• Title/Summary/Keyword: experiential factors

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Structural Analysis of Play Space by Game Level Goals in FPS (FPS게임레벨의 목표에 따른 플레이공간 구조분석)

  • Choi, GyuHyeok;Ting, Wu;Kim, Mijin
    • Journal of Korea Game Society
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    • v.17 no.5
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    • pp.19-26
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    • 2017
  • A game player experiences gameplay that game designer sets in play space according to goal of a game. Player's experiential behaviors are affected by the space structure of game level and its arrangements. Therefore, it is an important process to understand and analyze the space structure of game level at the initial stage of game designing. In this paper, we was aimed to analyze the space structure and components of FPS game level based on space theory. To attain the objective, observation was carried out on a total of 204 levels in 3 different kinds of FPS games and the difference in the distribution of spatial composition factors by the goal of a game level was identified. As a result of the analysis, experiential behaviors in the play space show a clear difference according to the goal of the game level and the space structure that derives this is different.

A Study on the Reading Effectiveness of School Library Event Collection Programs: Focusing on Korean History (학교도서관 이벤트컬렉션 프로그램의 독서 효과에 관한 연구: 한국사 분야를 중심으로)

  • Lee, Eunjung;Kim, Giyeong
    • Journal of the Korean Society for information Management
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    • v.34 no.1
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    • pp.73-110
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    • 2017
  • This study explores the effectiveness and applications of event collection programs, which are integrated programs with event experience and collection experience as a cooperation model that combines school education and library resources as course-related materials. For the purpose, a triangulated analysis with both quantitative and qualitative data was conducted. As a result, This study examined an event collection program's effectiveness which were positive effects on the participated students' reading and perceptions on the roles of their school libraries. The event collection supported the students to self-construct their knowledge by exploring information with the provision of a collection with various materials on a topic, which would be hardly provided within the traditional library subject classification, and that the event collection program could be a useful tool for self-directed reading due to its promotion of interaction, sharing, and participation among materials and the participated students by functional factors of experiential marketing.

A Study on Warrant Rearrangement Using Efficiency Analysis of Reversible Lane (가변차로제 효율성분석을 통한 설치기준 재설정에 관한 연구)

  • Oh, Sei-Chang;Choi, Bo-Hyuk
    • Journal of Korean Society of Transportation
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    • v.22 no.1 s.72
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    • pp.7-18
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    • 2004
  • To solve the urban traffic congestion problem, Seoul and other major cities have operated the reversible lanes as Transportation Systems Manage-ment(TSM) method since 1981. However, few studies have been conducted to measure the effectiveness of reversible lane implementation and operation, and the reversible lanes have been implemented based on the experiential warrants rather than the study-based warrants. In this Paper the effect of reversible lanes operation has been analyzed by using the average delay and the fuel consumption. Four factors such as in and out flow of directional v/c, the ratio of directional volume, the number of reversible lanes and left-turn treatment(prohibition of LTs or protected LTs) were used to estimate the implementation effect of reversible lane operation by using TRANSYT-7F simulation package. In the case of six-lane urban arterial, the lower ratio of directional volume was found to warrant the reversible lanes when the simulation-based method was applied compared with the current experiential warrants.

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.

Is BTS Different? Shared Episodes on SNS as a Good Indicator for Celebrity Endorsed Ad Effects

  • Bu, Kyunghee;Kim, Whoe Whun
    • Asia Marketing Journal
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    • v.22 no.4
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    • pp.27-45
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    • 2021
  • This study examines the effects of celebrity endorsed advertising from a new perspective of the prior research that emphasizes the matchup between the brand and the celebrity. Due to the recent sharing experiences of the celebrity and their fans on SNS, it is hypothesized that the shared stories would impact viewers' responses that are often expressed in their likes, dislikes, shares and comments on SNS. In this study, the episodic type of advertising is hypothesized to have more favorable and active responses from viewers than the typical celebrity image-focused ads would have. By crawling and analyzing viewers' responses on YouTube toward 12 BTS endorsed ads, the hypotheses are confirmed as higher ratio of likes, lower ratio of dislikes and significantly higher ratio of comments over both total views and total likes were found. For the rationale behind, total 1800 comments were categorized into 4 major content types such as attached, experiential, empathic and self-related ones that are all considered as important factors influencing the strong ad effect. The results showed that the episodic ads have marginally more emotional comments than the celeb image ads. The difference was only found in experiential and empathic responses but not in self-related responses. Contrary to the hypothesis, the comments expressing attachment were found more for the celebrity image-focused ads than the episodic ones. It does not seem to suggest that the celebrity image focused ads are better to capture viewers' attachment towards the celebrity and the ad endorsed, but that the episodic ads draw viewers into relatively deeper level of attachment such as empathy by perceiving the authenticity of the celebrity and the brand. In conclusion, the shared stories on SNS can be a factor in the match-up theory on celebrity endorsed ad effects.

A Study on the Development of Experiential STEAM Program Based on Visual Impairment Using 3D Printer: Focusing on 'Sun' Concept (3D프린터 활용 체험형 STEAM 프로그램 개발 연구: '태양' 개념을 중심으로)

  • Kim, Sanggul;Kim, Hyoungbum;Kim, Yonggi
    • Journal of the Korean Society of Earth Science Education
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    • v.15 no.1
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    • pp.62-75
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    • 2022
  • In this study, experiential STEAM program using 3D printer was produced focusing on the content elements of 'solar' in the 2015 revised science curriculum, and in order to find out the effectiveness of the STEAM program, analyzed creative problem solving, STEAM attitude, and STEAM satisfaction by applying it to two middle school 77 students simple random sampled. The results of this study are as follows. First, a solar tactile model was produced using a 3D printer, and a program was developed to enable students to actively learn experience-oriented activities through visual impairment experiences. Second, in the response sample t-test by the difference in pre- and post-score of STEAM attitude tests, significant statistical test results were shown in 'interest', 'consideration', 'self-concept', 'self-efficacy', and 'science and engineering career choice' sub-factors except 'consideration' and 'usefulness / value recognition' sub-factors (p<.05). Third,, the STEAM satisfaction test conducted after the application of the 3D printer-based STEAM program showed that the average value range of sub-factors were 3.66~3.97, which improved students' understanding and interest in science subjects through the 3D printer-based STEAM program.

