• Title/Summary/Keyword: On-site experience

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Effects of Challenges and Skills on Flow-focused on a 2D Shopping Mall and a 3D Shopping Mall (도전감과 능력이 플로우에 미치는 영향 -20 쇼핑몰과 30 쇼핑몰을 중심으로-)

  • Yang, Hee-Soon;Lee, Yu-Ri
    • Journal of the Korean Society of Clothing and Textiles
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    • v.32 no.4
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    • pp.573-585
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    • 2008
  • Flow has attracted more interests in consumer behaviors, with pleasure and fantasy getting more important in shopping. "Flow" means the experience with which consumers feel as pleased and satisfied as in playing pleasantly, and the optimal experience they feel when they are indulged in an activity. The purpose of this study is to investigate the relationships among challenges, skills, flow experience, and future behavioral intention in online shopping malls. In addition, a 3D shopping mall and a 2D shopping mall were selected as the stimuli in order to examine the differences in flow experience in accordance with web site types. A survey questionnaire was developed and 700 data(2D group: n=380, 3D group: n=320) were used for analysis. Data were analyzed through structural equation model to explore effects of challenges and skills on flow. The results of this study are summarized as follows. First, the perception of higher challenges and skills led to positive flow experience and higher time distortion. Second, the higher the level of time distortion was, the higher the flow experience was. This means that a shopping mall will increase flow experience, if it is interesting enough to be unaware of time passing. Third, flow experience had a positive influence on future behavioral intention. Finally, in all variables except skills, the impact of 3D shopping mall is greater than that of 2D shopping mall, which means that web site types affect flow experience.

The Influence of Product-brand Web Sites on Attitudes toward Brand Image

  • Cho, Nam-Jae;Oh, Seung-Hee
    • Journal of Information Technology Applications and Management
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    • v.19 no.3
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    • pp.69-84
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    • 2012
  • A web site focused on a specific product brand so called product-brand web site has become one major marketing tool as such product-brand web site provides chances for customers to experience the detailed information of the specific brand as well as emphatic the image of the brand. The purpose of this research is to examine the influence of the product-brand web site on the formation of attitude toward the product brand. Subjects of this study are users of two web sites of leading sanitary product brands. The result shows that not only emotion, playfulness and convenience perceived from the web site but also existing attitude toward the brand influence the attitude toward the web site. Further, the attitude toward the web site in turn affects attitude toward the image of the brand. The importance of this study is in its conceptualization and empirical verification of the relationship between the product-brand web site and the reputation of a brand.

Movie Experience Sharing on Social Networking Sites of Cinema: Interplay between Telepresence and Customer Delight

  • Zong-Yi Zhu;Hyeon-Cheol Kim
    • International journal of advanced smart convergence
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    • v.12 no.4
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    • pp.224-236
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    • 2023
  • This study aims to investigate the effects of telepresence on young moviegoers' flow experiences and social interactions, and the impact on consumer delight, trust, and experience sharing behavior on cinema mobile social network site pages. Given the scarcity of telepresence research, indirect telepresence on experience sharing via two experiences and social interactions is also included. The study used pages from Korean cinema mobile social network sites, and 175 Chinese moviegoers residing in Korea participated. We found that telepresence positively impacts the activity in both human-human and human-computer interactions. We further contend that telepresence positively affects perceived enjoyment and attentional focus. However, perceived enjoyment does not significantly affect consumer delight. We found that consumer delight positively influences consumer trust and movie experience sharing. Moreover, we illustrated that telepresence significantly and indirectly influences consumer movie experience-sharing behavior through attention focus and consumer delight. Our results provide crucial insights for future study and practical managerial.

Master Plan for Incheon Urban Eco-forests (인천 도시생태숲 조성 기본계획)

  • Kwon, Jeon-O
    • Journal of the Korean Institute of Landscape Architecture
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    • v.34 no.4 s.117
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    • pp.48-60
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    • 2006
  • This study was carried out to create a master plan for an urban eco-forest, including concepts of forest restoration, forest management, and nature education. The concept of an urban eco-forest is different from the original eco-forest, which pursues the conservation of native species in their habitats, using the resources of special plants, etc. The study site was a hill (128m) managed as an urban natural park. Citizens have usually used the park for fitness purposes, as a place for outdoor exercise early mornings on weekdays and holidays. The result of a questionnaire survey showed that the users knew about the eco-forest, and they wanted to participate in the nature education programs. The flora and actual vegetation were weak about conservation of native species on the site. The framework of the plan consisted of development of the ecological forest and forest restoration, and allowed for recreation and the experience of nature, according to the concepts of the urban eco-forest. The landscape was divided into the experience zone of biodiversity, the experience zone of a valley ecosystem, the forest restoration zone, and the recreation and experience zone in nature. Based on this framework, detailed programs and theme areas were planned, as were forest restoration models and planting plans.

