• Title/Summary/Keyword: 경험적 요소

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A Phenomenological Study on Participatory Experience of Internship Program for Women Who Suffered Violence - Focusing on Empowerment Experiences - (폭력피해여성의 인턴십 매장 참여경험에 관한 현상학적 연구: 임파워먼트 경험을 중심으로)

  • Hong, Jin Joo;Lee, Jung Mi;Ku, Hye Wan
    • Korean Journal of Family Social Work
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    • no.60
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    • pp.5-29
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    • 2018
  • This study was designed to explore the participatory experiences in internship program of female victims who had abused by violence. The results were deducted from in-depth interview with 9 female victims. The process of data analysis was carried out in accordance with the procedures set out in the phenomenological Giorgi's method. The results of research showed that experiences of women could be classified in 13 sub-constituents and 3 constituents. The essential theme of the empowerment experiences of female victims could be summarized as "preparing to live as the subject and overcoming painful difficulties". The result of this study can be utilized as a basis for the social work intervention and policy implications for female victims of violence.

The Effects on Flow at Using Robots of Introductory Programming Course (프로그래밍 초급과정에서 로봇의 활용이 몰입에 미치는 영향)

  • Yoo, InHwan
    • Journal of The Korean Association of Information Education
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    • v.17 no.3
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    • pp.329-337
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    • 2013
  • Introductory programming course using robots that makes good effect to learners. I investigated that the effects on flow at using robots of introductory programming course. According to experiment result, the flow level showed significant change and all of it's element(antecedents, experiences, effects) had changed significantly. This result means that using robots of introductory programming course makes effect that is very positive in flow level of learners. There was strong interrelation by each element of flow in the result of correlation analysis about flow element. In particular, interrelation of antecedents element and experience element was high. Therefore, using robot is precondition of flow, and the level of experience element is high according to level of antecedents, and also experience element elevate the learner's intrinsic satisfaction. The conclusion is that using robots of introductory programming course is helpful enhancing learner's flow level and is positive in study achievements.

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 Effect of Dynamic Shopping Experience on Experiential Perception of Value : Internet Shopping and TV Shopping (동태적 쇼핑 경험이 경험 가치 지각에 미치는 영향에 관한 연구 : 인터넷 쇼핑과 TV 홈쇼핑을 중심으로)

  • 이승창;유수연
    • Proceedings of the Korean DIstribution Association Conference
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    • 2003.05a
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    • pp.149-175
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    • 2003
  • 1990년대 이후 인터넷을 비롯한 각종 기술의 발달로 TV 홈쇼핑, 인터넷 쇼핑, 카탈로그 쇼핑, 모바일 쇼핑 등과 같은 새로운 소매업태가 등장함에 따라 각기 다른 소매업태, 즉 각기 다른 쇼핑 환경들이 어떻게 소비자의 가치지각에 영향을 미치는 가에 대한 연구가 필요성이 제기되었다. 이를 위해 본 연구에서는 인지 심리학의 한 이론인 인지 연속성 이론의 동태적 과업시스템을 소비자의 쇼핑 행동에 적용하였다. 즉 소비자의 쇼핑 경험을 소비자와 쇼핑 환경이 상호작용하는 동태적 과업으로 간주하였으며 이에 따른 가치지각을 연구하고자 한 것이 본 연구의 목적이다. 본 연구에서는 동태적 쇼핑 경험의 구성요소로서 내ㆍ외면적 특성인 소비자의 쇼핑성향과 쇼핑 환경을 정의하였으며 소비자의 경험가치에 있어서는 Holbrook의 경험가치 척도를 적용하여 소비자의 동태적 쇼핑경험이 쇼핑가치지각에 어떠한 영향을 미치는 가를 실증적으로 분석하였다. 본 연구에서 적용한 경험가치척도는 경제적 가치, 효율성, 내면적 즐거움, 현실도피성과 같은 추구 가치와, 시각적 매력, 엔터테인먼트 가치, 서비스 우수성과 같은 수동적 가치로 구분되며 실증분석 결과 이러한 경험가치들은 각각 동태적 쇼핑 경험의 내ㆍ외면적 특성에 따라 서로 다른 영향을 받는 것이 검증되었다.

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Influence of Digital Experience Factors on Purchase - Focusing on Moderating Effects of Digital Experience Frequency - (디지털 경험 요소가 구매에 미치는 영향 -경험빈도의 조절효과를 중심으로-)

  • Jung, Sang Hee;Chung, Byoung Gyu
    • Journal of Venture Innovation
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    • v.3 no.2
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    • pp.23-39
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    • 2020
  • The 4th Industrial Revolution and Covid 19 are moving the fashion industry from offline to online. Fashion shows that took place offline are being replaced by online. Online is greatly increasing consumers' digital customer experience based on digital technologies. In this study, we studied the effect of digital experience factors on digital customer satisfaction based on the Schmitt(1999)'s experience marketing. The effect of digital customer satisfaction on purchase, continuous use intention, and recommendation intention were also studied. In addition, the moderating effect of experience frequency was studied. We randomly sampled 180 individuals among fashion mall users.. SPSS 24, AMOS 23 and Process Macro 3.5 were used for statistical analysis. In the study in which digital experience factors influence digital customer satisfaction, all except the digital act showed positive influence. The impact of influence was digital sense (β = .366) > digital think (β = .225)> digital feel (β = .191) > digital relate(β = .163). Digital customer satisfaction have been positive impact on purchasing, continuance use and recommendation intention. In the moderating effect of digital experience frequency, between digital feel, digital act and digital customer experience showed a statistically effective relationship. Based on the this study, We suggested theoretical and practical implications.

