• Title/Summary/Keyword: 체험행동

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Study on the influencing factors of rural tourism behavior intention in China based on the theory of planned behavior (계획행동이론을 바탕으로 한 중국 농촌관광 행동의도 영향요인에 관한 연구)

  • He, Zhen hua;Sim, Jae yeon
    • Journal of the Korea Convergence Society
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    • v.11 no.12
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    • pp.207-224
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    • 2020
  • With the gradual improvement of China's residents' economic level, the continuous improvement of the holiday system, and the main purpose of relaxing mood and experiencing life, rural tourism has developed rapidly. In order to further achieve the goals of farmers' entrepreneurship, agricultural income increase, rural prosperity, and tourism management departments and tourism enterprises' management and operation objectives, this paper puts forward research hypotheses on the basis of relevant literature review and references. Based on the previous research results, this paper designs a questionnaire on Residents' rural tourism behavior intention, and uses SPSS23.0 to conduct correlation analysis and hypothesis test on the sample data, and draws the following conclusions: (1) rural tourism attitude, subjective norms, and perceived behavior control have a significant positive impact on rural tourism behavior intention; (2) policy system and resource conditions have a significant positive impact on rural tourism behavior intention; (3) policy system has a significant positive impact on subjective norms and perceived behavior control, and resource conditions have a significant positive impact on rural tourism attitude, subjective norms, and perceived behavior control.

Influence of Parent-child Travel Push-pull Motivation, Experience on Behavioral Intention (자녀 동반 가족여행에서의 Push-pull 동기, 경험이 행동의도에 미치는 영향)

  • Wei, Yuqian;Park, KeunSoo;Liu, Hengyu;Zhao, Yizu
    • The Journal of the Korea Contents Association
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    • v.21 no.2
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    • pp.462-473
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    • 2021
  • With the development of society, changes in the family structure of China's residents and the increase in family income, parent-child travel has gradually become a new hotspot for tourism consumption. It is important for tourism marketers to understand the needs and motivations of parent-child travelers. This study explored the push and pull motivations of parent-child travelers by conducting a questionnaire survey of 290 travelers to parent-child farms and validated the path relationships between push and pull motivations, experiences and behavioral intentions. The result indicated that: 3 push factors were derived from the factor analysis of 13 push items and were named as 'For children & Family', 'Escape & Relax', and 'Socialization'; 3 pull factors were derived from the factor analysis of 11 pull items and were labeled: 'Facilities & Safety', 'Theme activities', and 'Environment'. Through sub hypotheses testing, the results show that push-pull motivation of parent-child travelers has a positive effect on their experience(4Es) for attending. 'Esthetics Experience' has the highest effect on the parent-child travelers' behavioral intentions, followed by 'Education Experience' and 'Entertainment Experience'.

A Case Study of Environmental Design from a Viewpoint of Hybrid and Features of User Experience (하이브리드와 이용자체험 특성으로 본 환경설계의 사례연구)

  • Jang, Il-Young;Kim, Jin-Seon
    • Archives of design research
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    • v.19 no.1 s.63
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    • pp.201-214
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    • 2006
  • Modern society is an age of vagueness and confusion. In addition, vagueness, complexity and variety are seen throughout art including modern philosophy, literature, and environmental design. A phenomenon like this shows that modern society has integrated different components as an organic relationship frequently crossing the boundary of fields. This feature can be regarded as hybrid related with accepting contradictory components and binding them into one under relationship between part and whole. As new design concept, presented are attitude to accept the two instead of attitude to select one of the alternatives, abundance instead of dearness, and ambiguity instead of simplicity. This principle has a crucial influence on creative design providing opposing contradiction and several alternative plans as non-deterministic form not completed one and, above all, useful information in mutual dependence and mutual relationship. When it comes to hybrid, therefore, a strategy is needed to consider layer of several fields getting out of standardizing space into a single space. As an event of this situation and concept, space experience means behaving freely based on experience of users' body. It can be known that this experience brings about users' more dynamic experience in comparison with the experience of seeing environmental design from a viewpoint of visual ism on the existing simplicity. Such a practical experience is subjective, synesthetic, and non-observational one. Therefore, hybrid has brought active users to the stage, which is distinguished from synesthesia felt through body's experience, not through observational attitude and visual space which achieve former balance and harmony with non-determination. That's because hybrid creatures are turning to a product resulted from creative imagination instead of from reappearance which makes text visualized. Such experience performed by user's active participation collapses the boundary between special elite-centered art and daily life and it is the present progressive form showing creation process of future events and new esthetic experience.

