• Title/Summary/Keyword: playfulness

Search Result 351, Processing Time 0.034 seconds

Effects of Cultural Tourism Festival's Experiential Elements on Brand Value and Festival Image -With Focus on Ganggyeong Fermented Seafood Festival- (문화관광축제 체험요소가 브랜드가치와 축제이미지에 미치는 영향 -강경발효젓갈축제를 중심으로-)

  • Noh, Wone-Jung;Jee, Jin-Ho
    • The Journal of the Korea Contents Association
    • /
    • v.13 no.3
    • /
    • pp.414-427
    • /
    • 2013
  • The purpose of this study was to examine the effects of cultural tourism festival's experiential elements on brand value and festival image. The object of this study was the participants of Ganggyeong Fermented Seafood Festival. 260 questionnaires were distributed and analyzed 251 collected questionnaires with SPSS18.0. The results of this study are summarized as followings. First, cultural tourism festival's experiential elements influences brand value, and playfulness, placeness and deviation among the variables of experiential elements positively influence. Second, uniqueness, contents, and functionality of variables of brand value positively influence festival image. It showed that when the organizer offered exciting experiential program which the participants didn't experienced, it influenced brand value and festival image more positively.

Analysis of Determinants Influencing User Satisfaction for Augmented Reality(AR) Camera Application: Focusing on Naver's Service (증강현실 기반 카메라 애플리케이션 서비스 만족도 영향 요인들에 대한 고찰: 네이버 <스노우> 서비스를 중심으로)

  • Lee, Sungjoon
    • The Journal of the Korea Contents Association
    • /
    • v.20 no.7
    • /
    • pp.417-428
    • /
    • 2020
  • Augmented reality(AR) service as one of the representative technologies in the era of the 4th industrial revolution has gotten people's increasing attention. At this time, this study aimed to examine the determinants affecting service satisfaction of the AR-based camera application service by focusing on Naver's service. Several factors that might have influences on satisfaction of the AR-based camera application service were conceived based on the previous literature. And it was tested whether they had influences on satisfaction of the AR-based camera application service or not empirically. The responses of a sample of 312 people who had experienced using Naver's service were collected by means of an online survey and they were analyzed employing a hierarchical regression analysis. The results of this research indicated that gender as one of demographic variable, perceived interactivity, aesthetic value, trend following motivation as an extrinsic motivation and playfulness as an intrinsic motivation have significant influences on the service satisfaction of the AR-based camera application service. The results in this study have meanings since they can be used as references for AR service providers to develop more satisfactory AR services.

The effects of Dessert Cafe Franchise's Experiential value on Lovemarks and Brand loyalty: Focusing on the Control Variables by Structural Equation Model

  • Kim, Ki-Soo;Kim, Sung-Hun;Cho, Sung-Ho
    • Journal of Distribution Science
    • /
    • v.16 no.10
    • /
    • pp.39-46
    • /
    • 2018
  • Purpose - this research is to examine the relationship between Franchise's experiential value, lovemarks, respectful recognition, and brand loyalty focusing on the control variables. Control variables such as age, occupation, education, monthly income, and kinds of restaurant are included to measure influence on these as well. Research, design, data, and methodology - 500 questionnaires were distributed from June 10th to July 10th, 2017. 225 respondents were totally included in this analysis using SPSS and AMOS program. In order to test hypothesis, factor analysis and reliability verification firstly were employed, and then covariance structure analysis was used. Results - Empirical results are as followed. First, it can be mentioned that the esthetics of dessert cafe is analyzed to have a positive effect on the perception of love and respectful perception. Second, playfulness has a positive effect on perception of love. Third, respect perception has a positive effect on brand loyalty. When variables such as age, occupation, education, monthly income, and restaurant type were used as control variables, only monthly income had a significant effect on respect recognition. This shows that the control variable has a significant effect on the causal relationship of the variables. Conclusions - In summary, it can be stated that it is necessary for marketers to establish marketing strategies in order to boost customers' experiential value such as esthetics of franchise and also to strengthen lovemarks for respectful recognition and brand loyalty.

