• Title/Summary/Keyword: Esthetic Experience

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A Typology of Experience Program of Fishing Village Tourism in Gangneung -An Application of Model of the Four Realms of an Experience by Pine & Gilmore (강릉시 어촌관광 체험 프로그램의 유형화 - Pine & Gilmore의 체험영역 모델 적용 -)

  • Lee, Young-Jin;Song, Young-Min;Lee, Kwang-Pyo
    • Journal of Fisheries and Marine Sciences Education
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    • v.23 no.4
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    • pp.695-708
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    • 2011
  • Nowadays, fishing village is in trouble because of the depletion of fishing resources and an aging population. Fishing village tourism can do important roles for improving these situation as alternative resources. This study monitored 6th fishing villages in Gangneung for discovering materials of fishing village experiences. The materials have classified based on model of the four realms of an experience by Pine & Gilmore which are composed of escapist, esthetic, entertainment, education. The results showed that Jumoonjin and Youngjin village had entertainment and escapist experience programs, Sodol village had escapist and esthetic experience programs, Geumjin village had entertainment and esthetic experience programs, Jumoon 5 ri village had entertainment, SaCheon village had escapist experience programs. The results of this study can give implications for efficient management of fishing village experience program, especially can provide fishing village experience programs tourist prefer among the four realms of an experience.

The effects of augmented reality fashion application on pleasure, satisfaction and behavioral intention (증강현실 패션 어플리케이션이 즐거움, 만족 및 행동의도에 미치는 영향)

  • So, Ji In;Kim, Sun-Hee
    • The Research Journal of the Costume Culture
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    • v.21 no.6
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    • pp.810-826
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    • 2013
  • The purposes of this study were to analyze the effects of the experience realms (entertainment, educational, escapist, and esthetic) of augmented fashion reality applications on consumers' pleasure, satisfaction, intention of reuse, and purchase intention. This study is based on the survey subjecting those who have an iPhone. A total of 207 questionnaires were processed in analysis. Descriptive analysis, frequency analysis, reliability analysis and regression analysis were conducted using SPSS ver. 18.0. The results are as follows. First, entertainment and esthetic experience positively influenced consumers' pleasure. Second, entertainment, educational and esthetic experience positively influenced satisfaction. Third, pleasure positively affected satisfaction. Forth, both pleasure and satisfaction positively influenced intention of reuse and purchase intention. Fifth, there were significant differences in the effects of the experience realms of augmented fashion reality applications on pleasure, satisfaction, intention of reuse, and purchase intention by gender. In conclusion, pleasure and satisfaction that influence reuse intention and purchase intention were influenced by the experience realms. When consumers feel satisfaction and pleasure in experience realms of augmented fashion reality applications, they are more likely to reuse of an augmented reality fashion application, and to purchase the products consumers were implementing an augmented reality fashion application for.

The Empirical Test of Moderating Effect of Website's Trust for Knowledge Managment: Applying for e-Village's Website (지식경영을 위한 웹사이트 신뢰의 조절효과에 대한 연구: 정보화마을 웹사이트를 대상으로)

  • Koo, Chulmo;Jung, Su-Hung;Chung, Namho
    • Knowledge Management Research
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    • v.17 no.2
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    • pp.187-204
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    • 2016
  • In this study, we investigated the repeated vist of the e-village shopping mall as an online agricultural business platform. We applied Pine and Gilmore (1998) theory for the e-village website information systems. We hypothesized that 4 dimensions such as entertainment experience, educational experience, esthetic experience, and escapist experience toward satisfaction and, moreover, we investigated the moderating trust effect of satisfaction and repeated visit website. We set those independent variables (entertainment experience, educational experience, esthetic experience, and escapist experience) and dependent variable as experience satisfaction. The results indicated that the 4 experiences factors had a positive effect on the experiential satisfaction, and the trust moderating effect has a negative effection between the experiential satisfaction and the repeated visit. The experiential satisfaction had a positive effect on the repeated visit of e-village websites.

