• Title/Summary/Keyword: 인지몰입

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Effects of Brand Experience in Mass Cosmetic Brand Store on Brand Commitment and Loyalty Among Female High School Students (여고생의 중저가 화장품 점포 내 브랜드체험이 브랜드몰입과 충성도에 미치는 영향)

  • Yu, Haekyung;Lee, Minsun
    • Journal of the Korean Society of Clothing and Textiles
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    • v.43 no.2
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    • pp.167-183
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    • 2019
  • This study examines the dimensions of brand experience and brand commitment within mass cosmetic brand stores that target female high school students and analyzes the effect of multi-dimension brand experience and brand commitment on brand loyalty. A model linking brand experience to brand commitment and loyalty was tested, using structural equation modeling analysis. A total of 175 female high school students completed the online questionnaire. The current study extended the understandings of the construct of brand commitment by adopting a broadened five-component consumer commitment. The results confirmed that developing brand experience in domestic mass cosmetics brand stores influences consumer loyalty through various types of brand commitment. This study can be beneficial for brand managers by providing guidelines on how to establish consumer loyalty affected by brand experience through brand commitment. Especially, brand managers should consider the negative impacts of forced commitment on consumer loyalty despite brand experience within the stores not influencing teenage consumers' forced commitment toward mass cosmetic brands. The importance of habitual commitment in the relationship between brand experience and loyalty was also revealed. The results can provide a realistic blueprint for consumer brand experience and commitment strategy.

A Study on the Current Situation of the Social Mentality of Primary and Secondary School Teachers in China and the Corresponding Countermeasure

  • Guo, Dan
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.11
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    • pp.305-314
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    • 2022
  • In this paper, we propose a "social mentality" of primary and secondary school teachers in Anshan City, China. To conduct the study, 298 teachers in Ansan City were selected and a survey was conducted. This study adopted the method of combining literature research and questionnaire survey. The results showed that the overall level of "social mentality" of primary and secondary school teachers in Anshan was relatively high. Teachers' social support levels differed significantly from educational background, teaching section, administrative position, and school location. The path model shows the interaction mechanism between variables. It appeared that general self-efficacy and job involvement play an important role in the mechanism.

The Relationship between Air Force Air Crew's Calling and Flight Safety Behavior - The Multiple-Parallel Mediating Effects of Affective Commitment and Moral Duty - (공군 공중근무자의 소명의식과 비행 안전행동의 관계 - 정서적 몰입과 도덕적 의무감의 다중병렬 매개 효과 -)

  • Min Sung Song;Sang Woo Park;Young Woo Sohn
    • Journal of the Korean Society for Aviation and Aeronautics
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    • v.31 no.3
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    • pp.17-29
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    • 2023
  • The safe operation of military aircraft is crucial for national defense to prevent unnecessary loss of combat power. With the advancement of technology, the proportion of accidents caused by mechanical defects is decreasing compared to the beginning of aviation history, but the proportion of accidents caused by human factors is increasing. Therefore, it is necessary to identify factors that enhance flight safety behavior from various perspectives and explore related mechanisms. In this study, we examined the relationship between Air Force aircrew's calling and their flight safety behavior. With a sample of 357 Air Force aircrew, we found a significant positive relationship between calling and flight safety behavior, with affective commitment and moral duty mediating this relationship in parallel. We discussed theoretical and practical implications of the study based on these results.

A Effects of IT Process and the organizational characteristics on the CRM Performance (정보기술 프로세스와 조직특성이 CRM 성과에 미치는 영향)

  • Kwon, Young-sik;Lee, Min-kweon
    • Journal of Distribution Science
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    • v.5 no.2
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    • pp.35-53
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    • 2007
  • Customer relationship management(CRM) is perceived to be failing, and there is an urgent need for some practical ways to address this issue. The research presented in this article demonstrates that the implementation of CRM activities delivers greater profits. The author examine the key drivers and information technology process in implementing CRM using data collected from a diverse sample of firms. The results show that IT processes and top manager's commitment of CRM play a vital role in enchancing an organization's customer relationship performance. The study provides insights into why the use of customer orientation might not always deliver the expected customer relationship performance outcome.

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Impact of Supervisor's Humor on Civil Servant's Innovative Work Behavior (상사유머가 공무원의 혁신적 업무행동에 미치는 영향)

  • Jung, Seok-Hwan
    • The Journal of the Korea Contents Association
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    • v.14 no.12
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    • pp.733-743
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    • 2014
  • The study aims to positively analyze the impact of superiors' humor perceived by staff on the latter's innovative work behaviors among all other factors determining an individual's inclination to innovation. The summary of the results is as follows. First, senior superiors' humor is closely related to innovative work behaviors, which is also statistically significant. Second, superiors' affects job commitment to a significant extent. Third, job commitment produces such effects of an mediating variable in the relationship between superiors' and innovative work behaviors on the part of their staff. The results present an empirical lesson that a superiors plays a great role in the process of innovation in the public sector. Therefore, this study concludes that it is necessary to systemize education and training system for superiors in terms of management of a public organization. Empirical studies of innovative behaviors of superiors are likely to contribute to developing the theories of organizational behaviors.

