• Title/Summary/Keyword: 체험 홈

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Impact of customer experience characteristics on perceived value and revisit intention: Focusing on offline home appliance stores (고객체험특성이 지각된 가치와 재방문 의도에 미치는 영향: 가전 오프라인 매장을 중심으로)

  • Hosun Jeong;Jungmin Park;Hyoung-Yong Lee
    • Journal of Intelligence and Information Systems
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    • v.29 no.4
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    • pp.395-413
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    • 2023
  • This research studied the effect of customer experience characteristics in offline home appliance stores on perceived value and revisit intention. Among the offline distribution of home appliances with more than 100 stores nationwide, two home appliance retailers (HiMart, E-Land), three hypermarkets (E-Mart, Homeplus, Lotte Hi-Mart), and two home appliance stores (LG Best Shop, Samsung Digital Plaza) were selected, and a survey was conducted on men and women in their 20s or older in Seoul, Gyeonggi, and Incheon who had visited and purchased the home appliance store within the last 6 months. As a result of the survey, a statistical analysis was conducted on a total of 330 samples using the PLS (Partial Least Squares) structural equation model and SPSS statistical package. Through this study, the following research results can be obtained. First, educational experience, deviant experience, and aesthetic experience had a positive (+) effect on the functional value. However, entertainment experience did not affect functional value. Second, educational experience, deviant experience, and aesthetic experience all had a positive (+) effect on emotional value. Third, both functional and sensory values had a positive (+) effect on the revisit intention. Fourth, it was confirmed that brand loyalty had no moderating effect between functional value and sensory value revisit intention. The results of this study show the structural relationship between customer experience characteristics, perceived value (functional value, sensory value), and revisit intention. This result provides guidelines on what activities home appliance offline stores should do at a time when online channels threaten the survival of offline channels.

Development of an Environmental Control System using a Brain Computer Interface(BCI) for Severely Disabled People (생체신호를 이용한 중증 장애인용 환경제어장치 시스템 개발)

  • Kim, Da-Hey;An, Kwang-Ok;Kim, Jong-Bea
    • Proceedings of the KIEE Conference
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    • 2011.07a
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    • pp.2049-2050
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    • 2011
  • 신체 움직임이 자유롭지 못한 중증 장애인의 경우 환경제어장치를 사용하면 일상생활 보조가 가능해지므로 활용 효과가 매우 크다. 그러나 현재 국내에서 개발되는 제품은 정상인을 위한 홈오토메이션이 대부분이고, 장애인을 위한 환경제어장치의 경우에도 입력 매체에 따라 대상 사용자가 제한되는 문제점이 있었다. 따라서 본 논문에서는 기존의 입력 장치 사용에 제한이 있었던 중증 장애인들도 사용가능하도록 1-채널 생체신호(뇌파 및 얼굴 근전도) 계측 시스템 및 환경제어장치를 개발하였다. 향후 개발된 시스템은 중증 장애인의 일상생활 체험관에 구축하고 장애인의 사용성 평가를 통해 그 효과를 입증하고자 한다.

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Development of the 3D Virtual Fitting Room Simulator using Augmented Reality (증강현실을 이용한 3D 가상 피팅룸 시뮬레이터의 개발)

  • Kim, Sung-Ho
    • Journal of Digital Convergence
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    • v.11 no.11
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    • pp.449-454
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    • 2013
  • Recent, the number of consumers using home shopping are in increase. So, there have been a lot of effort to provide services that meet the consumer's eye level in each store. In particular, apparel stores have been conducted the research for virtual fitting room based on augmented reality technology that consumers can simulate in real time costumes that meet the tastes of consumers in online and offline market. In addition, some services has already progress. The general virtual fitting room simulator built the user interface based on OpenCV, augmented reality API, Kinect, and so on. But, it has the disadvantage that the equipment is expensive. In this paper, we have developed a 3D virtual fitting room simulator based on augmented reality technology using OpenCV and libsigc$^{++}$. This simulator can simulate easily in general home without any special equipment. This simulator is expected to be available very efficient in online and offline market as well as home shopping.

