• Title/Summary/Keyword: 이용자 경험 요인

Search Result 216, Processing Time 0.025 seconds

Perception and Appraisal of Urban Park Users Using Text Mining of Google Maps Review - Cases of Seoul Forest, Boramae Park, Olympic Park - (구글맵리뷰 텍스트마이닝을 활용한 공원 이용자의 인식 및 평가 - 서울숲, 보라매공원, 올림픽공원을 대상으로 -)

  • Lee, Ju-Kyung;Son, Yong-Hoon
    • Journal of the Korean Institute of Landscape Architecture
    • /
    • v.49 no.4
    • /
    • pp.15-29
    • /
    • 2021
  • The study aims to grasp the perception and appraisal of urban park users through text analysis. This study used Google review data provided by Google Maps. Google Maps Review is an online review platform that provides information evaluating locations through social media and provides an understanding of locations from the perspective of general reviewers and regional guides who are registered as members of Google Maps. The study determined if the Google Maps Reviews were useful for extracting meaningful information about the user perceptions and appraisals for parks management plans. The study chose three urban parks in Seoul, South Korea; Seoul Forest, Boramae Park, and Olympic Park. Review data for each of these three parks were collected via web crawling using Python. Through text analysis, the keywords and network structure characteristics for each park were analyzed. The text was analyzed, as were park ratings, and the analysis compared the reviews of residents and foreign tourists. The common keywords found in the review comments for the three parks were "walking", "bicycle", "rest" and "picnic" for activities, "family", "child" and "dogs" for accompanying types, and "playground" and "walking trail" for park facilities. Looking at the characteristics of each park, Seoul Forest shows many outdoor activities based on nature, while the lack of parking spaces and congestion on weekends negatively impacted users. Boramae Park has the appearance of a city park, with various facilities providing numerous activities, but reviewers often cited the park's complexity and the negative aspects in terms of dog walking groups. At Olympic Park, large-scale complex facilities and cultural events were frequently mentioned, emphasizing its entertainment functions. Google Maps Review can function as useful data to identify parks' overall users' experiences and general feelings. Compared to data from other social media sites, Google Maps Review's data provides ratings and understanding factors, including user satisfaction and dissatisfaction.

Housing Environment Type And Resident Housing Satisfaction (주거환경유형과 거주자의 주거만족)

  • 진양교;수와이드만;제임스앤더슨
    • Journal of the Korean Institute of Landscape Architecture
    • /
    • v.19 no.1
    • /
    • pp.45-59
    • /
    • 1991
  • 본 연구에서는 객관적 환경지표와 그에 대한 인간의 주관적 반응간 의 인과적 관련도의 중요성이 강조된다. 좀 더 구체적으로, 거주자의 주관 적 반응인 주거만족과 객관적 환경지표의 하나인 주거환경유형들(건물유형 과 건물배치유형)과의 인과적 관련도가 본 연구에서 중점적으로 토의된다. 한국의 6개 대단위 공동주택단지가 본 연구의 대상지로 선정되었고, 표본 추출시 건물유형과 건물배치유형을 고려한 다단계 표집방법(multistage sampling)이 사용되었다. 설문면답방법(modified structured survey)에 의해 646명의 처리 가능한 응답이 수거되었다. 인과모형 검증의 첫 단계로서 다 수의 설문문항을 원래 관심있는 소수의 변수로 정선, 추출하기 위한 방법 으로 요인분석이 사용되었다. 요인분석으로부터 정선, 추출된 변수를 이용 해서 본 연구의 가설모형이 정립되고, 그 모형을 검증하기 위한 방법으로 경로분석이 사용되었다. 분석결과를 요약해 볼 때, 건물유형과 건물배치유 형 모두가 거주자의 지각, 인식, 태도 등의 적절한 매개변수들을 통해 거주 자의 주거만족에 유의한 영향을 미치는 것으로 나타났다. 건물유형은 일반 적으로 저층주거에서 고충주거로 바뀌면서, 거주자의 주거만족에 부정적인 영향을 미치고 있음이 확인되었고, 고층주거가 거주자에게 주는 시각적 단 조로움, 과밀감, 그리고 주차장을 포함한 옥외공간 이용상의 불편들과 또 그들로 인한 낮은 안전성 및 경관에 대한 불만족 등이 그 이유로서 밝혀졌 다. 건물배치유형의 경우, U자형의 배치유형이 선형배치유형에 비해 과밀 감 해소, 시각적 명료성 향상, 그리고 옥외공간 이용상의 편리 등 및 또 그 에 따른 경관에 대한 만족의 향상 때문에 거주자의 주거만족을 높이는 데 유리한 것으로 나타났다. 주거와 관련된 설계 및 계획분야를 위한 여러 다 양한 제안들이 본 연구에서 제시되고, 추후 관련 연구들을 위한 가능성들 도 토의되었다. 그 유용성 때문에, 아직 많은 이론적, 방법론적, 그리고 분 석상의 문제에도 불구하고, 객관적 환경지표들과 이용자들의 만족을 포함 한 다양한 주관적 변수들과의 관계를 경험적으로 밝히려는 시도가 계속되 어야 할 것으로 사료된다.

