• Title/Summary/Keyword: 체험

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The Impacts of Customer Participation and Relationship Commitment on Experience at Offline Stores and Moderating Effect of Brand Fanship -Focusing on Chinese Consumers- (고객참여 및 관계몰입이 오프라인 매장 체험에 미치는 영향 및 브랜드 팬쉽의 조절효과 -중국 소비자를 중심으로-)

  • Park, Hyun Jung;Chen, Yi Tao
    • Journal of Digital Convergence
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    • v.17 no.11
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    • pp.117-126
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    • 2019
  • This research examined whether and how prior customer participation and the relationship commitment of the brand enhance experiential behaviors of offline stores such as Apple, Huawei, MI, Oppo, Samsung, Vivo. A structured self-report questionnaire was administered to collected 258 survey responses and structural equation modeling was applied using SPSS and AMOS. The results of this study are as follows: First, customer participation increased normative commitment, emotional commitment, and persistent commitment. Second, the relationship commitment of consumers enhanced various experiential behaviors such as entertainment experience, educational experience, escapist experience, and aesthetic experience. Third, consumers with high brand fanship reported more positive aesthetic and escapist experience. The results of this study are expected to provide effective marketing strategies for companies setting up offline experience stores by understanding customer participation and involvement that should be considered for consumers targeted.

The Effects of Experience and Environment Factors in Offline Stores on the Perceived Value and Revisit Intention (오프라인 매장의 체험특성과 환경특성이 지각된 가치 및 재방문의도에 미치는 영향)

  • Chen, Yi Tao;Park, Hyun Jung
    • Journal of Digital Convergence
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    • v.17 no.5
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    • pp.167-178
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    • 2019
  • This research examined how the experience factors and environmental factors of experience store impact the perceived value of the brand and whether the perceived value enhance revisit intention. We collected 258 survey responses and formed structural equation modeling. The results indicated that education experience and esthetics experience had positive impacts on emotional value, while entertainment experience had a positive impact on functional value. Among environment factors, lighting, employee service and layout of the store had positive impacts on functional value, while lighting and employee service had positive impacts on emotional value. Both of the functional value and emotional value enhanced the revisit intention of customers. The results of this study are expected to provide useful information about consumers to the companies managing offline experience stores.

A Study on the Model for the Development of Tools for Math Activities & it's Application (수학체험교구 개발 모형 및 이를 적용한 최대공약수 교구 개발 연구)

  • Suh, Bo Euk
    • Communications of Mathematical Education
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    • v.34 no.4
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    • pp.587-603
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    • 2020
  • This study is a basic study to effectively develop a mathematics experience object, an important tool and educational tool in mathematics education. Recently, as mathematics education based on action theory is emphasized, various mathematics experience objects are being developed. It is also used through various after-school activities in the school. However, there are insufficient cases in which a mathematics experience teaching tools is developed and used as a tool for explaining mathematics concepts in mathematics classrooms. Also, the mathematical background of the mathematics experience teaching tools used by students is unclear. For this reason, the mathematical understanding of the toolst for mathematics experience is also very insufficient. Therefore, in this study, a development model is proposed as a systematic method for developing a mathematics experience teaching tools. Also, in this study, we developed 'the Great Common Divisor' mathematics experience teaching tool according to the development model. Through the model proposed through this study and the actual mathematics experience teaching tool, the development of various tools for mathematical experience will be practically implemented. In addition, it is expected that various tools for experiencing mathematics based on mathematical foundations will be developed.

