• 제목/요약/키워드: 경험성

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A Study on Confirmation Bias in Early User Experience Stage (초기 사용자 경험 단계의 확증편향에 관한 연구)

  • Lee, Young-Ju
    • Journal of Digital Convergence
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    • v.19 no.1
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    • pp.355-360
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    • 2021
  • In this study, the factors of confirmation bias that may occur in the initial user experience stage were analyzed using a honeycomb model by deriving user experience factors for each factor. In the initial user experience stage, confirmation bias occurs in the impression stage. At the processing stage of memory, sensory memory, working memory, and long-term memory, which stores and retrieves selective memory, were closely related. Confirmation bias was classified into visibility, correlation, memory, clarity, and universality in the usability part, and satisfaction, joy, and dissatisfaction were derived as emotional factors. As a result of the analysis with the honeycomb model, visuality, clarity, universality in the usability factor, and joy in the emotional factor had little effect on the confirmation bias, and satisfaction and dissatisfaction were analyzed as the main factors of the confirmation bias in the correlation, memory and emotional factors. This study is meaningful in that it can be usefully used as a reference material for companies that customize design patterns for the factor of confirmation bias.

Effects of Stress Coping Strategy, Previous History, and Parental Preparation on Children's Memory of a Stressful Event (아동의 스트레스 대처 전략과 사전 경험의 질적 특성 및 부모의 준비성 정도가 아동 기억의 신뢰성에 미치는 영향)

  • Seungjin Lee
    • Korean Journal of Culture and Social Issue
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    • v.18 no.2
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    • pp.215-234
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    • 2012
  • The purpose of this study was to explore linkages between stress and a range of individual difference factors on children's memory for a potentially stressful event. Children (N=63) aged from 4 to 10 years, who undergone a minor dental operative procedure were evaluated. Overall, the results of this study replicated and extended previous findings of the related literature, providing some further evidence for a negative relation between stress and children's recall. More considerable variation in individual difference variables, in particular, children 's stress coping strategies, quality of previous experiences, amount of the advanced parental preparation were existed among the children, influencing the relation between the level of stress and children's remembering of a stressful event. Future inquiries for understanding theoretical, clinical, and forensic issues in children's remembering of a stressful event were discussed.

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Influence of Internet One-person Game Broadcasting BJ Property on the Viewers' Satisfaction - Flow experience as a Mediator - (인터넷 1인 게임 방송 BJ 속성이 시청자의 시청만족도에 미치는 영향 - 플로우(FLOW)경험을 매개변인으로 -)

  • Kim, Jong-Moo
    • Journal of Digital Convergence
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    • v.16 no.7
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    • pp.357-367
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    • 2018
  • The purpose of this study is to investigate whether flow experience is effective as a mediator in the effect of BJ attributes on viewer satisfaction. For this study, a survey was conducted on a total of 198 users who watch one - person game broadcasting on African TV. According to analysis, first, the joy flow experience is mediating role in the relationship between intimacy BJ attributes and viewing satisfaction. Second, the Control flow experience did not mediating role in the relationship between all BJ attributes and viewing satisfaction. Third, the attention flow experience is mediating role in the relationship between intimacy and reliability BJ attributes and viewing satisfaction. Fourth, the Time distortion flow experience is mediating role in the relationship between intimacy BJ attributes and viewing satisfaction. Fifth, the Self loss flow experience did not mediating role in the relationship between all BJ attributes and viewing satisfaction. The intimacy of the game BJ was found to affect mediocre satisfaction, attention, attention, and time distorted flow experience.

