• Title/Summary/Keyword: Experiential Value

Search Result 175, Processing Time 0.027 seconds

Effective Advertising Direction in the post-COVID-19 Era (포스트 코로나 시대의 효과적인 광고 방향에 관한 연구)

  • Lee, Jei-Young;Zheng, Zhao
    • The Journal of the Korea Contents Association
    • /
    • v.22 no.7
    • /
    • pp.89-101
    • /
    • 2022
  • COVID-19 is significantly changing consumers' demand and habits. In order to understand consumer characteristics and find effective advertising directions in the post-COVID-19 era, this study set young consumers who are more sensitive to market changes and technological transformation from a subjective perspective of advertising audiences. Through the Q methodology, the advertising development model in the post-COVID-19 era was derived exploratively by examining their cognitive status of advertisements in the post-COVID-19 era. The model consists of three types of advertisements: "demand mining online ads" that value consumer demand and adapt to online shopping paths, "added value creation experiential ads" that value derived value and consumer experiences, and "practical and sentimental value creative ads" based on pragmatism and emotional values. In addition, this study also suggested for the sustainable practice of advertising in the post-COVID-19 era in various aspects, such as "seeking multidimensional values," "expanding consumer experience," and "mining and leading demand.

A Study of Evaluation Model for Culture Contents' Value Evaluation (문화콘텐츠 가치평가의 평가모형에 관한 연구)

  • Kwon, Ji Hyuk;Baik, Seung Kuk;Son, Ki Dong
    • Journal of Korea Society of Digital Industry and Information Management
    • /
    • v.9 no.3
    • /
    • pp.129-144
    • /
    • 2013
  • Recognizing a limits on quantitative evaluation of cultural contents' and for its betterment, study aims developing a qualitative evaluation model. For this study, Reception Theory, Semiotics and Psychology were derived for epistemological dimension to contemplate culture contents' essential attribute. To be concrete, cultural contents was examined as experiential products, emotional products, rememberable products and texts. Also, codes of fun, emotion and culture were discussed as intrinsic attributes for cultural contents and how those attributes were expressed or composed in cultural contents was discussed as well. Evaluation items were extracted based on final discussion at the epistemic level, set up the final evaluation model by taking experts' advices on each items. With all those outcomes, qualitative evaluation model for cultural contents was developed. For the importance of each index in the model, priority was granted by weighting on each index. Lastly, evaluation scale was developed for each index. The culture contents' evaluation model developed in study is meaningful not only in drawing qualitative evaluation items of video(image) contents and developing the index and model for the first time, but also its possibility of wide use for other genres.

A Survey on the Meaning in Life of Elderly People (노인의 생의 의미에 대한 조사연구)

  • Jung, Yu-Jin;Shin, Kyung-Il;Choi, Soon-Ock
    • Journal of Korean Academy of Fundamentals of Nursing
    • /
    • v.13 no.3
    • /
    • pp.501-509
    • /
    • 2006
  • Purpose: The purpose of this study was to measure meaning in life of elderly and to delineate basic data for developing nursing strategies for improving the meaning in life of elderly. Method: Subjects were 240 elderly above 65 years old staying in Busan and Kyungnam Province. The data was collected from May to Jun 2004. The instrument was utilizing Elderly Meaning In Life(EMIL) scale developed by Choi et al.(2003). Results: The mean for elderly was 100.4, the range was from 37 to 148. 63.3% of subjects were in existential vacuum. The mean of 1 phase 'acceptance and awareness of self and life' was 36.9, 2 phase 'creative value realization' was 17.8, 3 phase 'experiential value realization' was 2.8, 4 phase 'contentedness of past and present' was 43.7. There were significant differences according to the gender, religion, educational level, spouse, spending money, living arrangement and disease. Conclusion: On the viewpoint of above results, 63.3% of subjects were in level of existential vacuum, which required logotherapy. Therefore it shows that developing nursing-logotherapy to improve the meaning in life for elderly is demanded.

  • PDF

An Experimental Study on the Characteristics of Liquid Atomization in a Rotating Disk Atomizer (회전원판 분무기의 액체미립화 특성에 관한 실험적 연구)

  • Lim, Jong-Han;Yoon, Jun-Kyu
    • Journal of Advanced Marine Engineering and Technology
    • /
    • v.31 no.6
    • /
    • pp.672-680
    • /
    • 2007
  • Apparatus of rotating disk and cup are widely used spray paintings and industrial boilers. This study was conducted experimentally to investigate the characteristics of liquid atomization in a rotating disk atomizer by means of viscous liquid mixed water and glycerin. The Purpose of this study are to observe breakup mechanism according to the variation of supplied flow rate $0.4{\sim}30 cm^3/s$ and rotating speed $200{\sim}4000rpm$, and to investigate three kinds of breakup Pattern such as drop ligament and film formation by comparing the transition flow rate. ligament number and ligament length to those of Tanasawa and Matsumoto's empirical formula. The results are as follows ; The higher it makes use of viscous liquid. the better it get the characteristics of breakup mechanism. Also When I compared practical value with experiential value at similar test conditions. it was shown similar tendency though were a little variation.