The demand analysis of safety-experience-education-facilities for experiential type safety education (체험형 안전교육을 위한 학생 안전체험교육시설의 수요 분석)

  • Cho, Jin-Il;Jang, Jaewon;Park, Sung-Chul;Song, Byung-Joon;Bang, Young-Hyun;Yoon, Hyoung-Uk
    • The Journal of Sustainable Design and Educational Environment Research
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    • v.16 no.1
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    • pp.1-11
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    • 2017
  • The purpose of this study is to present the number of necessary facilities for the establishment of safety education facility for students through the analysis of situation and demand of safety experience education facilities so as to effectively implement safety education based on 7 standards of school safety education. 7 standards of school safety education and experience programs of the existing safety experience center were analyzed and the experience program was extracted based on the analysis. Based on the derived program, the experience space was set up, and the existing safety experience facility was analyzed accordingly. Based on this, the number of necessary facilities was suggested by using the calculation formula derived to estimate the scale of the facility expansion. This is the result of estimating the required number of facilities based on the 2015 school age population. In the long run, it is necessary to calculate the appropriate ratio by actually comparing the unit construction costs of the facilities and the vehicles. In consideration of this, it is necessary to plan for the long-term necessary facilities and vehicles for the construction plans.

The Effect of Emotional Intelligence of Rural Experience (농촌체험의 정서지능향상 효과 구명)

  • Jo, Lock-Hwan;Cho, Young-Sook;Lim, Su-Jin
    • Proceedings of the Korean Society of Community Living Science Conference
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    • 2009.09a
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    • pp.101-101
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    • 2009
  • 어린이들이 자라나면서 인지지능발달도 중요하지만 현대를 살아가는 훌륭한 성인으로서 성장하여 사회나 조직 속에서 보다 성공적인 삶을 살아가려면 정서지능의 발달은 매우 중요하다. 어린이의 정서지능발달이 농촌체험을 통해서 이루어진다면 농촌측면에서 1석2조의 효과를 가져올 수 있는 것이다. 도시의 어린이들이 농촌체험을 하면서 정서지능을 키워갈 때, 우리 농촌에서는 농촌과 농업의 중요성을 알리고, 체험소득을 얻을 수 있기 때문이다. 따라서 본 연구의 목표는 농촌체험의 정서지능 향상 효과를 구명하는데 있다. 연구방법은 서울시 교육청에 지원학교 가운데 1개 학교를 선정하였으며, 대상학교의 5학년 2개 반 아동 중에 체험지원 아동 30명을 실험집단으로 선정하고, 같은 학교 같은 학년 1개 반 아동 30명을 비교집단으로 선정하였다. 조사도구는 청소년용 EQ검사 척도를 활용하였으며(문용린, 1999), 전혀 그렇지않다(0점)부터 매우 그렇다(4점)까지 총 40개 문항으로 구성되었다. 자료수집방법은 실험집단과 비실험집단 학생을 대상으로 사전 및 사후 질문지 120부가 활용되었다. 분석방법으로는 평균, 표준편차, 공분산분석, 독립표본t-검증, 대응표본t-검증이 활용되었다. 적용 체험프로그램은 초등학생을 대상으로 총 9회차로 포도이야기, 참새와 방앗간, 버섯따기 체험, 고구마 캐기, 허브도감만들기 등과 같은 농촌체험프로그램을 실시하였다. 연구결과 실험집단과 비실험집단에 대한 사전 정서지능 측정에서는 실험집단과 비교집단의 정서지능이 차이가 없는 것으로 나타났다. 농촌체험프로그램을 실시한 후 사후검사에서는 실험집단(99.76)이 비교집단(97.79)보다 정서지능이 높게 나타났다. 실험집단의 정서지능의 농촌체험프로그램 사전 및 사후 결과 정서지능이 총점이 평균 7.08 정도 향상된 것으로 나타났으며, 정서지능에 사전 및 사후 결과의 평균을 하위 영역별로 살펴보면 '정서인식'이 1.76, '사고촉진'이 3.32, '정서지식'이 2.40정도 향상되었다. 하지만 비교집단의 정서지능은 사전과 사후간의 유의한 차이가 없어서 정서지능의 변화가 없는 것으로 나타났다. 결론적으로 농촌체험프로그램을 지속적으로 9회 실시한 후 사전 및 사후 정서지능 검사에서 체험집단이 비체험집단보다 6점이나 더 높게 나타나 농촌체험을 통하여 정서지능 향상에 효과 있음이 구명되었다. 이 결과를 토대로 농촌체험은 정서 지능향상에 효과를 주고 있다고 할 수 있다. 앞으로 이러한 결과가 우리 농촌관광마을이나 체험농장에 홍보자료로 활용되었으면 한다.