AUTOMATING SUPERVISORY MANPOWER ALLOCATION FOR CONSTRUCTION SITES

  • Jieh-Haur Chen;Li-Ren Yang;W. H. Chen;C. K. Chang
    • International conference on construction engineering and project management
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    • 2007.03a
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    • pp.239-248
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    • 2007
  • In the highly competitive construction industry, a slight inaccuracy of estimation can easily cause the loss of a project. Erroneous experience-based cost estimates or allocations of on-site supervisory manpower often offset the profit gained from the project and may jeopardize the management processes. To counter these types of problems, we develop a model using mathematical analysis and case-based reasoning to automate the allocation of on-site supervisory manpower and estimate construction site costs. The method is founded upon laborious data collection processes and analysis by matching statistical assumptions, and is applicable to construction projects. In the modeling the costs and allocation of on-site supervisory manpower are quantified for both owners and contractors before initiating or bidding on the projects. The findings confirm that the degree of variation of the model predictions has an accuracy rate at 88.47%. Single-site construction projects can be accurately predicted and the assignment of supervisory manpower feasibly automated.

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A Study on the Influence of Tourism Experience Factors on the Memory, Satisfaction and Loyalty of Tourist Attractions (관광체험요소가 관광지의 기억, 만족 충성도에 미치는 영향에 관한 연구)

  • Park, Wan Gu;Kim, Yong Beom;Choi, Yu-Jin
    • Journal of the Korea Safety Management & Science
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    • v.19 no.2
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    • pp.147-157
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    • 2017
  • The tourism experience factor is an essential source of competitive advantage in the tourism industry and is an important factor for predicting future tourism behavior. Tourism experience elements can be composed of areas of education, entertainment, aesthetics and deviance (Pine and Gilmore, 1998). This study examines the effect of tourist experience factors on tourist loyalty and it is meaningful to see if the experiential economic theory of Pine and Gilmore (1999) is applicable. In order to achieve the purpose of this study, we conducted a questionnaire survey on tourists using experiential tourism factors. As a result, it was found that recreational experiential factors had a significant effect on memory. Memory has a significant effect on both visitor satisfaction and tourist loyalty. This study has academic significance because it focuses on the tourism experience factor which is the core of experiential economic theory. Practical significance is that a lot of experiential contents should be found in order to better match the tourist experience factor to the requirements of visitors to the tourist site. As a result, it is expected to generate revenue and improve its competitiveness.

A study on the Improvement Plan of Construction Site Management In Korea (국내 건설 현장관리업무의 개선방안에 관한 연구)

  • Kim, Jin-Ho
    • Journal of the Korea Institute of Building Construction
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    • v.2 no.4
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    • pp.137-144
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    • 2002
  • In the modern age. Building is getting higher and larger according to owner and social demands. Now when we are facing the need of the cost down and the reduction of economic loss. In this paper, the characteristics of the present conditions of site management were investigated with the field survey. And The Purpose of this study is to suggest the rational plans of construction planning in site management. The method of site management. however depends on experience of a construction manager. in order to solve this situation, it is necessary to create a method of site management that is adequate for the condition of construction. By cultivating excellent sub contractors, we can expect precise construction with a few experts. improvement in qualify of construction from standardization, computerization of each process. And the expectancies of this paper are that it can be used as efficient data for improvement of system to systematize site management work in Korea.

Augmented Reality Framework for Archeological Site Tours (유적지 투어 지원을 위한 증강 현실기반 프레임워크)

  • Kim, Eunseok;Woo, Woontack
    • Journal of the HCI Society of Korea
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    • v.10 no.2
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    • pp.35-43
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    • 2015
  • As augmented reality (AR) technology has been utilized to enhance the user experience, several AR applications have been developed in the cultural heritage domain. Although there has been significant progress in this area, naive augmentation representation becomes an obstacle to provide an enhanced user experience and there has been little research on an effective AR experience methodology that reflects the characteristics of AR technology. Furthermore, the development of temporary content that comes from the absence of the authoring framework restrains the content ecosystem, which is an essential requisite for sustainable service. To resolve these issues, we propose a space-driven AR experience methodology, Spacetelling, to extend established object-oriented augmentation trends and Storyscape that generates spatio-temporal related contents for the spacetelling and supports sustainable service. Moreover, we present the wrap-up system framework covering both features mentioned above for the archeological site tour. Finally, we present our work-in-progress project, K-Culture Time Machine Project, to investigate the practical feasibility of our proposals. Through these proposals, we expect that sustainable AR applications with improved user experience will be possible in the cultural heritage domain.