• Title/Summary/Keyword: 상호작용 경험

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Effects of Casino Servicescape and Customer Interaction on Chinese and Japanese Customers' Emotions and Loyalty (카지노 서비스스케이프와 고객 상호작용이 중국과 일본 고객의 PAD감정과 충성도에 미치는 영향)

  • Kim, JeanSei;Noh, Jeonpyo
    • Journal of Service Research and Studies
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    • v.8 no.2
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    • pp.1-24
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    • 2018
  • This study investigates the effects of casino servicescape and customer interaction on the emotions and loyalty of Chinese and Japanese customers. Data on casino servicescape, customer interaction, pleasure, arousal, and dominance (PAD) emotions, and loyalty were obtained from 275 Chinese and Japanese gamblers in Korea's foreigner-only casinos, and structural model analysis using AMOS 21.0 was conducted to verify the model. This study empirically confirmed the similarities and differences in PAD emotions between Chinese and Japanese customers on casino servicescape and on their interactions at casinos. By doing so, this study theoretically attempts to extend the existing research framework, and demonstrates the need for casinos to consider the role of culture/nationality in the context of international marketing when targeting international consumers.

Analysis of User Experience for the Class Using Metaverse - Focus on 'Spatial' - (메타버스의 수업활용에 관한 사용자 경험 분석 - 스페이셜(Spatial)을 중심으로 -)

  • Lee, Yejin;Jung, Kwang-Tae
    • Journal of Practical Engineering Education
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    • v.14 no.2
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    • pp.367-376
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    • 2022
  • In this study, the user experience was analyzed from the learner's point of view, focusing on the metaverse platform 'Spatial'. SUS(System Usability Scale) was used to evaluate the usability of the metaverse platform 'Spatial' in a college class, and the Magnitude estimation technique was used to evaluate the immersion and satisfaction with the class. In addition, a questionnaire survey was used to collect user experience opinions on the use of 'Spatial' as a teaching tool. Looking at the usability evaluation results of the 'Spatial' system, the students evaluated the usability, immersion, and satisfaction quite positively. Looking at the user experience of metaverse platform 'Spatial', it was found that students highly valued Metaverse as an educational tool that can provide a place for many people to gather and communicate even in a non-face-to-face space. Compared to other online platforms, metaverse has advantages in ease of use, interaction, immersion, and interest. In particular, in addition to keyboard, touch, and display, interaction using the five senses such as voice, motion, and gaze was recognized as a great advantage. On the other hand, it was found that high openness, freedom, and interest factors can both promote learning and inhibit learning. Nevertheless, it is judged that the metaverse platform 'Spatial' can be effectively applied in college classes because it enables various interactions between instructor and learner or between learner and learner.

The effect of live commerce's para-social interaction on satisfaction with the experience - Focused on the moderated mediation effect of self-image congruity - (라이브 커머스의 의사사회적 상호작용이 경험 만족도에 미치는 영향 - 자아 이미지 일치성의 조절된 매개효과를 중심으로 -)

  • Kim, Hyojung;Park, Minjung
    • The Research Journal of the Costume Culture
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    • v.28 no.6
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    • pp.719-737
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    • 2020
  • Live-streaming commerce business is growing as the consumption of video content and Smartphone shopping increases. This study examines the following three aspects: whether para-social interaction influences perceived interactivity; whether seller trust affects satisfaction with the experience; whether relationships are controlled by a moderated mediator of self-image congruity. An online survey was conducted with 203 women aged 20-30 years. They were asked to respond to the survey after watching a beauty category live-streaming commerce broadcast. The results revealed that the para-social interaction had a significant effect on perceived interactivity, seller trust and satisfaction with the experience. The findings also indicated that the perceived interactivity and seller trust mediated the relationship between para-social interaction and satisfaction with the experience. Regarding the mediated moderation effect of self-image congruity, it was statistically significant between para-social interaction and perceived interactivity through seller trust. A higher level of consumer's self-image congruity influenced the greater effect of para-social interaction on live commerce experience. This study makes important theoretical contributions to the para-social interaction in mobile commerce industry by emphasizing the mediating role of perceived interactivity and seller trust. This is achieved by examining the moderating effects of self-congruity on satisfaction with the experience. The results also verify the seller's crucial role in live-streaming commerce market which leads to the consumers greater fulfillment.