A Case Study on User Experience of Social Network Game (Social Network Game의 사용자 경험에 관한 사례 연구)

  • Kim, Kyoung-Nam;Lee, MyounJae
    • Journal of Digital Convergence
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    • v.11 no.9
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    • pp.349-356
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    • 2013
  • The user experience of the game contents refers to the overall experience which players feel in the game play. As this experience increases, the immersion and satisfaction level extend. Therefore, the user experience is an important factor in determining success of the game. This study has the purpose for presenting importance of user experience about SNG (Social Network Game), which is the focal point recently. For this purpose, this study analyzes features of successful SNG game by comparing essential elements of user experience, such as user interface, usability, and interaction design elements. And then, this study discusses the user experience elements for enhancing the possibility of success of SNG game. This study can provide the information which is beneficial to the game immersion of SNG game players and user experience.

Convergence outpatient medical service patient experience research using data mining (데이터마이닝 기법을 이용한 융복합 외래 의료서비스 환자경험조사 연구)

  • Yoo, Jin-Yeong
    • Journal of Digital Convergence
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    • v.18 no.7
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    • pp.299-306
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    • 2020
  • The purpose of this study is to find out specific measures that can help the management strategy of patient-centered medical institutions by conducting research on patient experience surveys of convergence outpatient medical services using data mining techniques according to changes in patient-centered medical culture. Using the raw data of the 2018 Medical Service Experience Survey, 8,843 people over the age of 15 who had patient experience in outpatient medical services were analyzed. Decision tree analysis was performed. The determinants of satisfaction with outpatient medical services patient experience were the doctor's area and patient's rights protection area, and the determinants of intention to recommend outpatient medical services were the doctor's area and facilities comfort. Women evaluated the experience positively in overall satisfaction as compared to men, and those over the age of 60 positively evaluated the overall satisfaction and intention to recommend. It is significant that the outpatient experience decision-making model is presented, and that the doctor's area, patient's rights protection area, and facility comfort are important factors. Long-term research on the 'Medical Service Experience Survey' is needed, and research on the inpatient medical service experience is needed.

A Study on User Experience Development Based on Emotion-Experience (감성-경험 기반의 사용자 경험 디자인 개발 연구)

  • Han, Bomyi;Nah, Ken
    • Journal of Digital Convergence
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    • v.20 no.4
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    • pp.627-636
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    • 2022
  • The purpose of this study is to maximize the development and utilization of digital innovation. First, analyzed the status of industrial development and digital innovation. Second, examined emotion and experience, looked into their types and properties. Third, attempted to develop a more creative and innovative user experience. The results of this study were presented as a theoretical basis, specification of research direction and research scope, and design analysis direction. It is expected to be used as a basic data that can help how to approach and interpret human emotions and behaviors in order to provide differentiated experiences by he essential concepts of emotions, experiences in various fields in the future.

Development of Evaluation Tool on Music Casting Based on Customer Experience (고객경험을 기반으로 한 인터넷 음악 방송 사이트 평가도구의 개발)

  • 박수정;김현정;변진식
    • Archives of design research
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    • v.17 no.2
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    • pp.289-300
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    • 2004
  • Recently, web casting on the internet has been expanding in number and size. Web Casting is different from the conventional television broadcasting since it can transmit various types of information through multimedia and it also can include interaction between users and broadcasting server. User experience by interaction becomes more important. Therefore, it is needed to win over customers by supplying satisfied experience through creative and different services, especially when there are consider competitions among music casting sites. In order to know how to make customers satisfied, we have to try to inspect what real customers in the Web Sites are acting and thinking, namely 'customer experience'. The 'customer experience' means every experience what users are expecting, doing, thinking and feeling when they stay in the Web site and online. In this thesis, the evaluation Guideline for music casting websites is developed by understanding customer experience on the music casting websites. The process of understanding customer experience was implemented through user observation methods, such as web Diary, group interview, and questionnaire. As a result of the study, 67 evaluation Guidelines with weight rate in 6 categories which are searching music, listening music, music video, music broadcasting, music mailing and other contents are developed. It can be used to analyze strengths and weakness of music casting sites and to establish business strategy for the more satisfied customer experience.