The Effect of Health Consciousness and Playfulness on Intention to Use Tangible Fitness Game: Extended TAM (건강의식과 유희성이 체감형 피트니스 게임수용에 미치는 영향: 확장된 기술수용모델)

  • Jang, Han-Jin;Noh, Ghee-Young
    • The Journal of the Korea Contents Association
    • /
    • v.17 no.1
    • /
    • pp.1-11
    • /
    • 2017
  • This research verified that how Health-Consciousness and Enjoyment can have influence on the Technology Acceptance Model(TAM) using Structural Equation Model(SEM) to suggest a Tangible Fitness Game(TFG) acceptance model. First of all, perceived usefulness and ease of use, the core factors of TAM could influence on the intention to use TFG, so the applicability of TAM was confirmed in the context of using TFG. Health-consciousness, defined as some beliefs and interests on the importance of health, was found to have an positive effect on perceived usefulness and have an influence on the intention to use TFG. Enjoyment also influenced on the intention to use through usefulness and ease of use. This research contributes to make elaborate theoretical accounts by verifying some factors influencing on the intention to use TFG using Extended Technology Acceptance Model.

A study on the characteristics of Bootleg fashion (부틀렉 패션의 특성에 대한 연구)

  • Ahn, Sehee;Kim, Yoon
    • The Research Journal of the Costume Culture
    • /
    • v.28 no.1
    • /
    • pp.30-44
    • /
    • 2020
  • Bootleg fashion emerged from the fashion industry after 2010, and has been used across a range of different genres. However, it has yet to be theoretically established; therefore, this study will explain bootleg fashion as a new genre, which will help in the planning and designing of products within domestic fashion brands. The purpose of this study was to examine the characteristics and internal meaning of bootleg fashion as a recently emerged fashion phenomenon that borrows from other brands without permission. The research methodology included a theoretical literature review of fashion sites and related materials and empirical research using case analysis. Results of the analysis of both characteristics and internal meaning of bootleg fashion suggest the following characteristics: "unauthorized use of symbolic elements," "disorganization of boundaries between fashion," "multiplicity through globalization," and "newness through deconstruction and recombination." Internal meanings derived from the analysis were "parody through symbol," which is seen as "a parody and homage resulting from the unauthorized use of a brand," while "decomposition through disorganization" is seen as a break-up of the boundaries between different fashions from a mainstream-oriented perspective. A juxtaposition of elements was demonstrated by "playfulness through transformation," which showed that such fashion cannot coexist with positional transposition. Finally, "spread as a cultural phenomenon" was derived through the diffusion through digital media with DIY culture. As such, bootleg fashion has been reborn as an innovative fashion genre, breaking the taboo of the illegitimate from the past and demonstrating new endeavors.

Consumer Study on the Acceptance of VR Headsets based on the Extended TAM (확장된 기술수용모델을 활용한 VR기기 수용관련 소비자 연구)

  • Chen, Qian Qian;Park, Hyun Jung
    • Journal of Digital Convergence
    • /
    • v.16 no.6
    • /
    • pp.117-126
    • /
    • 2018
  • This study investigated the antecedents of VR(virtual reality) headsets acceptance and the causal relationships among self-efficacy, content diversity, the perceived usefulness, the perceived easy of use, the perceived playfulness and the adoption intention. We collected 238 survey responses and formed structural equation modeling with AMOS 23.0. The results of the analysis can be summarized as follows. The diversity of contents and self-efficacy had significant effects on perceived usefulness, perceived ease of use and perceived enjoyment, thus increasing the intention of acceptance. Perceived usefulness, perceived ease of use and perceived enjoyment had significant effects on the intention of acceptance. Perceived ease of use indirectly had an effect through increasing perceived enjoyment. The price did not affect the adoption intention and marketing communication increased the intention of acceptance. The results are expected to provide useful information to the companies related to VR.

A Study on the Web Based Collaborative Learning Systems (웹기반 협동학습시스템의 활용에 관한 연구)

  • Lee, Dong-Hoon;Lee, Sang-Kon;Lee, Ji-Yeon
    • The Journal of Korean Institute for Practical Engineering Education
    • /
    • v.2 no.1
    • /
    • pp.64-70
    • /
    • 2010
  • The purpose of this study is to understand students' use intentions of Web Based Collaborative Learning (WBCL) system. To meet this purpose, we developed a research model based on the Decomposed TPB. This model contains 5 influencing factors: Explicit social influence(EXSI) and Implicit social influence(IMSI), Perceived Usefulness (PU), Perceived easy of use(PEOU), Perceived Playfulness(PP). Data was collected 254 university students from two different institutions. Also, the analysis is conducted to do the hypothesis testing by using PLS 3.0. The result shows that influence factors except PEOU have a important and significant impact on user Behavior Intention(BI). Using WBCL system and learning tool, team leader(that is referent) and members can be a good interaction. For these same reasons, We found that especialy Explicit social influence(EXSI) and Implicit social influence(IMSI) are special influence factors in reference group.