The Effect of User Experience on Perceived Flow and Continuous Intentions to Use the Mixed Reality Technology (혼합현실 기술 사용자 체험이 플로우와 지속사용의도에 미치는 효과)

  • Kim, Eun Young;Sung, Heewon
    • Journal of the Korean Society of Clothing and Textiles
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    • v.45 no.5
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    • pp.907-921
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    • 2021
  • This study aims to predict causal relationships between experience economy, perceived flow, and continuous use intention in the mixed reality (MR) environment. A virtual fitting mirror with two modes (i.e., avatar and self-image) was selected for this study. A total of 200 samples was obtained in two sample frames: virtual fitting users in avatar mode (group 1, n = 119) and self-image mode (group 2, n = 81). The results showed that the experience economy consists of entertainment, education, esthetic, and escapism. The entertainment and esthetic experiences had positive effects on perceived flow, leading to continuous use intentions. For avatar mode, the entertainment and esthetic experiences had positive effects on continuous use intentions through the mediating effect of flow; and the education experience had a positive effect on the continuous intentions to use the MR technology. For self-image mode, the flow mediated the effect of entertainment on continuous use intentions, whereas education and escapism directly affected the intention to use the MR technology. The paper also discusses the theoretical and managerial implications of using MR technologies in fashion retailing.

Diagnosis of Esthetic treament (심미치료의 진단을 부탁해)

  • Paek, Jang Hyun
    • The Journal of the Korean dental association
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    • v.54 no.1
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    • pp.8-15
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    • 2016
  • To improve esthetics and gain beautiful smile, the maxillary anterior dentition is crucial. Through alteration of height, arrangement or color of the maxillary incisor, we can rehabilitate the esthetic smile. The perception of dental esthetics is highly subjective. Personal perceptions or judgement of dental esthetics is highly related with each individual's experience and social and cultural environment. However, there have been many efforts to establish the criteria for generally accepted esthetic norm, in order to increase the predictability of restorative treatment. For maxillary anterior restoration, not only a single tooth, but also the compositions around tooth such as facial form, lips and gum and their relationships have to be considered to create harmonious smile. It can be determined as esthetic restorations when in consonance with facial form and structures that frame the restorations. In this review article, several guidelines that are generally accepted and useful to assess the esthetics and communicate with patients and technicians will be discussed.

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Esthetic Crown Lengthening

  • Kim, Kwang Hyo
    • Journal of the Korean Academy of Esthetic Dentistry
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    • v.26 no.2
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    • pp.84-100
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    • 2017
  • The causes of excessive gingival display vary, and treatment methods differ depending on the cause. Here, we will discuss how to treat gingiva and alveolar bone in the event of excessive covering of the tooth surface. This is the most common cause of gummy smile and I will systematically explain the treatment protocol and guideline based on my clinical experience.

The Effect of the Characteristics of Tours and Activities in Online Travel Agencies on Memorable Tourism Experiences, Satisfaction, and Loyalty: Based on the S-O-R Framework (온라인 여행사 여행체험활동 특성이 기억할만한 관광경험, 만족도 및 충성도에 미치는 영향: S-O-R 프레임워크를 기반으로)

