• Title/Summary/Keyword: 경험 모듈

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A Marketing Theory-Based Approach to Customer's Perceived Shopping Experience (고객의 지각된 쇼핑경험에 대한 마케팅 이론적 접근)

  • Yoon, Sung-Joon;Choi, Dong-Choon
    • Asia Marketing Journal
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    • v.10 no.1
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    • pp.95-131
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    • 2008
  • This study serves the main research purpose of verifying the hypothetical relationship between antecedent and consequence variables of shopping experience based on the classification system by Schmitt (1999) who dimensionalized experience into five components (sense, feel, think, act, relate). Specifically, the study seeks to fulfill the following three research objectives. First, it substantiates dynamic relationships among the five experiential components comprising the strategic experiential modules that serve as the basis of the theoretical framework of the study. Especially, it focuses on interactive relationships among the experiential components by taking a holistic view of the experience. Second, the study seeks to uncover the effects of pre-experiential antecedents such as shopping motivation and shopping involvement, based on taxonomy of motivation as product-centered vs. experience-centered. Third, the study investigates the effects of shopping experience on intention to revisit with regard to department store, discount store, and Internet shops, based on customers' store experiences. The major findings from this study are as follows: first, the five experiential components were found to have a high level of correlations according to hypothesis verification. Second, shopping motivation was learned to have significant effects on preference toward thinking as well as feeling experiences. That is, product-centered (vs. experience-centered) shopping motivation exerted a greater influence on cognitive (vs. affective experience than affective (vs. cognitive) experience.

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Experiential Content in Boutique Hotels: A Case Study (부티크 호텔의 체험 콘텐츠 사례 연구)

  • Kim, Junghee;Lee, Cathy Yeonchoo
    • Journal of Digital Convergence
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    • v.18 no.2
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    • pp.403-411
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    • 2020
  • This convergence study examines the case of the Andaz Hotel branches, which sees the critical elements of a characteristic boutique hotel as an experience and makes a successful case with rich experience content in the hotel. By examining sixteen experience content categories, eight from the Andaz India Delhi branch and Tokyo branch in Japan and analyzing them through Schmitt's five experience modules, we have found that both branches had strong experience content in most of the modules, in line with the brand philosophy of creating hotels that make the most of the local characteristics. The study also showed that the Toranomon Hills branch had stronger emotional experience contents than the Delhi branch, and the Delhi branch had a little stronger in the case of cognitive experience contents. Both branches were found to have rich experience content at various points encountered by the guests while using the hotel.

An Analysis on the Space Characteristics of SNS Farm Game Based on Smart Phone Platform (스마트폰 플랫폼 기반 SNS 농장경영게임의 공간성격분석)

  • Lee, Young-Soo
    • Journal of Korea Game Society
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    • v.10 no.6
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    • pp.89-96
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    • 2010
  • To identify characteristics of social network farm game based on smart phone platform, this study analyzed how social network play experience connects with the space of farm game. The play experience of social network farm game based on smart phone platform is mainly composed of three modules for cultivating, placing environment, extending space. This study categorized space for external perspective space, internal perspective space, symbolic design space according to space experience theory and researched play experience in these spaces. In farm game players perceive space by fixed point of view, and make their own space a standard unit for reinterpreting and rearranging modules. In this process the space played subjective role not only background to bring co-work play is essential in social network game.

A Study on the ERP system Module for the plastic injection molds (WEB형 플라스틱사출 금형 견적 산출 ERP시스템 모듈연구)

  • Choi Sung;Ryu Jung-Keun
    • Proceedings of the KAIS Fall Conference
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    • 2005.05a
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    • pp.263-266
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    • 2005
  • 본 연구는 플라스틱 사출 금형 견적 산출 전문가 시스템모듈에 관한 내용이다. 일반적으로 경험에 의한 견적 산출은 프라스틱 사출 금형 제조 회사의 경험이 많은 엔지니어가 직접 작성하게 된다. 이렇게 되면, 시간은 많이 소요되지 않지만, 객관성과 과학성이 결여된 견적이 산출된다. 때때로, 고객과 제조회사 간의 분쟁이 발생하게 되는 원인이 되기도 한다. 이러한 문제를 극복하기 위해, 본 연구로 개발된 시스템이 대안이 될 것이다.