  • PDF

Trompe l'oeil in contemporary men's fashion (현대 남성 패션에 표현된 트롱프뢰유)

  • Jang, Jung Im;Lee, Younhee
    • The Research Journal of the Costume Culture
    • /
    • v.26 no.5
    • /
    • pp.764-776
    • /
    • 2018
  • The purpose of this study is to serve as a reference for creative fashion design by analyzing the types and aesthetic characteristics of trompe l'oeil in contemporary men's fashion. This research is an empirical study that utilizes both qualitative and quantitative methods to analyze fashion design cases and research articles such as academic papers and professional books. The study covers four major men's collections: Paris, Milan, New York, and London. The period being analyzed is from 2005 Spring/Summer, which is widely regarded as a turning point at which men's collections began rapidly, to 2019 Spring/Summer. The study analyzes 471 photos from domestic and international websites, with the following results. Types of trompe l'oeil in contemporary male fashion are classified into four types: (1) the deconstruction of clothing forms or creation methods, (2) optical illusions that create the effect of multiple layers of clothing on a single article of clothing and the reproduction of apparel details and clothing using 2D printing or embroideries, (3) realistic patterns on garments to create a camouflage effect, and (4) articles of clothing containing body images such as the chest, trunk, or internal human anatomy. These aesthetic characteristics in men's fashion design using types of trompe l'oeil are playful, deconstructive, and decorative features based on hyper-reality. This study aims to acknowledge trompe l'oeil as being widely used in contemporary men's fashion as a type of formative art, playing a crucial role in creative fashion design.

A case study of collaborative learning implementation using open source Moodle learning management system - for collaborative learning promotion by users - (오픈소스 Moodle 학습관리시스템 기반의 협동학습 운영 사례에 관한 연구 - 사용자의 협동학습지원을 중심으로 -)

  • Lee, Jong-Ki
    • Journal of Service Research and Studies
    • /
    • v.6 no.4
    • /
    • pp.47-57
    • /
    • 2016
  • Open source has an amazing spread with the advent of smartphones. Open-source Moodle in e-learning areas are free of LMS (Learning Management System) and the most widely used worldwide, except for the black board commercial programs. One reason is well designed to support collaborative learning and interaction based on constructivist principles, which is the core principle of e-learning in particular that the theoretical basis of educational technology has a high educational effectiveness and benefits. This study examines the operational practices of collaborative learning using open source learning management system Moodle program. It introduces specific information to support the user of the collaborative learning. It looks at the advantages and singularity of collaborative learning in e-learning through examples shown. The purpose of this study is the importance of the relationship between learners and the importance of self-learning of collaborative learning through collaborative learning in a knowledge repository of Moodle. In addition, collaborative learning outcomes are is based on the motivation of learners and playfulness.

The Effect of Tourism Storytelling Choice Attributes on Tourist Satisfaction and Loyalty (관광 스토리텔링 선택속성이 관광객 만족 및 충성도에 미치는 영향)

  • Son, Byong-Mo;Kim, Dong-Soo
    • The Journal of the Korea Contents Association
    • /
    • v.11 no.2
    • /
    • pp.432-445
    • /
    • 2011
  • The purpose of this study is to inquire into the effect of tourism storytelling choice attributes on tourist satisfaction and loyalty in Gangwon province. The random sampling was carried out on 200 tourists who experience tourist storytelling in Gangwon-do. First, the effect of tourism storytelling choice attributes on tourist satisfaction showed that the authenticity, attractiveness, educability, playfulness, undertstandability and sensitivity have a statistically significant positive effect on the tourist satisfaction, and the tourist satisfaction through tourism storytelling has a statistically significant positive effect on the tourist loyalty. Consequently, if the educational effect is provided to raise tourists' interest or sensitivity, and facilitate the understanding through tourism storytelling, the increase of tourists' satisfaction will be connected to positive word-of-mouth and recommendation in surroundings, contributing to tourism activation.