  • PDF

A Research on Value Chain Structure on Experience of VR and AR Focused on Means-End Chain Theory on VR and AR (가상현실 미디어 체험이 가치사슬구조형성에 미치는 영향 연구 VR-AR 수단-목적 사슬이론 적용 중심으로)

  • Kweon, Sang Hee
    • Journal of Internet Computing and Services
    • /
    • v.19 no.1
    • /
    • pp.49-66
    • /
    • 2018
  • This research explores a value chain structure of VR-AR media including user's perception, uses, and evaluation. The purpose of this research focused on factor analysis and the relationship among user's VR-AR adoption motivations and utilities. This research explores correlation between personal value and using motivation. This study was to identify the value structure of respondent on VR-AR usages based on means-end chain theory. The research used structured APT laddering questions and 251 data was analysed. Through such analysis, category difference by stage and relationship difference were identified and hierarchical value map was compared. There are four different value ladders: first is attributes, functional consequences, psychological consequences, and final value. This study is based on the analysis of the value chain structure factors that affect VR and AR use behavior (attributes, functional benefits, psychological benefits, use value), 'Hierarchical Value Map' between users' The purpose of the model is to construct a model. For this, 'means-end chain theory' was applied to measure the causal relationship between personal value and VR related use behavior. In order to solve this research problem, 135 people were analyzed through the structured questionnaire using the AR and VR content fitness measure and the second APT laddering, and the use of VR-AR : 1) Functional benefits; 2) Psychological benefits; 3) Means to reach value, 4) Objective value chain structure was identified. The results show that VR users tried to smooth the social life through the new virtual reality audiovisual element, the newness of experience, fun, and pleasure through the departure of reality, vividness of experience, and leading fashion. The AR fitness was a game and a new program, and the value of interacting with other people and the value of 'periwinkle' played an important role through the vividness and peripheral interaction of AR, It was an important choice. The important basic values of users' VR and AR selection were correlated with psychological attributes of interaction with others, achievement, happiness and favorable values.

Gaming Space into a Cultural Place: A study on the transformation process of digital gaming space into a place focused on the framework of Mechanics-Dynamics-Aesthetics (MDA프레임워크를 통한 디지털게임 공간의 장소성 발생 구조에 관한 연구)

  • Yi, Young-A;Kwon, Doo-Hee;Choi, Hye-Lim;Jeong, Eui Jun
    • The Journal of the Korea Contents Association
    • /
    • v.21 no.12
    • /
    • pp.738-747
    • /
    • 2021
  • Space and place have distinctively different meanings from each other. As virtual reality has become a routine of daily life, placeness concepts have been introduced on discussion tables. Yet, place has not been widely discussed in conceptual approaches Thus, using the concepts of space and place this study attempts to figure out the structure and the processes of how users recognize digital space and give placeness. For the study purpose, it identifies core elements of placeness attribution in digital game places, and then explains the development processes of space into place through characteristics of MDA(Mechanics-Dynamics-Aesthetics)framework. Based on present theoretical concepts and their application process this study also demonstrates the transformation process through which physical space becomes a place in the similar context with a necessary condition in order for a space to be a place. This study confirms that digital games can be transformed into a space that creates placeness in the process. Considering that players' affinity and nostalgia are generated through the placeness acquiring process in digital game space, the processes eventually imply an extension of largely meaningful and influencing contents as digital games induce players' immersion.