A Learning-Flow Model Supporting Distributed Cognition in IT Education (IT교육에서 분산인지를 지원하는 학습몰입모형)

  • Kim, Sung-Ki;Bae, Ji-Hye
    • Convergence Security Journal
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    • v.12 no.6
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    • pp.51-59
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    • 2012
  • This paper presents a new learning model, "BoX(Battle of X)", which is based on a concept from the culture of B-Boys who enjoy the race of "distributed cognition" to win in their contests. The "battle" means a contest and "X" means a course to which our learning model can be applied. The goal of this paper is to present a learning model that allow students to be in a state of learning-flow and provides them with the ability of creative problem solving simultaneously. The key of the "BoX" implementation is to design a principle that controls contests between students to maximize distributed cognitive activities for reducing individual's cognitive load. This paper also presents how-to of "BoX" implementation and its effects. Through the analysis on learning achievement of students during one year course of IT education, we have confirmed that the "BoX" model provides students with higher learning achievement and learning-flow level in comparison with traditional learning model.

An Exploratory Study For Online Game-Based Learning Theory (온라인 게임과 학습과의 관련성 분석 연구)

  • Jo, Il-Hyun
    • Journal of Korea Game Society
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    • v.7 no.1
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    • pp.59-68
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    • 2007
  • Online games are getting more popular among today's fun-seeking young students. The immersive power of these Internet-based games is so strong that many educators consider the integration of the games and learning to enhance learner motivation. However, the online games, which are primarily aiming g for 'fun', have cognitive, emotional, and social features and impacts that are different from the so-called 'educational' games. Therefore an interdisciplinary approach for better understanding of the online game in regard to its impact on learning and fun should be essential. In this study, the researcher will analyze relevant literature and theories from cognitive psychology, media and communication theory, and Ludology to grasp holistic understanding of online game phenomena, which will serve as basis of further research and development in this emerging area.

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A Study on Visual Contents Exhibition Design as Efficient Spatial Experience Utilizing Internet of Things (사물인터넷을 활용한 효율적인 공간체험 영상콘텐츠 전시 디자인에 대한 연구)

  • Ryu, Chang-Su
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.05a
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    • pp.611-612
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    • 2017
  • Recently, exhibition space has incorporated a format in which visual contents providers and viewers can directly or indirectly experience the space with a sense of immersion. By offering more extended spatiality within a limited space, such exhibition design is now transcending physical limitations and expanding to visual reality; as such, exhibition design demands the implementation of not only visual elements but information services generated between people, contents, and objects. To this end, this study examines the changes and the development direction of exhibition techniques that use Internet of Things (IoT), which is a representation of environmental change in exhibition design of our times; it also explores the various forms of change based on the perception of the visual contents (visual exhibits) users during the act of accumulating and using information through the smartphone communication of viewers who experience the space through IoT. Finally, the study conducts a case study on the relationship between a regular exhibition and an exhibition design that makes use of IoT, in order to propose an exhibition design with which to verify whether the viewers are immersed in and experience a sense of realism from visual contents by identifying the viewers' visual and emotional changes.

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Discourse on ICT Virtual Reality Media : Focusing on Immersible Space and Communication Theories (ICT기반 가상현실(VR) 미디어에 대한 담론 :몰입 공간과 소통이론을 중심으로)

  • Kim, Jung Kyu;Kim, Jong Kouk
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.2
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    • pp.333-338
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    • 2021
  • Development of 5th generation mobile telecommunication technology is visualizing ideal hyper-connected social information and communication technology (ICT). In particular, virtual reality (VR) technology is at the starting point for new expansion and leaps. This work defines virtual reality as media in this context and collects and analyzes discourse on its scalability around space and communication theory. We first elaborated the concept, starting with the early discussions of the virtual reality concept in 1990, and discussed the relationship between the physical world and digital information, expression and interaction immersion as a medium, simulation, art creation theory, and finally evolutionary development. In conclusion, beyond the discourse on the technology of virtual reality, academic subjects were required to have theoretical frameworks on cognitive science, neuroscience, social science, and humanities issues (ethics, personality, etc.) for the development and evolution of virtual reality. In other words, it is time for the evolution of virtual reality to be discussed, which can be moved beyond.

Factors Influencing the Intention to Participate in Digital Cultural Tourism on the Metaverse Platform (메타버스 플랫폼에서의 문화관광 활동 참여 의도에 영향을 미치는 요인에 관한 연구)

  • Jiaping Zang;Eunjin Kim
    • Journal of Intelligence and Information Systems
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    • v.29 no.3
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    • pp.341-359
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    • 2023
  • The metaverse applies various technological means such as digital twin modeling, 3D rendering, and holographic imaging, which can provide an immersive tourism service experience. However, since the development of the metaverse is still in its infancy, there is relatively little research on digital tourism from the perspective of the metaverse. This research empirically studies the factors that promote the participation behavior of users on the metaverse platform for digital cultural tourism. Our results show that users' internal motivations for learning and entertainment and the functions provided by metaverse, which are sensory stimulation and social interaction lead to the intention to participate in cultural tourism on metaverse with the mediating effects of immersion experience and perceived pleasure.