A Study on the Identity of Place in a New Community (뉴커뮤니티에서 장소의 아이덴티티에 관한 연구)

  • 조극래
    • Journal of the Korean housing association
    • /
    • v.13 no.6
    • /
    • pp.67-77
    • /
    • 2002
  • The purpose of this study is to clarify the identity of place expressed by people living in a new community. First of all, this study defines the concept of place and then grasps what the identity of place means through the documentary studies, and experiential levels of the identity of place are examined as well. Through the field survey on a new community as a case based on interviews and cognitive maps, the identity of place is analyzed in terms of physical features, activities and meanings with relation to levels of visibility, cognition and value, and besides, attractive places and unattractive places are examined for enhancing the identity of place in a new community.

The Effect of Dynamic Shopping Experience on Experiential Perception of Value : Internet Shopping and TV Shopping (동태적 쇼핑 경험이 경험 가치 지각에 미치는 영향에 관한 연구 : 인터넷 쇼핑과 TV 홈쇼핑을 중심으로)

  • 이승창;유수연
    • Proceedings of the Korean DIstribution Association Conference
    • /
    • 2003.05a
    • /
    • pp.149-175
    • /
    • 2003
  • 1990년대 이후 인터넷을 비롯한 각종 기술의 발달로 TV 홈쇼핑, 인터넷 쇼핑, 카탈로그 쇼핑, 모바일 쇼핑 등과 같은 새로운 소매업태가 등장함에 따라 각기 다른 소매업태, 즉 각기 다른 쇼핑 환경들이 어떻게 소비자의 가치지각에 영향을 미치는 가에 대한 연구가 필요성이 제기되었다. 이를 위해 본 연구에서는 인지 심리학의 한 이론인 인지 연속성 이론의 동태적 과업시스템을 소비자의 쇼핑 행동에 적용하였다. 즉 소비자의 쇼핑 경험을 소비자와 쇼핑 환경이 상호작용하는 동태적 과업으로 간주하였으며 이에 따른 가치지각을 연구하고자 한 것이 본 연구의 목적이다. 본 연구에서는 동태적 쇼핑 경험의 구성요소로서 내ㆍ외면적 특성인 소비자의 쇼핑성향과 쇼핑 환경을 정의하였으며 소비자의 경험가치에 있어서는 Holbrook의 경험가치 척도를 적용하여 소비자의 동태적 쇼핑경험이 쇼핑가치지각에 어떠한 영향을 미치는 가를 실증적으로 분석하였다. 본 연구에서 적용한 경험가치척도는 경제적 가치, 효율성, 내면적 즐거움, 현실도피성과 같은 추구 가치와, 시각적 매력, 엔터테인먼트 가치, 서비스 우수성과 같은 수동적 가치로 구분되며 실증분석 결과 이러한 경험가치들은 각각 동태적 쇼핑 경험의 내ㆍ외면적 특성에 따라 서로 다른 영향을 받는 것이 검증되었다.

  • PDF

A Study on The Brand Image Elements of Housing Cultural Center (주택문화관의 브랜드 이미지 요소에 관한 연구)

  • Kim, Jung-Yoon;Lee, Hyun-Soo
    • Proceedings of the Korean Institute of Interior Design Conference
    • /
    • 2007.11a
    • /
    • pp.26-29
    • /
    • 2007
  • By changing housing market, housing cultural center furnishes information, value added, image of housing. For publicity their unique house, construction companies provide not only concrete and substantial material but also sensible and capacity service through the community space of housing cultural center. The consumer's experience of housing cultural center have an effect on purchase power apartment. The image of enterprise is important to select commodities to consumers. Though main clients are women, housing cultural center has not space concept and aim to concern for them. According to begin women a group of consumers, they have purchasing power in family. Apartment is no exception. Housing cultural center is used as continuous culture space that provide various experiential chance for consumer, especially women by systematize and distinct design detail and feature component. Accordingly, the purpose of this study is an analysis about community space of housing cultural center with the woman marketing based on experience.

  • PDF

A Research on Value Chain Structure on Experience of VR and AR Focused on Means-End Chain Theory on VR and AR (가상현실 미디어 체험이 가치사슬구조형성에 미치는 영향 연구 VR-AR 수단-목적 사슬이론 적용 중심으로)