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A Study on the Situational Differences in the Construction and Relationships of Brand Experience Variables (브랜드 체험변수들의 구성 및 영향관계에 있어 상황별 차이에 대한 연구)

  • Kim, Moon-Tae
    • Management & Information Systems Review
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    • v.36 no.3
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    • pp.71-87
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    • 2017
  • This study was conducted to examine differences in the relationship between experiential variables and outcome variables of experiential variables. In this regard, this research tries to construct the items based on past researches and to suggest the problems of the items of past researches. The analysis of various aspects of experiential variables and the validation tests of some models are presented to suggest what the optimal model is and the following suggestions can be made. First, respondents may not feel that the three dimensions of sensation, emotion, and cognition are significantly different. Depending on the respondents, there is a possibility that they may not be able to perceive much of the linguistic difference. The results of this study are summarized as follows. From this point of view, this study suggest that it would be suitable to proceed with the thesis with the experience of simplifying the combination of the five experiences in some combination. Second, there is a correlation between experiential variables, and the effect on outcome variables may vary from one variable to another. And, when there are two outcome variables, assuming a model that affects only the first outcome variable among the experience variables, it is the most suitable model in relation to the performance variable of experience.

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A Study on the Impact of Motives for Participating in Gyeongsangbuk-do Experience Tourists on Satisfaction with Experiential Tourism Programs and Intention to Participate (경상북도 체험관광객의 참여 동기가 체험 관광프로그램 만족 및 참여 의사에 미치는 영향에 관한 연구)

  • Lee, Sun-Min;Kim, Ho-Suk;Kang, Hee-Seog
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.4
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    • pp.1-13
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    • 2021
  • In this study, we tried to present suggestions to the Gyeongsangbuk-do tourism officials to satisfy them with experiential tourism resources and to revitalize their participation in the program. Therefore, the implications of this study are as follows. First, research on the satisfaction of experiential tourism programs and the willingness to participate in them is carried out, suggesting that it is a prerequisite for the transformation of the perception of tourists' participation in the Corona era. Second, it is necessary to make it a small experience tourist space that can provide non-face-to-face service utilizing the characteristics of contact technology, and to provide tourists with unique attractions against product discrimination and customer service. Third, through the introduction of non-face-to-face experience programs and expansion of services, the limited and macroscopic environment and social phenomenon of tourism activities in the Corona era, a new perception can be instilled. Fourth, visitors can expect to revitalize the tourism industry through the development and discovery of various programs. Thirdly, it will be possible to revitalize the local economy by giving meaning to the satisfaction of experiential tourism programs to tourists from all over the region's tourism business.

Effect of Senior Simulation on Geriatric Unit Nurses' Attitude and Job Satisfaction toward the Elderly (노인유사체험이 노인병동 간호사의 노인에 대한 태도와 업무만족에 미치는 영향)

  • Choi, Soowon;Park, Myonghwa
    • 한국노년학
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    • v.29 no.2
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    • pp.513-527
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    • 2009
  • The purpose of this study was to verify the effect of senior simulation on geriatric unit nurses' attitude and job satisfaction toward the elderly with one group pretest-posttest design. The subjects of this study were the 30 nurses who are working in geriatric units in a general hospital in Daegu, Korea and who were well informed about the purpose of this study and allowed to join the study. The data were collected from August 23 to September 6, 2006. The experimental procedure was to do activities for daily living for 45 minutes wearing senior simulation suit. Self administered questionnaires were used to ask the nurses' attitude toward the elderly and job satisfaction in their work before, right after, and one week after senior simulation. According to the results of this study, there were significant changes in the geriatric nurses' attitude toward the elderly and job satisfaction after aging simulation implying that senior simulation is an effective intervention to facilitate nurses to do quality care for the elderly with sympathetic understanding and attitude. Senior simulation needs to be applied to geriatric education for the nursing students and health care providers who are involved in care for the elderly.