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Development of Measurement Standard Scale for Festival contents quality (CONTSQUAL) (지역축제 콘텐츠품질(CONTSQUAL) 척도 개발)

  • Maeng, Hae-Yeong;Jang, Hyeong-Yu
    • The Journal of the Korea Contents Association
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    • v.12 no.12
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    • pp.742-760
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    • 2012
  • Festival contents have played a role as a mediator that connects consumers and producers of the Festivals to express the purpose or theme of those. The successful quality factors to be successively sustainable excellent Festivals include ritual, experience, exhibition, sales, education, competitive, performance. In this study, Festival contents scales, that is named CONTSQUAL, being consisted of seven factors were drawn through the analysis of Cultural Tourism Festival 2012. Festival CONTSQUAL is ritual, experience, exhibition, sales, education, competitive, performance. The research sample is participants in the "Geumsan Insam Festival". Empirical analysis was carried out for visitors to verify the scales and research model. As a result, among festival CONTSQUAL, all components of qualities affected positively on Festival Flow but ritual and education. Festival flow affected positively on festival satisfaction while festival satisfaction affected positively on behavior intention. This study not only measured festival quality through the newly developed CONTSQUAL scales underlying sustainable competitive festival, but also built basic foundation for objectively assessing the festival contents quality, which would result in ensure successful local festival.

Fashion Orientation, Goal-directed or Experiential Motivations, Shopping Flow Experience and Purchasing Behavior of Fashion Products (패션지향성, 목적지향적/체험적 쇼핑동기, 플로우 경험과 패션제품 구매행동)

  • Lee, Kyu-Hye;Choi, Ja-Young
    • Journal of the Korea Fashion and Costume Design Association
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    • v.13 no.2
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    • pp.185-193
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    • 2011
  • The purpose of this study was to examine the relationships among fashion orientation, shopping motivations, shopping flow experience, and purchases of fashion products. Two types of shopping motivations were employed in the study: goal-directed and experiential. A conceptual research model was developed using research variables and structural equational modeling was used to test hypotheses. Empirical results indicated that fashion orientation had a strong positive direct effect on both types of shopping motives. Experiential and goal-directed motivations both had significant influence on shopping flow experience by consumers. During this process the influence of experiential motivation on flow experience was stronger, which implies the importance of experiential motivation on shopping fashion products. In addition, shopping flow experience played an important role in fashion product purchasing. Results of this study suggest that retailers should take into consideration flow in the context of shopping.

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A Study on the Information Cultural and Creating Process (정보문화 창조과정에 관한 연구)

  • Chang, Woo-Kwon
    • Journal of the Korean Society for information Management
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    • v.21 no.4 s.54
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    • pp.295-314
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    • 2004
  • Information cultural is the compound of the physical and spirit livelihood mode in the knowledge and information age. They are the livelihood mode including obtained knowledge, belief, technology, and behaviour and so on shared members of the special boundary of land. The 21st century called people is the age to create the new added value of information and cultural. Thus information cultural is becoming the global. This study aims to propose model on the information cultural creating processes for information cultural magnification based on theory and the necessaries for the undertaking of a work in the side global.

An Analysis on the Affecting Factors, Reading Disposition of Reading Flow of Elementary and Second Students (초.중등 학생의 독서 플로우 성향과 요인 분석에 관한 연구)

  • Lee, Byeong-Ki
    • Journal of Korean Library and Information Science Society
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    • v.41 no.4
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    • pp.51-72
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    • 2010
  • Csikszentmihalyi has given the term 'flow' to describe intense engagement or complete absorption in a task and behaviors. Activities as diverse as rock climbing, art, dance, motorcycling, and work has been reported as producing flow, but the most common optimal experience noted in the research is reading. This paper examines the disposition of reading flow of elementary and second students in Korea, and analyzed on the affecting factors in reading flow. Questionary for this study made of 36 items, including reading text, reading purpose, reading method etc. This study participated by 40 elementary & secondary schools, surveying 1,836 students. In order to verify the disposition and factors of reading flow used Chi-square, crosstabulation, factors by SPSS18.