The Effect of Game Platform Evaluation and Flow Experience on Player Loyalty in Mobile Game Application (모바일 게임 플랫폼 평가 및 플로우경험이 게임사용자의 애호도에 미치는 영향)

  • Oh, Se-Gu
    • The Journal of the Korea Contents Association
    • /
    • v.20 no.3
    • /
    • pp.235-244
    • /
    • 2020
  • In the 4th Industrial age, mobile games are a highly competitive but highly profitable industry, with hundreds of games per day. To produce a successful mobile game, it is necessary to understand the mobile environment and consumers in the mobile era, and a study that can provide implications for the importance of various factors is needed. The purpose of this study is to explore the in- and out-of-game factors that influence the success of mobile games and to examine the relationship between these factors and customer satisfaction and loyalty. As a result, the game platform's system quality and service quality had a positive effect on the evaluation, and the price policy did not have a significant effect on the evaluation. Also in the flow factor, goal and interaction (relationship) had a positive effect on the flow, and skill or challenge did not have a significant effect. The effects of flow and platform evaluation on customer loyalty were all positively affected. First. Companies must derive customer opinions and actions about the game through continuous interaction with customers. Second, if the game gives customers the proper goals and functions to enable the interaction between users, more successful games can be developed.

Analysis of related to unmet healthcare needs for the disabled in Korea using focus groups: Focused on the 2nd Pilot project for primary care for people with disabilities (포커스그룹을 이용한 한국 장애인 미충족 의료 관련 요인 분석: 장애인 건강주치의 2차 시범사업을 중심으로)

  • Kim, Mi So;Choi, Kyung-Hwa;Kim, Jung Ae;Park, Jinah;Jeong, Eunhye
    • Journal of the Korea Convergence Society
    • /
    • v.12 no.12
    • /
    • pp.443-451
    • /
    • 2021
  • This study is a qualitative research using focus group interviews with disabled people and their families to understand the unmet healthcare needs perceived themselves and to analyze the experiences of 'The 2nd pilot project for primary care for people with disabilities', from 9 to 17 February 2021. The subjects of the study was the disabled who can express their opinions (group 1) or the guardians of the subjects who can not express their opinions (group 2). The participants were interviewed for about 100 minutes for each group once or twice. As a result of this study, the factors regarding unmet healthcare needs were extracted in subject, provider, institutional, and socio-cultural aspects. Further, the factors resolved and unresolved by the pilot project were extracted. Based on the results, we can recommend that the expanded application to the visiting service, inclusion of doctors from various departments, multidisciplinary approach including physical or occupational therapists, minimizing disconnection among the hospitals and healthcare centers, improvement of service quality by collecting opinions from people with disabilities, and more publicity activities should be applied.

Point Symbols on Tourist Maps: Cognitive Characteristics with Levels of Symbolization and Preference (관광지도 점기호의 상징수준과 선호도에 나타난 인지특성 연구)

  • Shim, Hye-Kyoung;Jung, In-Chul
    • Journal of the Korean Geographical Society
    • /
    • v.43 no.6
    • /
    • pp.981-1001
    • /
    • 2008
  • This research deals with cognitive characteristics of point symbols on the current tourist maps in terms of the communication theory in considering levels of symbolization and those of preference. The levels of symbolization are examined on the basis of the meaning of point symbols between map-makers and map-users. Preferences of point symbols are investigated by the tourist objects. As a result, when point symbols are expressed in conciseness, the meaning and interpretation about those symbols are highly accorded. And the point symbols that have familiarity by visual experience are preferred. Also, the higher symbolical levels symbols have, the more likely they are preferred. Through that fact, familiarity from the visual experience, conciseness in expression, concreteness of figures expressed in maps, and representativeness of visualized properties were deduced as factors that affect preferences. Those factors work to affect preference complicatedly, but familiarity is prior to simplicity in preferences. Likewise, ways that visualize information, contents that are expressed as images and familiarity in terms of cognitive characteristics make a relative difference in preferences and the levels of symbolization. On the basis of those cognitive characteristics, visual complexity and ambiguity should be removed and the higher symbolical level of point symbols for efficiency of map-reading should be developed.

