• Title/Summary/Keyword: visit experience

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The Effectiveness of Jeju Island Mixed Reality Tourism Application: Focusing on the Moderating Role of Users' K-Culture Involvement

  • Yoo, Seungchul;Jung, Kwanghee;Nguyen, Vinh T.;Piscarac, Diana
    • International Journal of Advanced Culture Technology
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    • v.8 no.2
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    • pp.116-128
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    • 2020
  • In this study, we introduce a multi-modal mixed reality (MR) application for advertising the main touristic landmarks on Jeju Island, and evaluate its effectiveness based on the Technology Acceptance Model (TAM) with a focus on the user's involvement in Korean culture (K-Culture). Specifically, we deployed several stimuli to enable users to retrieve information, visualize a variety of heritage content such as text, images, videos, virtual artifacts, and immerse in a VR environment to experience the heritage locations. The results of the online survey with 436 participants showed that for consumers with low K-Culture involvement, Perceived Usefulness and Perceived Ease-of-Use did not affect their Intention to Visit the island. Still, it had a significant impact on their Intention to Use the application. On the other hand, for the group with high K-Culture involvement, Perceived Usefulness had no effect on the Intention to Use and Intention to Visit. However, Perceived Ease-of-Use had a significant impact on their Intention to Use the application and Intention to Visit Jeju Island. Therefore, when user involvement in K-Culture is high, convenience of use has played a significant role in sensory media usage and the intention to visit, regardless of the usefulness of the mixed reality content. In contrast, users with low K-Culture involvement primarily focused on the functional aspects of the application. These findings open the path for follow-up studies on K-Culture involvement and immersive media tourism marketing, which will benefit digital tourism marketing and Korea's tourism industry.

Effect of Store Fit of Improved Signboard on Visit Intention to Store: Mediating Effects of Informativeness, Entertainment, and Irritation (간판 개선을 시행한 간판의 점포 적합성이 점포 방문 의도에 미치는 영향: 정보성, 오락성, 방해성의 매개효과)

  • Yesolran Kim;Se-Jin Lee
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.2
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    • pp.29-35
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    • 2023
  • This study examined the effect of store fit perceived by consumers for improved signboards on visit intention to store, and the mediating effect of informativeness, entertainment, and irritation. The survey was conducted from November 7 to November 18, 2022 with 150 undergraduate and graduate students who had experience visiting areas where signboard improvement projects were implemented. The collected data were analyzed using SPSS 26.0 and PROCESS Macro 4.2. The results showed that store fit had a positive effect on visit intention to store by mediating informativeness and entertainment. This results suggest that practitioners of local governments and government agencies and store owners should consider store fit of signboards as important when participating in signboard improvement projects.

A Study on the Relationships among Experience, Perceived Value, and Satisfaction of Rural Tourism - The Moderating Effect of Length of Stay - (농촌체험의 체험요인이 지각된 가치와 만족에 미치는 영향 - 체류기간의 조절효과 -)

  • Kim, Kyung-Hee;Lee, Sun-Min
    • Journal of Agricultural Extension & Community Development
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    • v.23 no.1
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    • pp.1-14
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    • 2016
  • The purpose of this study was to examine the relationships among experience, perceived value, and satisfaction of rural tourists based on the experience economy(Pine, & Gilmore, 1998; 1999). In addition, this study included the moderating effect of length of stay on the proposed relationships. This study was attempt to develop measurement scales based on the theory of experience economy(Pine, & Gilmore, 1998). Data were collected from 481 visitors by field survey from the 10 rural tourism communities. SPSS 20.0 and Amos 18.0 statistical package were used for frequency, reliability, confirmatory factor, and structural equation modelling analysis. The results of a confirmatory factor analysis yielded four dimensions of experience(esthetics, education, escape, and entertainment). The results of structural equation modeling indicated that entertainment, esthetics, and education had positive effects on perceived value, which in turn had a positive effect on satisfaction. In addition, length of stay moderated the relationships among experience, perceived value, and satisfaction. The entertainment and esthetics among experience factor had an effects on perceived value in the group of day visit group, and the entertainment, education, and esthetics among experience factor had an effects on perceived value in the group of stay night group. And the perceived value had a positive effect on satisfaction in the all group. Therefore, in order to increase rural tourists' satisfaction effectively, practitioners needs to develop rural tourism products by considering area of experience economy including tourists' length of stay.