A Study on the Effect of Customers' Experimental Recognition of the Omni-Channel Brand on the Relationship Quality (옴니채널 브랜드에 대한 경험적 인식이 관계품질에 미치는 영향)

  • Ock, Jung-Won;Yun, Dae-Hong;Choi, Tae-Ho
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.7
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    • pp.448-458
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    • 2017
  • This study reviews the literature related to the omni-channel and derived structural relationship between experiential perception of omni-channel brand and consumer-brand relational quality. A total of 250 questionnaires were distributed to university students, workers, and consumers in Busan, Korea, who had experience using SSG.com. 210 questionnaires were used for final validation of research model. The hypotheses set in this study was validated through SPSS18.0 and LISREL8.3 based on the research model. The results showed that all hypotheses were accepted, except for 2 hypotheses(Hypothesis 2-3, Hypothesis 2-4). Findings of this study suggest the following:First, the consumer's experience with the omni-channel brand was found to be an important factor influencing consumers' cognitive and emotional responses formed by the transfer effect of experiential factors through senses. Second, the relationship between consumers and the omni-channel brand was found to be an important factor in building attachment and psychological bond through experience and trust for the omni-channel brand. Thus, the results of this study provide the basis for overall understanding of the strategic experiential module (SEMs) for the omni-channel, which recently emerged as a new trend of distribution channel, as well as for managing the spatial environment. Finally, we present the theoretical and practical implications related to consumers' experience and relational perception.

The Effect of CEO Experiential Attributes and Slack Resource on the Selection of Strategic Alliance Type (벤처기업 최고 경영자 경험 특성과 여유자원이 전략적 제휴 유형 선택에 미치는 영향)

  • Han, Sangyun
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.17 no.1
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    • pp.45-61
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    • 2022
  • Despite of the consensus on the critical role of CEO and slack resources for strategic decision making, how they affect in the selection of strategic alliance type is limited. This study investigated the effect of CEO's experiential attributes and the venture firms' slack resource on the selection of strategic alliance type. To this end, this study used multi-variate logistic regression analysis with 1,813 Korean venture firms. The findings indicated that higher education level and large firm experience of CEO positively contributed to form an explorative alliance. And these two experiential attributes has negative effects on the probability of exploitative alliance formation. On the other hand, the entrepreneurial experience has no effect on the selection of strategic alliance type. This study also investigated the effect of slack resource - available slack, recoverable slack, and potential slack-. The more venture firms have available and potential slack, the higher probability of pursuing an explorative alliance. In addition, recoverable slack of venture firms has negative effect only on the selection of explorative alliance. The results of this study are expected to contribute the literatures of strategic management and venture firms by illustrating which CEO and firm-level factors affect the selection of strategic alliance type. This study also extends recent effort to better understand the selection of strategic alliance type with upper echelons theory and slack resource. And this study suggests implications that can increase the probability of successful decision making by venture firms in selection of strategic alliance type.

A Study on the Experiential Characteristics of Museum Visit and Its Periodical Implications (박물관 관람경험의 특성과 시대적 의미에 관한 연구)

  • 김민아
    • Korean Institute of Interior Design Journal
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    • no.25
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    • pp.191-197
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    • 2000
  • This thesis is focused on the visitors varied experiences of the current museum architecture. The current trend and periodical development of visitors experiences are discussed by analyzing the factors such as the external symbol scheme, the exhibition space scheme, and the visitors circulation scheme which are involved with a visitors experience and thus classifying the experiences related to each sample museum. Examining and providing logical descriptions on each of the schemes helps comprehend the visitors varied experiences. This research, which deals with thoroughly understanding a museum as an architecture followed by taking visitors experiences into account, is aimed to contribute to improving visitors experiences in the course of designing a museum. The above-mentioned types of combination applied to each museum chosen for the research help understand the following : National museums show predominance of specific visitors experiences. As for the external symbol scheme, most of national museums have adopted the temple type, whereas international museums have equally adopted with the temple type and the showroom type which are characterized by its dedication to function and being in balance between contents and formalities.

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Preferences for Experiencing activities of Daegu City Residents towards Green Tourism (대구 시민의 그린투어리즘 체험활동 선호도에 관한 연구)

  • Eom, Boong-Hoon;Oh, Seung-Hyun
    • Journal of Korean Society of Rural Planning
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    • v.14 no.4
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    • pp.87-95
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    • 2008
  • The purpose of this study is to analyze city residents' preference to experiencing activities for Green Tourism. A Questionnaire survey was conducted in fall, 2006. The sum of 515 copies was analyzed. Residents of Daegu city preferred 'health/leports experience' and 'traditional food experience', among theme experiential activities. While present providing experience programs are rural-life experiences, which are convenient for provider aspect. By the result of cross-table analysis, there are many differences between groups by gender & age. Men preferred 'health/leports experience', while women preferred 'traditional food experience'. The mean values of preference by 14 experiencing activities showed high at 'health experience', 'traditional food experience', 'leports experience', which represents health & wellbeing trends. By the result of t-test & ANOVA, there also are many differences between groups by gender & age. Especially significant differences were shown by age group. Three factors were categorized. 'traditional/wellbeing/health experience', 'nature-play experience' and 'life-culture experience' were those.