• Title/Summary/Keyword: Experience Based Method

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A comparison of two differential methods for nutrition education in elementary school: lecture- and experience-based learning program

  • Jung, Lan-Hee;Choi, Jeong-Hwa;Bang, Hyun-Mi;Shin, Jun-Ho;Heo, Young-Ran
    • Nutrition Research and Practice
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    • v.9 no.1
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    • pp.87-91
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    • 2015
  • BACKGROUND/OBJECTIVES: This research was conducted to compare lecture- and experience-based methods of nutritional education as well as provide fundamental data for developing an effective nutritional education program in elementary schools. SUBJECTS/METHODS: A total of 110 students in three elementary schools in Jeollanam-do were recruited and randomly distributed in lecture- and experience-based groups. The effects of education on students' dietary knowledge, dietary behaviors, and dietary habits were analyzed using a pre/post-test. RESULTS: Lecture- and experience-based methods did not significantly alter total scores for dietary knowledge in any group, although lecture-based method led to improvement for some detailed questions. In the experience-based group, subjects showed significant alteration of dietary behaviors, whereas lecture-based method showed alteration of dietary habits. CONCLUSIONS: These outcomes suggest that lecture- and experience-based methods led to differential improvement of students' dietary habits, behaviors, and knowledge. To obtain better nutritional education results, both lectures and experiential activities need to be considered.

Exploratory Study on Professional Baseball Fan Experience Management: Based on In-Depth Interview and Customer Journey Map

  • Kim, Se-yun;Byun, Kyung-Won
    • International journal of advanced smart convergence
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    • v.10 no.1
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    • pp.176-183
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    • 2021
  • The purpose of this study is was to analyze customer experience attribute of professional baseball. To achieve objectives of this study, a method was used the in-depth interview and experts' consultation which understanding the attributes and structure of customer experience attribute of professional baseball. As a result, the professional baseball customer experience attributes are 'viewing plan & purchase', 'stadium movement', 'entrance stadium', 'move to seat', 'game viewing', 'amenities/services', 'events/cheering', 'move after match'. The review of the experience section and attributes derived through in-depth interviews with professional baseball fans was verified through an expert' consultation to secure content validity. Through this process, 8 experience section and 41 attributes were analyzed. The customer experience journey was analyzed for a more in-depth analysis of the viewing experience of professional baseball fans. The customer experience journey was presented based on the needs of fans and discomfort in each experience section activity.

A Study on the Reliability and Validity of the Collection of the Ethnography Method of Service Experience Data - Focusing on I know You_AI Service - (서비스경험데이터의 에스노그라피 방식 수집에 대한신뢰성과 타당성 연구 - I know you_AI 서비스를 중심으로 -)

  • Ahn, Jinho;Lee, Jeungsun
    • Journal of Service Research and Studies
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    • v.10 no.4
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    • pp.43-55
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    • 2020
  • Recently, as the importance of experience data increases, there are many attempts to deal with experience data from a data science perspective. In the case of approaching as a collection method of a quantitative survey method that seeks to quantify numerically such as big data, it is difficult to interpret the value of experience in a wide range, and it is relatively expensive and time consuming, and personal information infringement There is a limit to the analysis due to the risk of However, since ethnography, a procedure for collecting experience data based on qualitative research, is mainly carried out in the natural real environment of future customers from the perspective of users, it is possible to confirm the nature that customers face with a small sample. In addition, it is also easy to interpret the relational dimension of the empirical data. Although the ethnography method of collecting experiential data is economical and efficient, it is important to reduce errors in the collection process because the lack of scientific procedures for the data collection process can be a problem. It is important to secure the validity of whether the correct measurement tool is used for ethnography-based experiential data collection and to secure the reliability of the use of a valid measurement tool and method by accurately selecting the measurement target. From this point of view, it is necessary to verify the reliability of the research method that clearly selects the measurement target and secures the validity for the development of the correct measurement method and tool for the collection of ethnography experience data. Therefore, in this study, a verification study was conducted on the data and methodology cases of the'I know you_AI' service that analyzes the customer experience of self-employed based on the ethnography method of collecting experience data..