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A Study on Training System for Fire Prevention based on Virtual Reality (가상현실 기반 화재대응 훈련 시스템에 관한 연구)

  • Song, Eun-Jee
    • Journal of Digital Contents Society
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    • v.17 no.3
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    • pp.189-195
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    • 2016
  • According to the National Statistical Office, the number of fires was the 42,135 items in 2014, it has increased reviews 1203 compare with 2013. In addition, the sum of the property damage 2,560 billion, injured number 1,599 people, it was announced in deaths number 263 people. Although Korea government have announced many fire manuals for fire prevention, the reason that many of the wounded and the dead occurred is because people have recognized fire riskiness in just only head simply from manual. In this paper, the simulation system for prevention of fire based virtual reality is proposed to solve this problems. The people who trained by proposed system can recognize and realize fire riskiness more than fire writing manuals.

Development and Application of Ethics Education STEAM Projects using DeepFake Apps (딥페이크 앱 활용 윤리교육 융합 프로젝트의 개발 및 적용)

  • Hwang, Jung;Choe, Eunjeong;Han, Jeonghye
    • Journal of The Korean Association of Information Education
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    • v.25 no.2
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    • pp.405-412
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    • 2021
  • To prevent problems such as portrait rights, copyright, and cyber violence, an ethics education STEAM projects using deepfake apps using AI technology were developed and applied. The Deepfake apps were screened, and the contents of the elementary school curriculum were reconstructed. The STEAM project as creative experiential activities was mainly operated by the UCC activities, and applied the info-ethics awareness measurement test based on the planned behavior theory. The social STEAM project as money (financial) education was qualitatively analyzed. It was found that this STEAM classes using AI technology app significantly enhances the ethical awareness of information communication.

Research on a Biennale Visitors' Pursuing Benefit -Centering on the Gwangju Biennale- (비엔날레 참관자의 추구편익이 행동의도에 미치는 영향 연구 -광주비엔날레를 중심으로-)

  • An, Tai-Gi;Kim, Hee-Jin
    • The Journal of the Korea Contents Association
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    • v.9 no.11
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    • pp.432-442
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    • 2009
  • This research had a look at what effect of the pursing benefit has on satisfaction, behavioral intention, and attitude of the visitors to the Gwangju Biennale. The survey was conducted for 320 visitors who finished their exhibition viewing schedule starting September 5 until September 19 [15 days]. 300 questionnaires excepting 20 unfaithfully responded copies among those collected from the surveyed were used for the analysis. As for the statistical disposal of the collected data, after going through the process of Data Coding, this research conducted an frequency analysis using SPSS 12.0 for window & statistics package program AMOS 5.0, an exploratory factor analysis to test the reliability and feasibility of the data, and reliability test of each factor; then, this research tested a hypothesis using structural equation model. The research results are as follows: First, as a result of factor analysis of the 15 pursuing benefits, 4 factors were elicited, such as pursuit of an intellectual experience, pursuit of a novel, exotic experience, pursuit of interpersonal, cultural exchange, and pursuit of internal fullness, etc.; as a result of factor analysis of the 10 attitudes, three factors were elicited, such as affective, cognitive, behavioral factors; as a result of factor analysis of 12 types of satisfaction, two factors, such as satisfaction with facilities and convenience matters, etc. were elicited. Second, as a result of the suitability of research model, suitability, its fidelity came out as $x^2=107.508$, d.f.=48, p=.000, Q=2.240, GFI=.942, AGFI=.906, RMR=.024, NFI=.952, TLI=.963, CFI=.973, RMSEA=.064. Third, pursuing benefit was found out to have a positive effect on satisfaction, attitude, and behavioral intention. Fourth, attitude was found out to have a positive significant effect on satisfaction. Fifth, attitude was found out to have a positive effect on behavioral intention. Sixth, satisfaction was found out to have a positive effect on behavioral intention.