A Study on User Satisfaction and Continued Use of Mobile Rewards Applications: Focused on User Type, Gender and Experience of Using Reserved Value (모바일 리워드 어플리케이션의 이용 만족과 지속적 이용의도에 관한 연구: 사용자 유형과 성별 그리고 적립금 사용경험을 중심으로)

  • Kim, Eun-Hee
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.6 no.12
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    • pp.605-619
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    • 2016
  • This study aims to figure out effects of the rewards applications receiving a lot of attention recently as mobile advertising using the smartphones. Therefore, this study examines differences of user satisfaction and continued use intention according to a user characteristic, demographic characteristic and rewards application characteristic. The research results are as follow. First, in terms of user satisfaction of the rewards applications, there is a significant difference according to the user gender and existence of the reserved value experience. Second, there is a significant difference in the continued use intention of the applications according to the user type and gender. Third, it is also found that there is an interaction effect between the user gender and existence of the reserved value use experience on the continued use intention. This study is significant in that the results may provide future researchers with practical foundations for marketing strategies to activate the rewards applications.

Effects of AR Tourguide Application on Tourist Flow, Experiences, and Usage Intention (증강현실 관광 가이드 앱의 속성이 관광객의 몰입, 경험, 이용의도에 미치는 영향)

  • Kim, Eun-Joung;Song, Ni-Eun
    • The Journal of the Korea Contents Association
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    • v.22 no.2
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    • pp.487-500
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    • 2022
  • This study aims to examine visitors' usage intention of the mobile AR(Augmented reality) application for tourism in Korea. For this purpose, the study analyzed how three attributes of AR tourguide app such as interactivity, vividness, and novelty have influenced on the tourist in terms of three realms of their flow, their experience (education, entertainment, esthetics, and escapism), and their usage intention for the future. It conducted an online survey from 20 to 30 year-old 291 participants and used a structural equation modeling. Survey findings show that first, novelty has a positive influence on the state of flow in AR application after vividness; Interactivity does not any significant effect on the tourists' flow. Second, when tourists explore the flow in the AR tourguide app, it affects all realms of experience economy of education, entertainment, esthetics, and escapism. Third, when using AR tour guide app in the context of historical heritage site, the two dimensions of entertainment and education influence the usage intention but the other two of esthetics and escapism does not. This study has presented a theoretical contribution that it focuses on historical sites as one type of tourist attractions and suggests a new modeling integrating AR attributes, flow, experience, and usage intention. In addition, it can be used to become a practical reference for revising an user-oriented AR application and customer-tailored AR tourism.

A Study on the Influence of Customer Experience on the Intention to Stay in Store -The Moderating Role of Self-Construal Levels- (고객경험이 매장 내 체류의도에 미치는 영향에 관한 연구 -자기해석수준의 조절효과를 중심으로-)

  • Suh, Mun-Shik;Hur, So-Ram
    • Management & Information Systems Review
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    • v.38 no.3
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    • pp.211-225
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    • 2019
  • In recent years, consumers emphasize the various sensory experiences in the process of shopping rather than the practical value of shopping results. In order to satisfy consumers' diverse needs, retailers transform their offline stores into experiential spaces to encourage consumers to experience diverse and enjoyable experiences. This study divided the sub-factors of customer experience into hedonic experiences, functional experiences, and social interaction experiences, and investigated the effect of sub - factors of customer experience on consumers' enjoyment and intention to stay in off-line store. In addition, it is assumed that there will be a difference in the influence of three levels of customer experience on enjoyment according to the consumer's self-construal levels. As a result of this study, all of the hypotheses were supported except hypothesis 1 that the customer's hedonic experience has a positive effect on pleasure. In addition, as a result of verifying the moderating effect of self-construal levels, the self-construal level of consumers has no significant effect on the path of hedonic experiences on pleasure, but significant moderating effects of self-construal levels were identified in the pathways of functional and social interactive experiences on pleasure. The results of this study will be helpful in identifying and utilizing differentiated experience marketing strategies in the off-line stores that only offline channels can have in the fierce competition due to the diversification of distribution channels.

Analysis of the Fourth Industrial Revolution and Prospect of Future World based on Network (네트워크 기반 제4차 산업혁명의 분석과 미래세계 전망)

  • Kim, Hak Yong
    • Proceedings of the Korea Contents Association Conference
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    • 2017.05a
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    • pp.63-64
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    • 2017
  • 제4차 산업혁명이 시작되었고 한다. 인류가 한 번도 경험하지 못한 새로운 시대가 온다고 하며, 미래 사회의 변화에 전략적 대응 방안이 필요하다고 역설한다. 그럼에도 불구하고 제4차 산업혁명을 명확하게 이해하기가 쉽지 않다. 본 연구에서는 제4차 산업혁명과 세계미래보고서 2055에 있는 단어들의 상호작용 데이터베이스(DB)를 추출하였다. 추출한 DB를 기반으로 상호작용 네트워크를 구축하였다. 네트워크는 멱함수 성격을 가지는 전형적인 사회네트워크를 보여주었다. 제4차 산업혁명 네트워크에서는 제4차 산업혁명, 방법론, 국제안보문제, 사물인터넷, 신소재가 연결계수가 높은 허브 단어였으며, 세계미래보고서 네트워크에서는 인공지능, 메가시티, 자율주행차, 슈퍼휴먼, 텔로미어가 허브단어였다. 추출한 허브 단어를 중심으로 다양한 분야의 콘텐츠와 융합하면 미래세계에 필요한 융합 콘텐츠에 대한 통찰력을 얻을 것으로 기대한다.