A Study on the Influence of the Exhibition's Image on Visitor's Satisfaction and Behavioral Intention (전시회 이미지가 방문객 만족 및 행동의도에 미치는 영향 연구)

  • Kim, Si-Joong
    • Journal of the Economic Geographical Society of Korea
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    • v.20 no.3
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    • pp.419-430
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    • 2017
  • This study aims to analyze the effect of the exhibition's image toward Visitor's Satisfaction and Behavioral Intention (re-visit and recommendation), and to investigate the influence relationship between visitor's satisfaction and behavioral intention. Thus, the survey is carried out to 489 visitors from Daejeon International Wine Fair and the result shows as following. First, after the analysis of local exhibition's image, 6 factors(wonderfulness tendency, experience tendency, purchase tendency, entertainment tendency, and utility tendency) come out. Second, the impact on image of exhibition's image from 6factors is sequentially followed as wonderfulness tendency, experience tendency, purchase tendency, entertainment tendency, and utility tendency, however the local tendency have no impact on. Third, in the influence relationship between re-visit and exhibition image- as a following order- wonderfulness, purchase tendency, experiment tendency, entertainment tendency and local tendency are sequentially have an impact. Forth, the result of the analysis for influence between elements of the exhibition's image factor and the intention of recommendation shows that wonderfulness, experience tendency, entertainment tendency, and purchase tendency elements had a meaningful influence on the intention of recommendation however, local tendency and utility tendency do not have an impact. Fifth, the satisfaction of visitors have an affirmative influence on the intention of behavior(re-visit and recommendation).

An Investigation of the Framework for User Experience in Museum Mobile Applications (박물관 모바일 애플리케이션의 사용자 경험 프레임워크에 대한 연구)

  • Zheng Lin;Jonghwan Seo
    • Smart Media Journal
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    • v.12 no.1
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    • pp.62-76
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    • 2023
  • The design of a museum mobile application's user experience demands an in-depth comprehension of the user experience dimensions and the unique attributes of the user experience elements that users may encounter. This paper through a series of experimental studies and analyses of experiences related to the use of museum mobile applications, derives a user experience framework consisting of four dimensions and 19 elements, which has been verified for feasibility. The study shows that all four dimensions have a positive impact on user satisfaction, but the degree of impact varies. Among them, emotionality of use and ease of use have the greatest impact, while usefulness of use and multiformity of function have relatively less impact. In addition, the user experience of museum mobile application can also positively influence the user's future intention to recommend, continue using, and even the actual visit to the museum.

The Influence of Awareness and Shopping Experience about Social Commerce on Intention to Purchase Attitude(Satisfaction) (소셜커머스에 대한 인식과 구매경험 등이 구매태도(만족도)에 미치는 영향)

  • Rhie, Jin Hee
    • Journal of Information Technology Services
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    • v.12 no.4
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    • pp.337-347
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    • 2013
  • The mobile market in South Korea is about 4trillion and the social commerce market is also growing. Social commerce market was started from small venture company and in nowadays, its status is getting higher enough to compete with such as Gmarket and 11st. As social commerce market is rapidly growing, the interest of consumer is getting higher and we need to research about how consumers to recognize and make a purchase. For the research, I set hypothesis about consumer's recognition about social commerce, shopping experience, purchasing disposition, a trust influence on purchase attitude and we analyzed through actual investigation. I did a survey for male and female in 20s. An analysis result showed that the recognition about social commerce, shopping experience, purchasing disposition and a trust can affect on purchasing satisfaction. The most popular category in social commerce market was restaurant and fashion and I also found that consumers visit social commerce market in case of need rather than regular visits. I expect a rapid growth of social commerce market as an advance of smartphones. I hope this research could help for to establish marketing strategy by understanding characteristics of social commerce market and consumer proneness.

Visitor's Behavioral Characteristics for the Experiential Exhibition (자연사박물관의 체험형 전시에 대한 관람객의 행태특성)

  • 배선화;최준혁;임채진
    • Korean Institute of Interior Design Journal
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    • v.13 no.4
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    • pp.147-155
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    • 2004
  • The purpose of this research is to improve exhibition effectiveness by implementing hands-on exhibition technique that best provides adults with cultural resting place and children with outdoor education which simply supports school curriculum. By completing this research, the museum of natural history will become defined innovative as a place that enables people actively develop creativity For this sake, some of domestic natural science museums were selected as the samples in this study, such as Seodaemun of Natural History, Incheon Standing Science Pavilion and Daejeon National Science Museum, Which all produce experience-based exhibition in relatively brisk manner. First of all, this study attempted to identify the traffic line and behavioral characteristics of spectators who used experience-oriented exhibition through follow-up and observational study Then it divided samples into adults and children group to compare and analyze the ratio of using exhibitions, the ratio of spectators and the sojourn time according to the type of experience-oriented exhibitions. In addition, this study attempted to collect available data about spectators who were in conversation with one another on the other hand, it also attempted to determine any effects on using experience-based exhibition by performing a questionnaire survey, so that it might set up an index for behavioral characteristics the spectators who visit such exhibition.