  • Jin, Chengjun;Yang, Sung Byung
    • The Journal of Information Systems
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    • v.31 no.2
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    • pp.263-288
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    • 2022
  • Purpose Recently, the tours and activities (TAA) market provided by online travel agencies (OTA) has grown rapidly and has become the third-largest in the travel industry. However, compared to its practical proliferation, TAA has not yet received much academic attention. This study aims to discuss the effect of the four domains (e.g., educational, entertainment, escapist, and esthetic experiences) of the experience economy on users' memorable tourism experiences (MTE), satisfaction, and loyalty in the context of TAA. Moreover, the study investigates how this mechanism varies depending on the tour guides' professional competency. Design/methodology/approach This study developed a research model based on the S-O-R framework. Using the survey method, data were collected from consumers who had experienced TAA offered by OTA more than once within one year. A total of 307 respondents (consumers) were used for the final analysis, and developed hypotheses were tested using a structural equation model technique. Findings The results of this study are as follows. First, educational, entertainment, and escapism experiences in the experience economy positively affect MTE. Second, within the experience economy, entertainment and esthetic experiences have a positive effect on satisfaction. Third, MTE positively influences satisfaction, repurchase intention, and recommendation intention. Fourth, satisfaction has a positive impact on repurchase and recommendation intentions. Finally, according to the level of tour guides' professional competency, there is a significant difference in the effect of escapism experience on MTE/satisfaction.

Determinants of Positive Word of Mouth for a Contemporary Art Exhibition on Web-based Virtual Reality

  • Han, Jingyi;Zhu, Zong-Yi;Kim, Hyeon-Cheol
    • International Journal of Internet, Broadcasting and Communication
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    • v.13 no.3
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    • pp.137-147
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    • 2021
  • We aimsto examine the determinants of visitors' positive word-of-mouth (WOM) in a web-based virtual reality contemporary art exhibition. We also examines the effects of 3 realms of experience (entertainment, esthetic, escapist) on emotional arousal, how this emotional arousal affects memory and positive word-of-mouth, how memory affects positive word-of-mouth and how age moderate all of the paths. We examined a total of 297 visitors and was conducted through an online survey focusing on Chinese users of ages 20-49. The analysis results showed that entertainment and esthetic have an effect on emotional arousal, but escapist did not. The results also showed emotional arousal has an effect on memory and positive WOM. Memory did not affect positive word-of-mouth. Finally, age has a moderate effect on all the paths, except for the path form escape towards emotional arousal and memory to positive word-of-mouth. The theoretical implications of this study are meaningful exhibition research. While, it also will be helpful to segment the web-based virtual reality art exhibition visitors by dividing into 3 groups (20s, 30s, 40s) and to provide marketing and operation strategies.

Comparing esthetic smile perceptions among laypersons with and without orthodontic treatment experience and dentists

  • An, Seong-Mu;Choi, Sun-Young;Chung, Young-Wook;Jang, Tae-Ho;Kang, Kyung-Hwa
    • The korean journal of orthodontics
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    • v.44 no.6
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    • pp.294-303
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    • 2014
  • Objective: The purpose of this study was to examine whether orthodontic treatment experience affects the individual's perception of smile esthetics and to evaluate differences among orthodontically treated laypersons, non-treated laypersons, and dentists by using computerized image alterations. Methods: A photograph of a woman's smile was digitally altered using a software image editing program. The alterations involved gingival margin height, crown width and length, incisal plane canting, and dental midline of the maxillary anterior teeth. Three groups of raters (orthodontically treated laypersons, non-treated laypersons, and dentists) evaluated the original and altered images using a visual analog scale. Results: The threshold for detecting changes in maxillary central incisor gingival margin height among laypersons was 1.5 mm; the threshold of dentists, who were more perceptive, was 1.0 mm. For maxillary lateral incisor crown width and height, the threshold of all three groups was 3.0 mm. Canting of the incisal plane was perceived when the canting was 3.0 mm among non-treated laypersons, 2.0 mm among treated laypersons, and 1.0 mm among dentists. Non-treated laypersons could not perceive dental midline shifts; however, treated laypersons and dentists perceived them when the shift was ${\geq}3.0mm$. Conclusions: Laypersons with and without orthodontic treatment experience and dentists have different perceptions of smile esthetics. Orthodontically treated laypersons were more critical than non-treated laypersons regarding incisal plane canting and dental midline shifts. Based on these findings, it is suggested that orthodontic treatment experience improved the esthetic perceptions of laypersons.