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Development of Bank infiltration through Horizontal Collector Wells (방사형 집수정에 의한 강변여과수 산출 특성)

  • Chung, Ji-hoon;Park, Jae-hyeon;Park, Chang-kun;Kim, Dae-kun
    • Proceedings of the Korea Water Resources Association Conference
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    • 2004.05b
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    • pp.225-230
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    • 2004
  • 강변여과수 취수에 있어 수직정의 문제점을 해결하기 위해 방사형 집수정에 의한 취수 방식을 해결 방안으로 모색되어 지고 있다. 본 인구는 방사형 집수정에 의한 강변여과수 개발시 개략적 산출량 예측을 위한 방법으로 사용하는 경험식 (Petrovic 경험식, Milojevic 경험식) 적용성 및 군우물을 이용한 방사형 집수정 모델링 가능성에 대해 모의 하였다. 강변여과수 산출시 Milojevic 경험식이 하천의 자연조건, 설치 위치 등을 고려하여 강변여과수 적용성이 Petrovic 경험식에 비해 적용성이 크며, 군우물을 이용한 방사형 집수정 지하수위 특성에 대한 모델링에서 수위하강률 등이 유사하게 나타났다. 또한 방사형 집수정의 설치각도등을 조정함으로 수위 하강율을 감소 시킬수 있으면 체류시간 확보에 일정부분 기여 할 것으로 나타났다.

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The Correlation of Dental Hygienist's Educational Experience in Infection Control with the Activity Ratio of Infection Control in Health Belief Model (건강신념모형을 적용한 치과위생사의 감염관리 교육경험에 따른 수행도와의 관련성)

  • Moon, Sang-Eun;Hong, Sun-Hwa
    • Journal of dental hygiene science
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    • v.15 no.4
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    • pp.430-436
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    • 2015
  • This study examined the correlation of educational experience with practical behavior in infection control. Subjects were 152 dental hygienists in Gwangju from September 15 to October 5, 2015. The ratio of dental hygienists educated on infection control was higher in those worked in dental care with 2~4 dentist for 2~5 years and lower in those worked in dental cared with 1 dentist for 2~5 years (p<0.05, p<0.001). The dental hygienists with or without educational experience in infection control exhibited the highest activity rate in hand wash and the lowest in face protection. Barrier in health belief, was lower with the need for education in infection control among the factors affecting on the activity in infection control. The activity was higher with susceptibility and cue to action (p<0.05). Based on the results, education program on infection control should be developed, and applied periodically and obligatorily for dentist and all staffs of dental care to remove susceptibility and barrier, and to enhance cue to action. This will result the effective control of infection by elevating the health belief.

A Basic Study on User Experience Evaluation Based on User Experience Hierarchy Using ChatGPT 4.0 (챗지피티 4.0을 활용한 사용자 경험 계층 기반 사용자 경험 평가에 관한 기초적 연구)

  • Soomin Han;Jae Wan Park
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.2
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    • pp.493-498
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    • 2024
  • With the rapid advancement of generative artificial intelligence technology, there is growing interest in how to utilize it in practical applications. Additionally, the importance of prompt engineering to generate results that meet user demands is being newly highlighted. Exploring the new possibilities of generative AI can hold significant value. This study aims to utilize ChatGPT 4.0, a leading generative AI, to propose an effective method for evaluating user experience through the analysis of online customer review data. The user experience evaluation method was based on the six-layer elements of user experience: 'functionality', 'reliability', 'usability', 'convenience', 'emotion', and 'significance'. For this study, a literature review was conducted to enhance the understanding of prompt engineering and to grasp the clear concept of the user experience hierarchy. Based on this, prompts were crafted, and experiments for the user experience evaluation method were carried out using the analysis of collected online customer review data. In this study, we reveal that when provided with accurate definitions and descriptions of the classification processes for user experience factors, ChatGPT demonstrated excellent performance in evaluating user experience. However, it was also found that due to time constraints, there were limitations in analyzing large volumes of data. By introducing and proposing a method to utilize ChatGPT 4.0 for user experience evaluation, we expect to contribute to the advancement of the UX field.