• Title/Summary/Keyword: 체험행동

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The Study on the Effect of Outdoor Experiential Marketing on Brand and Purchase Intentions (아웃도어 체험 마케팅이 브랜드와 구매의도에 미치는 영향에 대한 연구)

  • Lee, Jae-Woo;Park, Eun-Ju;Choi, Myeonggil
    • Journal of Digital Convergence
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    • v.15 no.5
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    • pp.139-150
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    • 2017
  • The purpose of this study is to examine the influence of experiential marketing on brand loyalty through brand image and brand attitude, and to ultimately understand the relationship between experiential marketing and purchase intentions. The subjects of the study were first-time participants of the 'Salomon Outdoor City Trail Run' sponsored by the brand Salomon Outdoor. Out of 223 questionnaires given to the subjects, 195 responses were used as the sample for analysis. SPSS 18.0 and AMOS 18.0 were used as the analysis tools. The study results showed that, of the elements of marketing including sensation, emotion, recognition, action, and relation, feel and action positively influenced brand image. Sensation and relation positively influenced brand attitude. Brand image and brand attitude positively influenced brand loyalty and brand loyalty positively influenced purchase intention. The study is significant in that it explores the effects of experiential marketing all the way up to the purchase intention, and how this is influenced by brand image, brand attitude, and brand loyalty. Implications of these findings for experiential marketing as well as future research directions are also provided.

The Effects of Science Career Experience Activities for Educational Underprivileged Youth on Students' Preference for Science and Career Maturity (교육 소외계층 청소년을 위한 과학 진로체험 활동이 학생의 과학선호도와 진로성숙도에 미치는 영향)

  • Im, Sungmin;Kim, Yongseong
    • Journal of The Korean Association For Science Education
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    • v.39 no.3
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    • pp.349-362
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    • 2019
  • This study reviewed the Ladder Project as a science education program for the educational underprivileged youths, and analyzed how the science career experience activities of Ladder Project effect on students' preference for science and career maturity so as to infer the significance and implication of practices in science education for the educational underprivileged students. For this we investigated students' preference for science and career maturity before and after the science career experience activities in 2017 Ladder Project, and then analyzed students' responses. As a result, students' preference for science was changed positively in all areas after participation of the science career experience activities, and this change was more apparent for middle school students than high school students. Also, students' career maturity was changed positively after participation of the science career experience activities in the aspects of planning, knowledge for job, inquiry and preparation for future career. However this change was more apparent for high school students than middle school students. This study is significant in that it proved the evidential effectiveness of nationwide science education project for the educational underprivileged students. It also implies that science career experience activity should be adaptive according to the aims and target students of science education for the educational underprivileged students.

A study on the structural relationship between resource attraction, entertainment experience, love mark and attachment in tourist destination (관광목적지의 자원매력, 오락적 체험, 러브마크, 애착 간의 구조적 관계)

  • Seo, Gyeong-Do;Lee, Jung-Eun
    • Journal of Digital Convergence
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    • v.20 no.5
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    • pp.261-268
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    • 2022
  • This study tried to understand the meaning of resource attraction, entertainment experience, love mark, and attachment of tourist destinations. A theoretical study was conducted on each research concept to achieve the proposed research purpose. Based on this, an empirical study was conducted after deriving a questionnaire based on this, and a non-face-to-face survey was conducted nationwide using population-proportional sampling. The empirical study was confirmed through the statistical programs SPSS25.0 and AMOS25.0. The resource attractiveness of the tourist destination had a positive (+) relationship with the influence on the tourists' experience. The relationship between the experience and the love mark had a positive (+) relationship. A positive (+) relationship was also formed in the relationship between experience and attachment. However, the relationship between love mark and attachment did not form a significant relationship.Because it reflects regional characteristics, it is a useful material for local culture and history, so protection, preservation, and active program development are required. is needed.

