References
- M. Y. Shim & J. H. Lee. (2012). A study of media adaptation and the user experience of augmented reality. Archives of Design Research, 25(2), 265-277. DOI : 10.12925/JKOCS.2008.25.2.19
- R. T. Azuma. (1997). A survey of augmented reality. Presence: Teleoperators & Virtual Environments, 6(4), 355-385. DOI : 10.1162/pres.1997.6.4.355
- J. Y. Sung & J. W. Jo. (2016). An exploratory study on user experience of augmented reality advertising. Journal of Digital Convergence, 14(8), 177-183. DOI : 10.14400/JDC.2016.14.8.177
- J. Y. So & S. H. Kim. (2013). The effects of augmented reality fashion application on pleasure, satisfaction and behavioral intention. The Research Journal of the Costume Culture, 21(6), 810-826. DOI : 10.7741/rjcc.2013.21.6.810
- Y. S. Choi & M. Y. Kim. (2011). An analysis of the fashion brand application. Journal of Fashion Business, 15(5), 129-143. https://doi.org/10.12940/JFB.2011.15.5.129
- N. H. Chung, H. A. Lee & J. M. Kim. (2014). Factors affecting satisfaction and continued usage intention of mobile augmented reality app on cultural heritage tourism. Journal of Tourism and Leisure Research, 26(8), 55-72.
- K. S. Lee & H. R. Lee. (2012). An exploratory study of the augmented reality application role of tour experience to the cultural heritage. Korean Journal of Business Administration, 25(2), 1061-1079.
- J. Haworth & S. Evans. (1995). Challenge, skill and positive subjective states in the daily life of a sample of YTS students. Journal of Occupational and Organizational Psychology, 68(2), 109-121. DOI : 10.1111/j.2044-8325.1995.tb00576.x
- J. Steuer. (1992). Defining virtual reality: Dimensions determining telepresence. Journal of Communication, 42(4), 73-93. DOI : 10.1111/j.1460-2466.1992.tb00812.x
- D. A. Norman. (2004). Introduction to this special section on beauty, goodness, and usability. Human-Computer Interaction, 19(4), 311-318. DOI : 10.1207/s15327051hci1904_1
- N. Shedroff. (1999). Information interaction design: A unified field theory of design. Information design, 267-292.
- C. Hodge. (2003). Semiotics: A Primer for Designers. Retrieved March, 1, 2003.
- S. C. Kim & S. B. Park. (2011). A case study on the mobile application designs applied with augmented reality -around the product promotion applications. Journal of Korean Society of Communication Design, 17, 27-36.
- L. K. Trevino & J. Webster. (1992). Flow in computer-mediated communication: Electronic mail and voice mail evaluation and impacts. Communication research, 19(5), 539-573. DOI : 10.1177/009365092019005001
- Y. J. Han. (2017). Analysis of mediating effects of presence, emotional attachment, and focus of attention for augmented reality immersion. Jourmal of the HCI Society of Korea, 12(4), 27-35. https://doi.org/10.17210/jhsk.2017.11.12.4.27
- B. Y. Su. (2011). Users' cognitive absorption and satisfaction on intention to system use in travel agency websites. International Journal of Tourism and Hospitality Research, 26(2), 163-179.
- Y. J. Joo, N. Y. Kim & K. Y. Kim. (2010). The structural relationship among self-efficacy, internal locus of control, school support, learning flow, satisfaction and learning persistence in cyber education. Journal of Educational Technology, 26(1), 25-55.
- J. Y. Kim. (2013). An exploratory study on the user experience design factors forming flow with smartphones. Journal of The Korean Society for Computer Game, 26(2), 169-178.
- K. J. Bahn & H. H. Kim. (2008). A study on the effects of experience based physical interface on game flow. Archives of Design Research, 21(3), 201-210.
- S. B. Chang. (2018). The effect of smartphone user experience by brand experience's mediator role on user satisfaction and attitude. Journal of Cultural Product & Design, 55, 125-136. https://doi.org/10.18555/kicpd.2018.55.12
- A. Poushneh & A. Z. Vasquez-Parraga. (2017). Discernible impact of augmented reality on retail customer's experience, satisfaction and willingness to buy. Journal of Retailing and Consumer Services, 34, 229-234. DOI : 10.1016/j.jretconser.2016.10.005
- T. Jung, N. Chung & M. C. Leue. (2015). The determinants of recommendations to use augmented reality technologies: The case of a Korean theme park. Tourism management, 49, 75-86. DOI : 10.1016/j.tourman.2015.02.013
- A. Ghose & K. W. Huang. (2009). Personalized pricing and quality customization. Journal of Economics & Management Strategy, 18(4), 1095-1135. DOI : 10.1111/j.1530-9134.2009.00239.x
- J. Y. Sung & K. H. Park. (2011). A study on influence of smart-phone user interface upon brand loyalty: with a focus on coordinating role of perceived skills on the device. Journal of Basic Design & Art, 12(1), 313-321.
- D. S. Youm & S. Y. Yu. (2013). The effects of UI (user interface) experience on product attitude and purchase intention for smartphones. Journal of Digital Convergence, 11(4), 129-137. DOI : 10.14400/JDPM.2013.11.4.129
- D. Youm & K. H. Park (2014). A comparative study on user interface experience, product attitudes and intention to repurchase for each smartphone manufacturer. Journal of Digital Convergence, 12(9), 359-367. DOI : 10.14400/JDC.2014.12.9.359
- T. Schubert, F. Friedmann & H. Regenbrecht. (2001). The experience of presence: Factor analytic insights. Presence: Teleoperators & Virtual Environments, 10(3), 266-281. DOI : 10.1162/105474601300343603
- D. W. Lee, M. R. Lee, J. G. Choi & H. W. Lee. (2011). The role of mobile application user's cognitive absorption on the continuance intention. The e-Business Studies, 12(4), 227-250. https://doi.org/10.15719/geba.12.4.201111.227
- T. P. Novak & D. L. Hoffman. (1997). Measuring the flow experience among web users. Interval Research Corporation, 31(1), 1-35.