Research on the Effect of Korean Wave(Hallyu) Experience in Southeast Asian Countries on Purchase of Korean Cosmetics: Focused on Malaysia and the Philippines (동남아국가 한류체험이 한국 화장품 구매의도에 미치는 영향연구: 말레이시아와 필리핀을 중심으로)

  • Chung, Moon Suk;An, Eun Jae
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.18 no.3
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    • pp.173-189
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    • 2023
  • Although many researches have been conducted that the contents consumption, called Hallyu, has a positive effect on the national image of Korea, which leads to product purchases, there have been few empirical studies based on the experience economy theory that connects to value relationships with customers. Therefore, based on the experiential economy theory, this research conducted an empirical analysis of the effect on Korean image and cosmetics purchase intention targeting women living in Malaysia and the Philippines who have experienced the Korean Wave(Hallyu). As a result of the research, entertainment experience, educational experience, and escape experience had a significant effect on the image of Korea, but aesthetic experience did not. Entertainment experience, educational experience and escape experience also had significant relationships in the indirect effect of Korean image on cosmetics purchase intention. In the moderating effect analysis comparing the two countries, in Malaysia, escape experience had a significant effect on the image of Korea, but in the Philippines, entertainment experience and educational experience had a significant effect on the image of Korea, so there was a difference between the two countries. The effect of Korean image on cosmetics purchase intention was confirmed significantly in both countries, but it was greater in the Philippines than in Malaysia. This research is meaningful in that it is an empirical study based on the systematic framework of experiential economy theory. In order to maintain the effectiveness of the Korean Wave(Hallyu), various improvements in the contents that make up the Korean Wave are required and policy consideration by the relevant authorities is needed. It is also necessary to consider each country's different acceptance of the Korean Wave(Hallyu).

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A Resarch of VR therapy service for seniors (시니어를 위한 VR 테라피 서비스에 대한 연구)

  • Bang, ChangKyu;Song, Eunjee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.05a
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    • pp.589-591
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    • 2022
  • 시니어를 위한 메디컬 가상현실 서비스 개발을 목표로 하고 있으며, 시니어가 쉽고 안전하게 체험할 수 있는 가상현실 콘텐츠를 제작하는 것이 주된 목표이다. 본 연구의 최종 목표로는 체험에 집중하기 위한 환경을 조성하기 위해 안전시스템 구축 및 가족/친구와의 연결을 통한 소통 서비스를 개발한다. 시니어를 대상으로 가상현실 체험을 제공할 때 컨트롤러를 쥐고 상호작용을 해야하는 부분을 핸드트래킹 기술을 연구하여 컨트롤러 없이 물리적으로 양손을 자유롭게 하면서 피로감을 줄이는 것은 물론, 주변의 물건을 내려치거나 컨트롤러를 놓쳐 사고로 이어질 소지도 없애 체험에 집중하게 할 수 있는 환경을 제공하고 체험 중 신체에 이상현상이 나타날 경우 즉시 이를 알릴 수 있도록 콘텐츠 내에서 특정 제스쳐나 긴급 버튼을 통하여 체험시 발생할 돌발상황에 대한 대비를 위해 별도의 앱을 개발하고 체험과 상시 연결하여 체험중인 상황을 관제할 수 있도록 시스템을 구축하고, 알림을 통해 조기에 즉각 대처할 수 있도록 한다. 또한, 몸이 불편하거나 요양원 거주등으로 인해 사회적 단절의 해소를 위해 별도의 앱을 통해 체험중인 콘텐츠와 연결이 가능하도록 설계하고 상호간에 아바타를 통한 감정 표현 및 음성 채팅을 할 수 있게 하여 소통을 할 수 있는 서비스 개발하고자 한다.

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