A study on the detailed treatment techniques of seoktap(stone stupa) in Jeollado province -in the groove for dropping water and the hole for wing bell of the okgaeseok(roof stone)- (전라도 석탑의 세부 기법 고찰 - 옥개석 물끊기홈과 충탁공을 중심으로 -)

  • Cho, Eun-kyung;Han, Joo-sung;Nam, Chang-keun
    • Korean Journal of Heritage: History & Science
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    • v.40
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    • pp.271-306
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    • 2007
  • One of the distinguishing features of late Jeosun's Hanshi (poem in Chinese) is the numerous creation of Yeonjachyung Keesokshi (serial poem on folklore) which describes the folk manner and folk way of life in detail. Keesokshi's subject matter is the folklike in general including local features, geography, climate, local production, humanity, social conducts, and daily labor for living as well. By its material characteristics, Keesokshi reflects detailed life conditions of the society members in each levels, and represents the local customs as well as the folk emotions. Among the several kinds of Keesokshis, a Sesi Keesokshi focuses only in reciting the folk customs on each seasonal festival days, and the great numbers of such serial poems appear during the latter part of the Jeosun Dynasty. Its overall background is the transition of artistic trend which came after many social changes such as expansion of realism, uprising national consciousness, shaken status system, and the rising of 'Jeosunsi' motives in the Hansi history. Moreover, each writer's various experiences and their interests in the reality and critical minds of common people contributed a crucial roll in creation of Sesi Keesokshi. 178 of the 584 remaining serial Sesi Keesokshi are written particularly about the folk customs in The Grand Full Moon Festival (the first full moon of a year by the lunar calendar). These Hanshis widely reflect the common ways of living by directly accepting the seasonal folk customs as the subject matters. Especially, close to the reality, these poems positively express the people's simple vigorous lives and create unrestrained lively image by describing the joys and sorrows of the folk existence along with their craving. Also, it is notable to have customs such as 'Shil-Ssa-Um' and 'No-gu-ban-kong-yang' as subjects for its rarity in other literatures.

A Study on the Utilization of Video Industry Using Virtual Reality (가상현실을 이용한 영상산업 활용에 관한 연구)

  • 백승만
    • Archives of design research
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    • v.15 no.1
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    • pp.163-170
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    • 2002
  • Virtual Reality is the technique which makes the man experience the similar interaction behavior to the experience in the real world through virtual space. The users participating in the 3D virtual space using virtual reality technique can have the various experiences in the space desired without restrictions on time and space and then it has been applied in many application areas such as video industry, entertainment simulator, medical treatment, construction and design. The area of video among them has been highlighted as a high-added value industry. Therefore this study classifies video industry into four including movie, broadcasting, advertisement and internet and is to examine their characteristics, application cases and developmental potential. In the industry using virtual reality technique in video industry, it is implied for special elect in the area of movie and for providing the various graphic virtual word to audiences with the introduction of virtual studio and character in the area of broadcasting. It can give audiences a synergy effect by inserting 3D advertisement into virtual space in the area of advertisement. Also the implementation of 3D virtual reality such as virtual museum, virtual model house, virtual home shopping and entertainment on the web is possible with the emergence of Virtual Reality Modeling Language (VRML) and it plays the roles of more entertainments. Accordingly, this study is to seek the application methods using virtual reality technique in video industry.

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Development of an Immersive Virtual Reality-Based Bathroom Self-Remodeling System

  • Mi-Young Song
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.4
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    • pp.63-72
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    • 2024
  • The size of the home interior market is growing rapidly as interest in interiors and self-interiors has increased due to the recent rapid increase in single-person households. Most of the Bathroom remodeling is done by requesting an offline interior contractor and then visually checking it in the final completion stage, so it is not easy to re-construct even if the customer is dissatisfied. Therefore, this study developed an immersive virtual reality-based Bathroom self-remodeling system that can visually check space and design from the design stage to the final stage by incorporating VR technology to feel realistic in virtual reality. The bathroom structure may select the basic structure of the predefined bathroom space or freely set the size of the bathroom space. For furniture items, you can choose the washbasin, toilet, bathtub, shower booth that are essential elements of the bathroom and others(mounting rack, trash bin, handle). The tile texture may change the texture of the selected tile at a desired wall position by selecting various textures. In particular,, the texture of the wall tile can be varied by selecting horizontal, vertical and inclined directions at the desired angle according to the needs of the user and the contractor. As a future research project, this system will enable indoor sharing between users who are physically far away in real-time, allowing direct experience in virtual spaces, connection to purchases, and request estimates.