피난기구의 적응성 비교 연구

  • Choe, Gyu-Chul;Na, Pan-Ju
    • Proceedings of the Korea Institute of Fire Science and Engineering Conference
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    • 2013.04a
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    • pp.12-13
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    • 2013
  • 국가화재안전기준(NSFC 301)에서 규정하고 있는 소방대상물별 피난기구를 선정하여 사용자 특성을 고려한 상황을 가상하여 행동실험을 통해 피난기구별 그 효용성을 비교 분석하였다. 단순한 체험실험을 통해서 얻어진 결과는 노인요양시설이나 유아교육시설과 같은 피난 시 협조자의 도움이 필요한 시설에서의 피난기구 선정은 현 기준에서 제시한 다수의 피난기구가 그 적응성이 떨어지는 것으로 나타났다.

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The Classification of Galaxy Phone User's Sensibility Type (갤럭시폰 사용자의 감성 유형)

  • Lee, Young-Ju
    • Proceedings of the KAIS Fall Conference
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    • 2012.05a
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    • pp.137-140
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    • 2012
  • 본 연구는 갤럭시 폰을 선호하는 사용자의 감성경험디자인 요소의 주관적 관점을 밝히는데 초점을 두었으며 주관성 연구를 위해 Q 방법론을 통해 3개의 유형을 발견할 수 있었다. 제 1 유형은 합리적 행동 추구 유형으로 갤럭시 폰에 대한 직 간접 체험을 통해 감성품질에 대한 높은 기대치를 가지고 있으며 휴대성과 사용성을 중요시 하고 외형의 형태와 재질에 관해서는 낮은 선호도를 가지고 있음을 알 수 있었다. 제 2 유형은 계획된 행동 추구 유형으로 주관적인 개인의 지각을 중요시하며 기능, 물리적 느낌 그리고 사용성 모두를 중요하게 생각하고 사용함으로써 얻어지는 즐거움과 효율을 선호하는 유형으로 구분되었다. 제 3 유형은 차별적 개성 추구 유형으로 개인이 소유한 제품을 통해 다른 이에게 전달하고자 하는 메시지를 중요하게 여기며 심미적 요소의 차별을 통한 개성 표출을 중요시하는 유형으로 파악되었다.

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Effects of an Experience-Based Economic Education Program on Young Children's Economic Concepts and Purchasing Behavior (체험 중심 경제교육 프로그램이 유아의 경제개념과 구매행동에 미치는 영향)

  • Kim, Jung-Suk;Cho, Eun-Jin
    • Korean Journal of Child Studies
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    • v.29 no.4
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    • pp.43-63
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    • 2008
  • This study developed an experience-based economic education program and examined its effects on young children's economic concepts and purchasing behavior. Subjects were 60 5-year-old kindergarteners assigned to an experimental or a control group. Instruments for pre- and post-tests were the Economic Concept Task (Laney, 1995) and the Purchasing Behavior Task (Jang, 2004). Experimental group children participated in the economic education program for 5 weeks; control group children listened to economic stories. Differences between pre- and post-test in the experimental group showed that the economic education program was effective in development of concepts of scarcity, opportunity cost, resource/production, goods/services, and complements/substitutes. Children's purchasing behavior changed partially after application of the program.

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Fish Schooling Behavior Modeler (Fish 군중행동 모델러)

  • Kim, Jong-Chan;Ban, Kyeong-Jin;Kim, Eung-Kon
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.517-520
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    • 2006
  • Crowd behavioral scenes in virtual underwater world are presented in many entertainments such as films and games. According to the increase of digital films and animations caused by the development of computer graphics, it is easy for us to meet with the cyber characters in those scenes. Characters which appear in computer animation put life into virtual world. The more characters we have in this virtual space, the deeper we are immersed in the space. There were many researches which processed the crowd scene and implemented the crowd behavior system in Korea. They were related to developing VR contents which were available to feel actually in the construction of the virtual environment. But they are far from reaching the step to put to practical use in developing the crowd behavior modeler. Therefore, we suggestion the fish schooling behavior modeler that provides interaction and action behavior in 3D object to present vividly and effectively in underwater world.