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Introduction of Medical Simulation and the Experience of Computerized Simulation Program Used by $MicroSim^{(R)}$

  • Lee, Sam-Beom;Bang, Jae-Beum;SaKong, Joon
    • Journal of Yeungnam Medical Science
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    • v.24 no.2
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    • pp.148-153
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    • 2007
  • Background : Computer- and web-based simulation methods help students develop problem solving and decision making skills. In addition, they provide reality based learning to the student clinical experience with immediate medical feedback as well as repetitive training, on-site reviews and case closure. Materials and Methods : Seventy-five third-year medical students participated in a two-week simulation program. The students selected four modules from eight modules as follows: airway and breathing 1, cardiac arrest 1, cardiac arrhythmia 1, and chest pain 1, and then selected the first case within each of the modules. After 2 weeks, a pass score was obtained and the data analyzed. The average pass score of over 70% was considered a passing grade for each module. If the student did not pass each module, there was no score (i.e., pass score was zero). In addition, when at least one of the four modules was zero, the student was not included in this study. Results : Seventy-five students participated in the simulation program. Nineteen students were excluded based on their performance. The final number of students studied was 56 students (74.7%). The average scores for each module 1 to 4 were 86.7%, 85.3%, 84.0%, and 84.0%, and the average obtained pass score was 88.6 for the four modules in all 56 students. Conclusion : Medical simulation enabled students to experience realistic patient situations as part of medical learning. However, it has not been incorporated into traditional educational methodology. Here we describe the introduction and the development of various simulation modules and technologies for medical education.

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A Research on Module Arrangement of Korean Spelling Corrector to Optimize Correction Rate (교정률 최적화를 위한 한국어 철자교정기의 모듈 배열)

  • Yun Keun-Soo;Kwon Hyuk-Chul
    • Journal of KIISE:Software and Applications
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    • v.32 no.5
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    • pp.366-377
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    • 2005
  • We find a module may that takes optimal correction rate of Korean spelling corrector. If there are a lot of module numbers of spelling corrector, it is difficult to calculate optimal correction rate of spelling corrector because permutation of N-modules is N!. This Korean spelling corrector consists of 19 modules. It is impossible to arrange 19 modules actually and the correction rate is various according to input data. We found the range of correction rate using parallel processing between modules and the optimal correction rate using sequential processing of modules. Input data that are used in an experiment is 753,191 eojeol's sets that happen in newspaper publishing company during several years. About this error set, theoretical maximum correction rate of spelling corrector is $97.28\%$ (732,764/753,191). But we got the optimal correction rate $96.62\%$ (727,750/733,191). This optimal correction rate is almost near to $99.31\%$ (727,750/732,764) of the maximum correction rate.

The Design of Message Dispatcher for Peer-to-Peer Engine Based on XML (XML기반 Peer-to-Peer 엔진의 메시지 디스패쳐 설계)

  • 이재욱;이일수;권태숙;이승룡
    • Proceedings of the Korean Information Science Society Conference
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    • 2001.10c
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    • pp.298-300
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    • 2001
  • 본 논문에서는 웹, 모바일 환경에 적응 가능하고, 다양한 서비스의 지원이 가능한 글로벌 Peer-to-Peer(P2P) 엔진에서 서비스 모듈, 네트워크 모듈, 레파지토리 모듈간에 발생되는 메시지를 처리하는 메시지 디스패쳐의 설계 경험을 기술한다. P2P엔진이 이 기종 네트워크환경에 적응 가능하고, 다양한 서비스들을 동시에 지원하기 위해서는 피어 간 또는 엔진 내부에서 발생하는 많은 메시지들을 원활히 처리하는 모듈이 필요하다. 이를 위하여 메시지 처리를 위한 글로벌 P2P 엔진의 메시지 디스패쳐를 제안한다. 메시지 디스패쳐는 글로벌 P2P엔진에서 지원하는 서비스 또는 다른 모듈에서 발생하는 메시지들을 우선순위와 마감시간을 이용하여 작업순서를 배열하는 Message Queue, Message Queue에 적재된 메시지들을 분석하여 처리하는 Message Processor, 메시지 디스패쳐와 서비스 또는 각 모듈간의 메시지의 전달을 위한 공유 버퍼인 Service Buffer로 구성되어져 있다. P2P 엔진에서 메시지 디스패쳐를 이용하게 되면 다양만 서비스에 적응가능하고, 모듈간의 투명성을 제공하고, 신속한 메시지의 처리가 가능하게 된다.