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Emotion Prediction from Natural Language Documents ith Emotion Network (감정망을 활용한 자연언어 문서 상의 감정예측)

  • Min, Hye-Jin;Park, Jong-C.
    • Annual Conference on Human and Language Technology
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    • 2004.10d
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    • pp.191-199
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    • 2004
  • 본 논문에서는 텍스트에 나타난 감정상태를 인지하는 모델을 제안하고, 이러한 모델을 활용하여 현재문장에서 나타난 감정 및 이후에 나타나게 될 감정상태들을 예측하는 시스템에 대하여 다룬다. 사용자의 감정을 인지하고 이에 대한 자연스러운 메시지, 행동 등을 통해 인간과 상호작용 할 수 있는 컴퓨터시스템을 구현하기 위해서는 현재의 감정상태뿐만 아니라 사용자 개개인의 정보 및 시스템과 상호작용하고 있는 상황의 정보 등을 통해 이후에 사용자가 느낄 수 있는 감정을 예측할 수 있는 감정모델이 요구된다. 본 논문에서는 파악된 이전의 감정상태 및 실제 감정과 표현된 감정간의 관계, 그리고 감정에 영향을 미친 주변대상의 특징 및 감정경험자의 목표와 행동이 반영된 상태-전이형태의 감정모델인 감정망(Emotion Network)을 제안한다. 감정망은 각 감정을 나타내는 상태(state)와 연결된 상태들 간의 전이(transition), 그리고 전이가 발생하기 위한 조건(condition)으로 구성된다. 본 논문에서는 텍스트 형태의 상담예시에 감정망을 활용하여 문헌의 감정어휘에 의해 직접적으로 표출되지 않는 감정을 예측할 수 있음을 보인다.

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Development of Prototype Chatbot based on Messenger App for Archival Reference Service with Focus on the Archives & Records Center of Myongji University (기록정보서비스를 위한 메신저 기반의 챗봇 프로토타입 개발 연구 - 명지대학교 대학사료실을 중심으로 -)

  • Lee, Chang-hee
    • Proceedings of the Korean Society for Information Management Conference
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    • 2018.08a
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    • pp.105-108
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    • 2018
  • 기록 관리는 기록을 선별하고 수집하여 보존하는 것에서 이를 이용하는 방향으로 발전하고 있지만 여전히 기록관의 존재를 인지하지 못하는 잠재적 이용자가 많다. 따라서 본 연구는 기록관과 이용자의 상호작용을 지원하는 기록정보서비스 챗봇을 개발하였으며, 구체적인 개발 절차와 방법을 살펴보고자 하였다. 이에 본 연구는 적용 대상으로 명지대학교 대학사료실을 선정하고 이용자 요구 및 질의 분석을 진행하였고 챗봇 개발을 위한 논리적 구조 설계를 제안하였다. 이어 IBM Watson Conversation과 카카오톡 메신저를 통해 챗봇을 구축한 뒤, 시험 실행(Pilot run) 과정을 통해 기록정보서비스 챗봇이 이용자와 상호작용하는 모습을 확인할 수 있었다. 또한 기록정보서비스 챗봇 개발 과정의 경험을 바탕으로 시사점을 제시했다.

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Study of Acceptance Factor of 'JJALBANG' Broadcast Images - Focused on Audiences in Their 20s - ('짤방' 방송영상 수용요인에 관한 연구 - 20대 수용자를 중심으로 -)

  • Lee, Kyu-Hwan
    • Journal of Digital Convergence
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    • v.15 no.6
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    • pp.425-438
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    • 2017
  • This study investigated the impacts of the experience attributes of JJALBANG broadcast images on satisfaction with 221 viewers in their 20s and analyzed the mediation effect of flow. The results are: First, their experience attributes affected flow, not directly affecting satisfaction while flow directly affected satisfaction. Second, securing flow was an important predictor for connecting experience attributes to satisfaction through the effect resolution. Flow alone can predict satisfaction, so its impact on experience is very important. Visual attribute had the greatest influence on flow and satisfaction, followed by situation, information, and interaction, which affected satisfaction through flow. This study found the importance of full mediation effect of flow and got implications for effectively providing experience and flow in strategies for viewing JJALBANG.