Designing Augmented Spatial Experiences of Architectural Heritage - Information Modeling for Intelligent Content Service Platform - (건축문화유산의 공간경험 디자인 - 지능형 콘텐츠 서비스 플랫폼과 정보표현체계 -)

  • Jang, Sun-Young;Kim, Seongjun;Kim, Sung-Ah
    • Journal of the Architectural Institute of Korea Planning & Design
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    • v.35 no.4
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    • pp.15-24
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    • 2019
  • Currently, museums and architectural heritage provide augmented user experiences by incorporating various media technologies. They still, however, suffer from the limitation of entertainment-based and the provision of location-based simple and repetitive contents. In addition, while acting as a key medium of experience for architectural heritage, the concept of space is not properly reflected in current services. The purpose of this study is to design user space experience considering such characteristics of architectural heritage. The spatial experience content and content production platform are defined. This software platform creates content that enhances the experience of the place by giving a context-based digital data associated with space and objects. The spatial experience content is designed as a series of experience sequences. The composition of the sequence borrows the method of film and narrative which segment and connect consecutive experiences on a scene basis considering user's detailed spatial experience. Therefore, content components can be combined and reproduced in various types. Augmented contents were extracted by using rule-based reasoning function of ontology at the moment. As a practical example of architectural heritage, the Seokjojeon Hall is used to reveal a spatial experience scenario.

Decision-making Reliability Estimation Model based on Building Construction Project Participants' Experience

  • Kim, Chang-Won;Kim, Baek-Joong;Yoo, Wisung;Cho, Hunhee;Kang, Kyung-In
    • Journal of the Korea Institute of Building Construction
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    • v.13 no.2
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    • pp.148-158
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    • 2013
  • Generally, building construction projects have a complex decision-making process because of the participation of various agents. In this situation, a final decision is arrived at by relying on subjective judgments based on the experience of project participants. For this reason, a method of assessing the objectivity of opinions is needed. In previous studies, the multi-criteria decision making method was applied to arrive at a final decision objectively, but this method has a limitation, in that the experience of each decision maker is not considered differently in the decision making process. Therefore, this study proposed a theoretical model using the S-shaped growth curve and regression analysis by building construction project type to quantitatively estimate decision-making reliability according to the experience of individual project participant`s. The developed model could be added to the Multi-criteria decision making method, and secure the objectivity and reliability of project participants' final opinion.

The influence of the IoT based healthcare user's experience value on the usage and continuous use intention -Focused on Xiaomi Mi band user in china- (IoT기반 헬스케어 사용자 경험가치가 사용량과 지속적 사용의도에 미치는 영향에 관한연구 -중국내 샤오미 미밴드 사용자를 중심으로-)

  • Shang, Meng;Shin, Yong Ho;Lee, Chul Woo
    • Journal of Korean Society for Quality Management
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    • v.44 no.3
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    • pp.689-706
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    • 2016
  • Purpose: This study identifies causality in IoT-based healthcare user's experience(playful experience, economical experience), trust, usage, degree of dependence and continuous use intention, especially focused on chinese case. Methods: Face to face interviews was conducted for people who has experience in the use of the Xiaomi Mi band. This study used Partial Least Square(PLS) method with the questionnaires from the interview. Results: IoT-based healthcare users taking playful experience have a strong trust in a positive economic experiences. Also, the user recognizing the experience as an economic one shows stronger intention to use continuously. Conclusion: By getting healthcare users have more economic experience, they have continuous use intention of healthcare product. The empirical findings can be applied to the related companies strategy building.

A Basic Study on User Experience Evaluation Based on User Experience Hierarchy Using ChatGPT 4.0 (챗지피티 4.0을 활용한 사용자 경험 계층 기반 사용자 경험 평가에 관한 기초적 연구)

  • Soomin Han;Jae Wan Park
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.2
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    • pp.493-498
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    • 2024
  • With the rapid advancement of generative artificial intelligence technology, there is growing interest in how to utilize it in practical applications. Additionally, the importance of prompt engineering to generate results that meet user demands is being newly highlighted. Exploring the new possibilities of generative AI can hold significant value. This study aims to utilize ChatGPT 4.0, a leading generative AI, to propose an effective method for evaluating user experience through the analysis of online customer review data. The user experience evaluation method was based on the six-layer elements of user experience: 'functionality', 'reliability', 'usability', 'convenience', 'emotion', and 'significance'. For this study, a literature review was conducted to enhance the understanding of prompt engineering and to grasp the clear concept of the user experience hierarchy. Based on this, prompts were crafted, and experiments for the user experience evaluation method were carried out using the analysis of collected online customer review data. In this study, we reveal that when provided with accurate definitions and descriptions of the classification processes for user experience factors, ChatGPT demonstrated excellent performance in evaluating user experience. However, it was also found that due to time constraints, there were limitations in analyzing large volumes of data. By introducing and proposing a method to utilize ChatGPT 4.0 for user experience evaluation, we expect to contribute to the advancement of the UX field.