Correlations between Product Attributes and User Experiences in MP3 Player (휴대용 음원재생기에서 제품속성과 사용자 경험의 상관관계)

  • Park, Jeong-Soon
    • Proceedings of the Korea Information Processing Society Conference
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    • 2010.04a
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    • pp.538-541
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    • 2010
  • 본 연구에서는 현재 시중에 판매되고 있는 네 가지 휴대용 음원재생기를 자극물로 사용하여 제품 속성에 있어서의 차이가 사용자 경험의 여러 요소에 영향을 주는지 여부(가설 1)와 사용자의 정서적 반응이 사용자가 인식한 제품 특성에 의해 영향을 받는지(가설 2) 그리고 제품에 대한 전체적인 판단이 사용자가 인식한 제품 특성과 감성적 반응에 따라 달라지는지(가설 3) 실험을 통해 조사하였다. 실험결과 기능적 특성과 유희적 특성에 대한 인식 정도는 실험 참가자가 사용한 제품에 따라 서로 다르게 나타났으며, 사용자의 정서적 반응과 전체적인 선호도 또한 평가 제품에 따라 서로 다르게 나타남으로서 제품 속성에 의해 영향을 받는 것으로 분석되었다. 이와 함께 사용자 경험을 구성하는 요소들 간의 상호관계도 테스트하였는데, 사용자의 정서적 반응이 주로 제품의 기능적 특성에 따라 달라지는 반면 사용자의 전체적인 판단은 제품의 기능적 특성과 유희적 특성 모두에 의해 영향을 받고 있는 것으로 나타났다. 또 분석결과에서 밝혀진 한 가지 흥미로운 사실은 사용자의 정서적 반응이 전체적인 판단에 아무런 역할도 하지 않는다는 점이다.

암석역학 전문가 시스템(ROMES)에 의한 암반분류 연구

  • 양형식;김남수;이희근;김호영
    • Proceedings of the Korean Society for Rock Mechanics Conference
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    • 1995.03a
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    • pp.181-185
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    • 1995
  • 현재 구미에서 터널의 설계에는 RMR, Q와 같은 암반분류 기법과 경계요소 해석법과 같은 간략한 탄성 프로그램에 경험적 파괴조건식을 적용하여 이완대를 계산하고 터널의 지보량을 추정하는 방식이 널리 적용되고 있다. RMR이나 Q와 같은 암반분류법은 지하공동의 안정성에 영향을 미치는 중요한 지질 요인들에 근거하여 암반을 몇가지 등급으로 분류하고 지보방법을 결정하는 분류 방식으로 가장 많이 사용되고 있으나 각 항목의 평가방식이 경험적인 판단을 요하게 되어 주관적인 오류에 빠질 가능성이 많고, 또 여러 가지 대체 수단이 있어 종합적인 판단을 얻기가 용이하지가 않다. (중략)

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An Emperical Research on the Quality of Life and Psycho-Physical Safety (신체적,심리적 안전과 삶의 질 (경험적 분석))

  • 임현진;이재열;박광민;설동훈
    • Korea journal of population studies
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    • v.20 no.1
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    • pp.161-199
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    • 1997
  • Unexceedingly rapid industrialization in Korea produced not only the improvement of living standards but many side effects including safety problems. This study, utilizing the survey data on 800 respondents on the quality of life and psycho-physical safety, reveals several findings as follows: 1) safety is one of the key dimensions of quality of life, 2) people usually take an equilibrium between risk and safety, although the equilibrium point differs by culture, social system, and other demographic traits, 3) accidents can be classified into three different types, demanding a different approach on the cause process, and solution in safety-related accidents. Major findings of this study implies that for the improvement of the quality of life, we should prescribe different policy measures according to the three different types of accidents.

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Phenomenological Study on the Experiences of Latter-aged Elderly Suicide Attempt (후기고령노인의 자살시도 경험)

  • Lee, Gwang-Sook;Choi, Gyun
    • The Journal of the Korea Contents Association
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    • v.15 no.7
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    • pp.244-254
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    • 2015
  • The purpose of this study is to understand the deeper meaning of the experience to explore the essence of latter-aged elderly suicide attempt. To this end, by applying the technology of Giorgi phenomenology to focus on the nature of the experience was described reveal the structure of the developing. By targeting eight people aged 75 years and over in Seoul experience with suicide attempts, open the data was collected through in-depth interviews, participants were analyzed on the basis of the aforesaid materials result, late of suicide in elderly seniors experience semantics was putting down that long for the comfort at the crossroads of life. Analysis of six components were derived 'regrets the harsh years', 'desperate and pathetic beholden', 'useless worthless life', 'body of unbearable pain and lethargy', 'no place to lean loneliness', 'the last select'. Discuss these findings the suicide problem of latter-aged elderly suicide attempt, based on experience and in-depth, Elderly mental health and social welfare presented the practical implications for suicide prevention.

Proposal of Location-aware Interface using Empirical Metapo Element (경험적 메타포 요소를 활용한 위치 인식 인터페이스 제안)

  • Kim, Daun;Song, Jinkyung;Shin, Yejin;Jeong, Garam;Park, Su-e
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.10a
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    • pp.145-147
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    • 2018
  • As mobile devices increase use, users are forced to recognize and navigate their own location and virtual space within a given small display. Unlike trains and buses, this study aims to select a space inside a subway train that is difficult to transfer location information to and suggest an interface to reduce cognitive differences to users. First, observe the actual environment and then derive the empirical factors. Second, by using Metapo which is an act of understanding or experiencing specific targets that are not familiar with familiar objects, the interface is designed according to the UX principle after converting the experience element into metapo. Finally, usability will be assessed through user experience evaluation and problem elicited and supplemented in future studies. This study expects the use of spatial interfaces to be increased and applied as a variety of services by using metaphors through experience elements to help users easily recognize their location within the mobile interface.

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