Patients' Participation in Treatment Decision Making and Health Status (환자의 치료 의사결정 참여와 건강수준)

  • Yoon, Nan-He
    • Quality Improvement in Health Care
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    • v.24 no.1
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    • pp.40-52
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    • 2018
  • Purpose: This study aimed to identify the factors influencing on patients' participation in their treatment decision making, and influences of patients' experience on their health status. Methods: Data from the 2015 Korea National Health and Nutrition Examination Survey were used for the analysis. Multivariate logistic regression analysis was conducted to identify the factors influencing on patients' participation in their treatment decision making. The influences of patients' experience on their health status were analyzed using multiple linear regression analysis. Results: Of the 4,497 respondents, 3,698 (82.2%) respondents mostly participated in their treatment decision making. Those who experienced enough visit duration, physicians' explanation easy enough to understand, or more opportunities to ask were more likely to participate in their treatment decision making. After controlling for their sociodemographic factors and health status, those who had better experience during the outpatient visits were more likely to have better self-rated health or quality of life. Conclusion: To improve patients' health outcomes and satisfaction of health care uses, it is necessary to provide better experiences and expand the opportunities for participation in treatment decision making during their hospital visits.

Green-UX-Story: User Story Creation and Sharing through the Online and Offline Green Experience (Green-UX-Story: 온라인-오프라인 자연 체험을 통한 사용자 스토리 창출 및 공유)

  • Choi, Min-A;Kwon, Doo-Young
    • Korean Journal of Computational Design and Engineering
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    • v.15 no.6
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    • pp.460-466
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    • 2010
  • These days, it is getting important to have more chances to visit natural environment for the wellbeing life. The advancement of digital technologies allows us to get useful information regardless of time and location. In this paper, we investigate a way of improving user experience in the natural green environment using the digital technologies. This paper proposes a system called Green-UX-Story which supports users to create and share their story through the online and offline green experience. The system consists of two main systems: the "Story-Field" and the "Story-Tree". The Story-Field consists of a certain number of the Story-Trees allocated to a certain green site. In the Story-Field, users can see the Story-Trees that are owned by other users and share their stories. The Story-Tree contains the user-story in each branch and green information that are captured by the user on the web. The Story-Tree is generated using the L-system algorithm as the user adds stories. The main purpose of the system is to enable users to write their green stories from the both online and offline experiences. This paper describes the system configuration and the user scenario of the Green-UX-story.

Evaluative Criteria of Cyber Store based on Consumer Character of Cyber Stove Shoppers (사이버쇼핑 이용자의 소비자특성에 따른 가상점포 평가기준)

  • 박재옥;안민영
    • Journal of the Korean Society of Clothing and Textiles
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    • v.27 no.3_4
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    • pp.441-451
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    • 2003
  • The purpose of this study was to find out evaluative criteria of cyber store toward shopping orientation, purchasing experience and demographic factors of consumers to visit cyber store. This study surveyed consumers who have an experience of using cyber store and judgment sampling was used. The respondents were 240 men and women living in the metropolitan area of Seoul and Gyeonggi province. Research method was measured by clothing shopping orientation (utilitarian and hedonic factors), cyber store evaluation criteria (convenience, quality & trust and product character factors), purchasing experience(existent and nonexistent) and demographic factors. For data analysis, descriptive statistics, factor analysis, cluster analysis, ANOVA, t-test, Duncan test, and reliability analysis were conducted. The results were as follows: 1. Evaluative criteria of cyber store were considered importantly in order of possibility of exchange and refund, stability of personal information security, substance of quality degree of product and service and store. 2. Among shopping orientation groups, there were significant differences in all evaluative criteria of cyber store: convenience, quality & trust and product character of store. 3. Among groups toward existence and nonexistence in a purchasing experience, there were significant differences in convenience and quality & trust of store. 4. Among Demographic factors(gender, job, education and income) there were significant differences in convenience and quality & trust of store.