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A Study about Improvement of Digital Textbook Interface based on Affordance Theory in the Context of HCI (HCI 관점에서 어포던스 이론에 근거한 디지털교과서 사용자 인터페이스 개선 연구)

  • Hwang, YunJa;Sung, EunMo
    • The Journal of Korean Association of Computer Education
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    • v.19 no.2
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    • pp.61-71
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    • 2016
  • The purpose of this study was to identify problems of usability and to improve an interface in the digital textbook for leaner's leading to self-directed learning. To address those goals, the theory of affordance, which was related to affordance as leading to behavior, was applied for analyzing the user interface of digital textbook. Also, 10 students, 4th grade elementary school, were participated in the study. Participants were reported affordance's problems of digital textbook through Human Computer Interaction. As a result, some affordance's problems of the digital textbook were found out as follow; difficulty of page clicking, too small touch button, confusing the button, and, need to specific guidance. Based on the result, some suggestions were recommended to improve usability of digital textbook.

Website Monitoring on the Behavior of Consumers for Educational Pet Insects (애완학습곤충 소비자의 행동 모니터링)

  • Kim, So Yun;Kim, Seong Hyun;Choi, Won Ho;Park, Jong Bin;Park, Hae Chul;Lee, Young Bo;Kim, Namjung
    • Korean journal of applied entomology
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    • v.52 no.4
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    • pp.335-340
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    • 2013
  • As the market of educational pet insects is expanding, understanding the consumer needs became more crucial. To achieve the ideal analysis on the market, this research monitored the behavior of consumers. The posting on the blogs of consumers, who have visited insect museums and farms, or have bought insects were collected as data. Moreover, the informational contents, photographs and texts, were analyzed. The results showed that the family-unit visitors with elementary school lower graders were the main type of visitors for their children's education. The visiting areas were concentrated in Seoul and the Metropolitans of Gyeonggi province, and the visits were mostly occurred during their children's vacation period. The analysis of posted photographs showed the visitors' high interest in the hands-on program. According to the texts on visitors' blogs, especially, the largest number of visitors satisfied with the variety of program. It implies the necessity of development in diverse and differentiated hands-on program. Otherwise, the programs available to connect insects to other animals and plants should be introduced to reduce aversion against insects, which was reported as the strongest dissatisfaction. In conclusion, diversification on insect species and development in systematized hands-on program seem to be required for the continuous growth of educational pet insects market.

Plans to Improve Safety Experience Education through the Experimental Analysis of Evacuation Equipment (피난기구 사용시간 실험분석을 통한 안전체험교육 개선방안)

  • Lee, Jeong Il;Lee, Sung Eun
    • Fire Science and Engineering
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    • v.33 no.6
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    • pp.35-42
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    • 2019
  • The aim of this study is to investigate the direction of improvement of safety experience education through the analysis of the evacuation time experiment. For the study, test subjects were divided into groups of similar body size and weight. The test subjects were directly experienced four evacuation devices, and the experience time was measured. As a result of the analysis of the total time from the installation of the evacuation device to the escape, the time was measured in the order of Descending Life Line-Tilt-Down Rescue Line-Vertical Escape Chute-air safety mat. In the case of evaluating the evacuation time using evacuation mechanisms, the evacuation time was measured in the order of air safety mat-Tilt-Tilt-Down Rescue Line-Descending Life Line-Vertical Escape Chute. In the first and second experiments of the Descending Life Line, time differences were observed. The escape time using the Descending Life Line was reduced in the second experiment than in the first experiment. As shown in this result, education through experience has shown that behavioral confidence and time can be managed. The conclusion of this study is that the goal of safety education is to minimize human life and property damage. Therefore, in order to bring this effect to more people, it is necessary to make efforts to keep self-safe through experiential education.