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Viewing Environment Based Smart TV User Experience System Design and Implementation (시청 환경정보 기반 스마트 TV 사용자경험 시스템 설계 및 구현)

  • Ahn, Yang-Keun;Jung, Kwnag-Mo
    • Proceedings of the Korea Information Processing Society Conference
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    • 2015.10a
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    • pp.1675-1676
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    • 2015
  • 최근 디지털 서비스 기기 트렌드는 기능 및 성능 위주 기술들보다는 사용자 중심 기술들로 점점 변화해 가고 있다. 특히 사용자 접근이 많은 디지털 서비스 기기일수록 사용자경험 증대를 위한 다양한 기술들이 선보이고 있는데, 본 논문은 가장 대중적인 디지털 서비스 기기인 TV의 사용자경험 시스템을 제안한다. 본 시스템은 사용자의 시청 환경정보를 정의하고 각 환경정보를 수집할 수 있는 모듈을 제공한다. 본 시스템의 서비스 추론 모듈은 센싱된 환경정보, 사용자 프로파일, 날짜 및 날씨 정보 등을 기반으로 사용자 맞춤화된 GUI 서비스 및 시청 환경개선 서비스를 추론한다. 맞춤화된 GUI 서비스는 크기, 색상 및 레이아웃 별 디자인된 GUI 콘텐츠와 GUI Framework을 기반으로 사용자에게 제공된다.

Research of a Counselling Cases Search System for Student-Counselling (청소년 상담사례 검색 시스템에 관한 연구)

  • 이지현;장혜숙;박기홍
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2002.11a
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    • pp.632-635
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    • 2002
  • This research is implement of a counselling cases search system for improving the effectiveness of student-counselling through internet with teachers experience which is obtained in school. This system is consisted of manager module and user module. User module can use student-counselling search and input, a bulletin board, reference data etc., and manager module offers manage function for a data and the membership. The counselling cases search system is able to improving in success probability of student-counselling. Because teacher can share easily their remote area they counselling cases through using internet.

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An Experiential Approach to the Determinants of Impulse Buying Based on Store Type (유통점포별 충동구매의 결정요인에 대한 경험적 접근)

  • Yoon, Sung-Joon;Lee, Dong-Hee
    • Journal of Distribution Research
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    • v.13 no.3
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    • pp.1-25
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    • 2008
  • This study, from a temporal standpoint, seeks to validate the relationship between prior shopping experience, a pre-experiential construct, and impulsive/planned purchase intentions, a post-experience construct, based on strategic experiential module advocated by Schmitt (1999) by focusing on three key variables--prior shopping experience, on-site experiences, and emotional response to store atmosphere. Also, from a spatial standpoint, the study aims to valiadate the relationship between emotional response to store atmosphere and impulsive purchase intentions across three retail store types--department store, discount store, and internet store. Specific research purposes and findings are as follows. First, it was found that regardless of the degree of prior shopping, discount store and internet shoppers preferred cognitive shopping experience to emotional experience. Second, emotional shopping experience significantly influenced impulsive purchase intention, whereas cognitive shopping experience influenced planned purchase intention. Third, for discount store shoppers only did the interior colour serve as a positive moderator between emotional shopping experience and impulsive buying intention, while merchandise display served as a negative moderator.

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