of common experience included educational experience and exclusivity experience and human respect experience, which demonstrated some difference in terms of the contents.

관광환경 변화에 따른 테마형 문화공간(TCS) 연구 - 콘텐츠 E5(교육, 위락, 체험, 감성, 산업)를 적용한 일본과 한국사례를 중심으로 - (Study of Theme-based Cultural Space According to the Changing Tourism Environment - Focus on examples of Japan and Korea to which Contents E5(Education, Entertainment, Experience, Emotion and Economy) were applied -)

  • 오상민;정용섭;한영호
    • 한국실내디자인학회논문집
    • /
    • 제21권6호
    • /
    • pp.46-53
    • /
    • 2012
  • The purpose of present study is that according to the changing tourism environment, detailed cultural environment will be utilized in the active way as systematized theme-based cultural space, and the increase of small theme-based cultural space will contribute to active participation of customers and local development with various programs. TCS was classified to theme-based cultural space contents E5(Education, Entertainment, Experience, Emotion and Economy) in focus of contents in which software is regarded more importantly than hardware, and was analyzed as contents of ten key tourism trend of the future. The present study indicate that experience centered tourism environment stood out in theme-based cultural space, and new era of cultural tourism to which storytelling in focus of emotion is applied will be coming.

  • PDF

초등학생 자원봉사활동 실태 및 체험식 사전교육 프로그램의 효과 분석 (Effects of Experience-Based Preparatory Education on the Volunteer Activities of Primary School Children)

  • 이경희;강문희
    • 아동학회지
    • /
    • 제24권1호
    • /
    • pp.77-97
    • /
    • 2003
  • This study analyzed attitudes of primary school children about volunteer service as reported by 582 children, 267 parents and 236 teachers. It aimed to develop a program for the activation of primary school children's volunteer activities and internalization of the importance of continuous involvement in volunteer activities. Two 6th grade classes were sampled for participation in the experience-based preparatory education program. Questionnaires were distributed to subjects. Data were analyzed by SPSSWIN 10.0. Results showed that the experience-based preparatory education program elevated the level of children's motivation for volunteer activities and heightened their satisfaction with volunteer work. Recommendations were made further study.

  • PDF

E-customized Product: User-centered Co-design Experiences

  • Li, Pei;Liu, Zi Yang
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • 제14권9호
    • /
    • pp.3680-3692
    • /
    • 2020
  • The purpose of this study is to orient users' touchpoints in co-design experience, to identify their need via visualized experience map, to recommend valid design information in online e-customization services. A user-centered co-design experience map (UCEM) is adopted to analyze the relation between users' desire and time spent, so as to evaluate the online co-design experiences. Based on evolutionary algorithm and fuzzy theory, data of this study is collected from 30 participants. The data was analyzed by descriptive analysis in SPSS, and frequency query and word cloud in NVivo. Employing design category and evaluating users' time spent, the findings are that (a) vamp color matching is consistent with interview data; (b) supported by qualitative feedback, the virtual experience map played an important role in the co-design process and the visualized interaction process; and (c) participants prefer to get more information and professional help on color matching and exterior design. Based on the findings in design category, future work should be focused on developing a better understanding of design resource recommendations and multi-stakeholder communication.

A Study of Holism based Service Experience Analysis System

  • Kim, Sung-Su;Lee, Eun-Jong
    • 대한인간공학회지
    • /
    • 제31권1호
    • /
    • pp.49-61
    • /
    • 2012
  • Objective: The aim of this study is to offer a holism based Service Experience Analysis System(HSEAS) for service design. Background: Customer experience has been focused in a lot of service area. But it is difficult to understand the customer's needs and their experiences because it's so complex and uncertain. Thus it needs holistic approach that means it's difficult to explain general character merely through the understanding of small parts that composes an object and it must be analyzed within the overall context. Method: Accordingly, the thesis paper proposes the Service Experience Analysis System that satisfies the four following needs. (1) Need of solid Experience Framework in which the special quality of the service experience is considered, (2) need of support for the semantic cohesion between different kinds of data, (3) need of support for the management and search of vast data, and (4) need of building the knowledge base system for collaborative research. Results: HSEAS combines the short information in the customers' words and behaviors or situations and circumstances and provides a place of analysis where the context of the general experience can be read and allows concrete understanding of the actual state and factor of the problem as a Combined Data Analysis Tool. Conclusion: HSEAS becomes the center of information management, analysis and connection and it provides a free collaboration place where physical condition has no relations to as a knowledge base system based on network. Application: It is expected that length and width will be added to the analysis and assistance for effectively accumulating information will be provided in the area of diverse service.

TUI(Tangible User Interface)기반의 어린이 체험전시 특성 분석 연구 (A Study on the Characteristics of Children's Experience Exhibition Based on Tangible User Interface)

  • 이태은;이창욱
    • 디지털융복합연구
    • /
    • 제18권3호
    • /
    • pp.341-348
    • /
    • 2020
  • 본 연구는 TUI기반 체험전시의 담론 활성화를 위한 기초 연구로 디지털환경에서 변화되고 있는 어린이 체험전시 현상을 분석하여 TUI를 활용한 어린이 체험전시의 발전 유형을 밝혀 보고자 하였다. 연구 전개를 위하여 체험전시에서 야기되는 인터랙티브의 요소인 TUI(tangible user interface)를 처음 제안한 MIT Tangible Media Group의 3가지 요소 측면(인터랙티브 평면, 비트와 원자의 연결, 환경미디어)과 텐저블즈 유형(물건, 장치, 평면, 공간)을 토대로 국내외 체험전시 사례를 조사 분석하고 특성을 도출하였다. 분석결과, TUI 요소는 인터랙티브 평면과 비트와 원자, 환경미디어 순서가 많았으며, 텐저블즈는 물건, 평면, 장치, 공간 유형 순서로 높았다. 이러한 사실은 어린이들의 적극적 개입과 확장된 경험이 필요한 체험전시에 TUI가 적극 활용되고 있음을 보여준다.