  • Kweon, Sang Hee
    • Journal of Internet Computing and Services
    • /
    • v.19 no.1
    • /
    • pp.49-66
    • /
    • 2018
  • This research explores a value chain structure of VR-AR media including user's perception, uses, and evaluation. The purpose of this research focused on factor analysis and the relationship among user's VR-AR adoption motivations and utilities. This research explores correlation between personal value and using motivation. This study was to identify the value structure of respondent on VR-AR usages based on means-end chain theory. The research used structured APT laddering questions and 251 data was analysed. Through such analysis, category difference by stage and relationship difference were identified and hierarchical value map was compared. There are four different value ladders: first is attributes, functional consequences, psychological consequences, and final value. This study is based on the analysis of the value chain structure factors that affect VR and AR use behavior (attributes, functional benefits, psychological benefits, use value), 'Hierarchical Value Map' between users' The purpose of the model is to construct a model. For this, 'means-end chain theory' was applied to measure the causal relationship between personal value and VR related use behavior. In order to solve this research problem, 135 people were analyzed through the structured questionnaire using the AR and VR content fitness measure and the second APT laddering, and the use of VR-AR : 1) Functional benefits; 2) Psychological benefits; 3) Means to reach value, 4) Objective value chain structure was identified. The results show that VR users tried to smooth the social life through the new virtual reality audiovisual element, the newness of experience, fun, and pleasure through the departure of reality, vividness of experience, and leading fashion. The AR fitness was a game and a new program, and the value of interacting with other people and the value of 'periwinkle' played an important role through the vividness and peripheral interaction of AR, It was an important choice. The important basic values of users' VR and AR selection were correlated with psychological attributes of interaction with others, achievement, happiness and favorable values.

A Study on the Development of Experiential STEAM Program Based on Visual Impairment Using 3D Printer: Focusing on 'Sun' Concept (3D프린터 활용 체험형 STEAM 프로그램 개발 연구: '태양' 개념을 중심으로)

  • Kim, Sanggul;Kim, Hyoungbum;Kim, Yonggi
    • Journal of the Korean Society of Earth Science Education
    • /
    • v.15 no.1
    • /
    • pp.62-75
    • /
    • 2022
  • In this study, experiential STEAM program using 3D printer was produced focusing on the content elements of 'solar' in the 2015 revised science curriculum, and in order to find out the effectiveness of the STEAM program, analyzed creative problem solving, STEAM attitude, and STEAM satisfaction by applying it to two middle school 77 students simple random sampled. The results of this study are as follows. First, a solar tactile model was produced using a 3D printer, and a program was developed to enable students to actively learn experience-oriented activities through visual impairment experiences. Second, in the response sample t-test by the difference in pre- and post-score of STEAM attitude tests, significant statistical test results were shown in 'interest', 'consideration', 'self-concept', 'self-efficacy', and 'science and engineering career choice' sub-factors except 'consideration' and 'usefulness / value recognition' sub-factors (p<.05). Third,, the STEAM satisfaction test conducted after the application of the 3D printer-based STEAM program showed that the average value range of sub-factors were 3.66~3.97, which improved students' understanding and interest in science subjects through the 3D printer-based STEAM program.

Customer's Time Orientation: Moderating Effects on the Service Convenience-Shopping Performance Linkages in Retail Contexts (고객의 시간 지향성: 소매업체에서의 서비스 편의성과 쇼핑 성과의 관계에 대한 조절효과)

  • Kim, Mi-Jeong;Park, Chul-Ju
    • Journal of Distribution Science
    • /
    • v.14 no.2
    • /
    • pp.123-133
    • /
    • 2016
  • Purpose - Understanding how service convenience drives shopping performance is imperative for retailers such as department and large discount stores. Retailers have to enhance shopping productivity by reducing the costs of shopping, as convenience triggers customers' perceived shopping value, leading to customer satisfaction, and ultimately patronage behavior. Consumers, generally considering time as a scarce resource, are more sensitive to the time costs of tasks in regard to shopping trip, differently from forming perceptions of convenience in time orientation. Therefore, this study attempts to examine the moderating effects of consumers' time orientation on the relationships among service convenience of retailers and shopping performances such as shopping value and service performances. Research design, data, and methodology - The department and discount store chains were chosen as the point of analysis in this study. Data were collected from a survey of real-life consumers and all respondents were screened to ensure only those who had visited in the department and discount store chains within past six month prior to the day of data collection. Out of 600 self-reported surveys that were distributed, a total of 530 responses were returned and after excluding 20 incomplete responses, the final sample size was 510. The three hypotheses were proposed and tested in this study. The one hypothesis was on the moderating effects of time orientation for the effects of service convenience on shopping value (hedonic and utilitarian shopping value). The other two hypotheses were on the comparisons between high and low time-oriented customers with the effects in shopping value from service performance. Hierarchical moderated regression analysis was used to test the hypotheses. Results - The results suggest that the effect of service convenience on utilitarian shopping value and the positive effect of utilitarian shopping value on customer satisfaction are greater in low time orientation than high time orientation customers. Conversely, when customers are highly oriented toward time, the effects of hedonic shopping value on customer satisfaction and revisit intention are greater than for customers who are lowly oriented toward time. Conclusions - This study has two-fold significance. First, this study contributes to the consumer behavior and services marketing literature by incorporating customers' time orientation into the service convenience-shopping performance. Although the effect of service convenience on shopping performance might differ from customers' perceptions concerning shopping, there has been little investigation or comparison between customers' perception on time. This study is a first attempt to consider how the effects of service convenience on shopping value and service performance vary with differing levels of customers' time orientation. This study advances prior studies by showing that the service convenience-shopping value and service convenience-service performance relationships vary across different combinations of the customer's time orientation. The findings of this study suggest that the retailers need to enhance the experiential aspects of the stores for their high time-oriented customers. Conversely, for the low time-oriented customers, the retailers should boost the visual distinctiveness and ease of store navigation.