Experience of Turnover in New Nurses (신규간호사의 이직 경험)

  • Kim, Sun Ae;Jeon, Hye Won
    • Journal of Korean Public Health Nursing
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    • v.28 no.3
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    • pp.644-657
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    • 2014
  • Purpose: The purpose of this study was to try to understand the essence of the experience early turnover of the new nurse by applying the phenomenological method and to provide basic data for a community-based management program. Method: Phenomenological approach was used to identify subjects experience. Subjects were five new nurses, with less than one year of clinical experience in clinical practice. This study used in-depth interview. Results: there were 104 meaningful sentences or phrases, with 41 generally comprehensive thema. Finally, thema were classified into 12 thema clusters. Conclusion: Finally, based on the results, some suggestions regarding management of early turnover of new nurses are needed. First, we proposed a new characterized of hospital selection method for each hospital. Second, practical training in clinical practice in the school and the community is necessary in order to reduce the real impact of new nurses. New nurses require various support elements in order to mitigate the real shock the first time they encounter clinical practice. Third, addition of work-related training and promotion of a self-esteem program will be needed. Fourth, interview opportunities with seniors who adapted successfully in clinical should be provided for new nurses. In addition, continuous communication should be provided for new nurses.

Investigating Key User Experience Factors for Virtual Reality Interactions

  • Ahn, Junyoung;Choi, Seungho;Lee, Minjae;Kim, Kyungdoh
    • Journal of the Ergonomics Society of Korea
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    • v.36 no.4
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    • pp.267-280
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    • 2017
  • Objective: The aim of this study is to investigate key user experience factors of interactions for Head Mounted Display (HMD) devices in the Virtual Reality Environment (VRE). Background: Virtual reality interaction research has been conducted steadily, while interaction methods and virtual reality devices have improved. Recently, all of the virtual reality devices are head mounted display based ones. Also, HMD-based interaction types include Remote Controller, Head Tracking, and Hand Gesture. However, there is few study on usability evaluation of virtual reality. Especially, the usability of HMD-based virtual reality was not investigated. Therefore, it is necessary to study the usability of HMD-based virtual reality. Method: HMD-based VR devices released recently have only three interaction types, 'Remote Controller', 'Head Tracking', and 'Hand Gesture'. We search 113 types of research to check the user experience factors or evaluation scales by interaction type. Finally, the key user experience factors or relevant evaluation scales are summarized considering the frequency used in the studies. Results: There are various key user experience factors by each interaction type. First, Remote controller's key user experience factors are 'Ease of learning', 'Ease of use', 'Satisfaction', 'Effectiveness', and 'Efficiency'. Also, Head tracking's key user experience factors are 'Sickness', 'Immersion', 'Intuitiveness', 'Stress', 'Fatigue', and 'Ease of learning'. Finally, Hand gesture's key user experience factors are 'Ease of learning', 'Ease of use', 'Feedback', 'Consistent', 'Simple', 'Natural', 'Efficiency', 'Responsiveness', 'Usefulness', 'Intuitiveness', and 'Adaptability'. Conclusion: We identified key user experience factors for each interaction type through literature review. However, we did not consider objective measures because each study adopted different performance factors. Application: The results of this study can be used when evaluating HMD-based interactions in virtual reality in terms of usability.

A Study on the status and the necessity of Space Configuration and Exhibit Method for Safety Experience Hall - Focused on Citizen Safety Experience Hall for the adult education center - (안전체험관 공간구성과 전시매체의 현황조사 및 필요성에 관한 연구 - 시민안전체험관의 성인 교육을 중심으로 -)

  • Li, Ying-Hua;Han, Hae-Ryon
    • Korean Institute of Interior Design Journal
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    • v.21 no.3
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    • pp.144-153
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    • 2012
  • This study analyzed and investigated problems of local safety experience halls' spatial structure and media status. Improvements would be suggested after comprehending the need to execute safety education based on citizen's satisfaction and requests. Contents of safety experience space concept, display characteristics and types applied to local institution were analyzed. Safety experience centers with systemized protocols that opened after 2003 and were bigger than $5,000m^2$ were selected. We had three candidates and they were Seoul Gwangnaru Safety Experience Center, Boramea Safety Experience Center and Daegu Safety Theme Park. Going through checklists and interviewing official institutions that were in charge of safety hall educations helped comprehension of sample space status and detailed experimental presentation media. A survey was created based on this study and was distributed to users and non-users of safety experience halls. The survey consisted of general questions covering situations, awareness, level of interests, frequency and satisfaction level. The results were extracted with SPSS 18.0 through frequency analysis and cross tabulations. This research improvements through synthesized contemplation. For the resuits First, various experimental programs need to be supplemented in order to prevent accidents. Second, vivid experimental spaces need to be planned for active participation and users should be fully aware of safety hazard through education. Third, there weren't enough institutions compared to the education needs. Promoting and building more safety experience halls are dire. Finally, these suggestions of the results will be distributed in the planning of the exhibit hall.

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