A Study on Acceptance of Online Concerts Based on Mobile Augmented Reality: Focusing on the Extended Technology Acceptance Model (모바일 증강현실 기반 온라인 콘서트 수용에 관한 연구: 확장된 기술수용모델을 중심으로)

  • Choi, Bu-Heon
    • Journal of Digital Convergence
    • /
    • v.19 no.11
    • /
    • pp.315-325
    • /
    • 2021
  • This study conducted a questionnaire survey on 280 people who had experience of using mobile augmented reality-based online concerts. Using the SPSS 21.0 and AMOS 21.0 programs, the factors affecting the intention to reuse were investigated through statistical analysis(correlation analysis, path analysis, etc.). The main results are as follows. First of all, Presence and interactivity had a positive effect on flow, perceived ease of use and perceived usefulness. Flow had a positive effect on perceived ease of use and perceived usefulness. Perceived ease of use had a positive effect on perceived usefulness, and perceived usefulness had a direct positive effect on intention to reuse whereas perceived ease of use had an indirect effect on intention to reuse through perceived usefulness. In order to increase the intention to reuse of the mobile augmented reality-based online concert, it is necessary to prepare a plan to increase the level of presence, interactivity, and flow experienced by users. This study identified factors that affect the intention to reuse online concerts based on mobile augmented reality in an untact society. Therefore, it will be meaningful in that it presents the implications necessary to prepare a plan that can be efficiently accepted by consumers for the rapidly growing mobile augmented reality-based online concert.

A Study on the Micro Discourse about Urban Parks in Blogs - In the Case of the Seoul Forest - (블로그(Blog)에 나타난 도시공원 미시담론 - 서울숲을 대상으로 -)

  • Lee, Jaei;Sung, Jong-Sang
    • Journal of the Korean Institute of Landscape Architecture
    • /
    • v.43 no.1
    • /
    • pp.29-39
    • /
    • 2015
  • This study has attempted to determine the micro-discourse from blogs as personal media that reflect citizens' actual opinions of the Seoul Forest without intervention of experts. Furthermore, a qualitative research method discourse analysis was selected to analyze the micro-discourse regarding the Seoul Forest in a time series. The extracted samples of blogs by year were intended to identify the comment section of the process of change and the discursive structure. The results are as follows; first, from the beginning of the development of the Seoul Forest to the present, it is divided into four chronological periods along with individuals' micro-discourse with social changes. During the beginning of the development of the Seoul Forest, the social discourse was formed, and in the next period, the micro-discourse was developed with a more emotional and complex discourse. In the formative period, four or five years later, the discourse reflected the civic consciousness of development more than ever, showing the diversity of participation in the program at the Seoul Forest. In the growth period, as the users' experiences had been accumulated, the users started writing about the role of the Seoul Forest in their own words. This can also be called place discourse. From the individuals' micro-discourse, this study shows the discourse structure of how individuals think about the Seoul Forest in each period. Unlike the experts, the micro-discourse contains specific daily interactions, experiences, and the stories of individuals who actually use the parks. It also shows how users reproduce and understand the space. In this respect, this is the most significant finding of this study. Based on this research, this study has demonstrated that the emotional description of a place that actually functions as a discourse about city parks, and confirms that blogs could be used as a space to form discourse and as a research tool to read the trends. In accordance with these results, this study has described not only the discourse of experts, but also how the discourse of individuals' comments can be an important part of the discourse of modern urban parks.

A Study on the Influencing Relationships of Transaction Risk and Purchase Value on Repurchase Intention for the Second-hand Products (거래위험과 구매가치가 중고제품 재구매 의도에 미치는 영향에 관한 연구)

  • Han-Min Kim;Sang Cheol Park;Jong Uk Kim
    • Knowledge Management Research
    • /
    • v.25 no.2
    • /
    • pp.193-218
    • /
    • 2024
  • The current study investigated the factors influencing the buyer's repurchase intention for second-hand products. This study first identified perceived risk and purchase value as the two primary influencing variables. Additionally, some exogenous variables influencing these two variables were examined. Statistical analysis using Partial Least Squares (PLS) revealed that product uncertainty, seller uncertainty, and site trust had statistically significant relationships with perceived transaction risk. However, while economic benefit showed a significant impact on purchase value, product scarcity and resale value did not exhibit a significant relationship with purchase value. Perceived transaction risk was found to have an insignificant relationship with repurchase intention, but indirectly influenced repurchase intention through purchase value. Purchase value was identified as having a significant influence on repurchase intention. Therefore, it was concluded that purchase value is the most important factor influencing repurchase intention in the purchase of second-hand products, while transaction risk indirectly influences repurchase intention through purchase value. The study indicates that product uncertainty and economic benefit are the most significant exogenous factors influencing transaction risk and purchase value, respectively.