This study seeks to clarify the mechanisms of anthropomorphism and positive user experience. This study adopts the "computers are social actors" (CASA) paradigm to verify the causal relationship between social response and anthropomorphism and correctly explicate this paradigm. The intimacy-forming and anthropomorphizing effects of deep self-disclosure in interpersonal relationships were replicated in relationships between humans and conversational agents to induce both social response and anthropomorphism. Then, the mediating effect of intimacy on the anthropomorphizing effect of deep self-disclosure was explored with psychological models that revealed the causal relationships between social connections, including intimacy and anthropomorphism. Furthermore, we explored how intimacy and anthropomorphism trigger positive user experiences. The results demonstrated that the deeper the self-disclosure depth was, the more intimate and humanly the agent was perceived and the more positive the user experience was. In addition, the effect of self-disclosure depth on anthropomorphism and positive user experience was completely mediated by intimacy. This means that when using a computer with interpersonal characteristics, people anthropomorphize it and have a positive experience because people react socially to objects with social cues. This study bridges the gap between the CASA paradigm and anthropomorphism research, suggesting the possibility of psychological explanations for the principle of human-computer interactions. In addition, it explicates the mechanism of anthropomorphism and positive user experience, emphasizing the importance of social response-that is, intimacy.
This study explored the relationship between science academic passion, positive experience about science and scientific creativity in elementary science-gifted students. To do this, 108 science-gifted students from grades 3 to 6 were selected. After conducting the tests on their science academic passion, positive experience about science and scientific creativity, descriptive statistics, correlation analysis, and multiple regression analysis were conducted. The results revealed that the students exhibited relatively high levels of science academic passion and positive experience about science, but their scientific creativity was not relatively high. While there was no statistically significant correlation between the overall science academic passion and scientific creativity, there was a significant negative correlation with scientific creativity in the aspect of 'obsessive passion' of the five subcategories ('importance', 'like', 'time/energy investment', 'harmonious passion', and 'obsessive passion'). Furthermore, the five subcategories, particularly 'like', 'harmonious passion', and 'obsessive passion' were statistically significant predictors of scientific creativity. However, the five subcategories of positive experience about science ('science academic emotion', 'science-related self-concept', 'science learning motivation', 'science-related career aspiration', and 'science-related attitude') did not exhibit statistically significant correlations with scientific creativity and did not had a significant influence on it. Additionally, neither the overall science academic passion nor the overall positive experience about science had a statistically significant effect on scientific creativity. Educational implications of these results were discussed.
Journal of the Korean Society of Clothing and Textiles
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v.39
no.5
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pp.728-744
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2015
Brand love contributes to consumers' positive post-purchase behavior; therefore, fast fashion brand marketers should make more efforts to develop marketing strategies to promote brand love in the increasingly competitive fast fashion industry. This study identified the antecedents and consequences of fast fashion brand love to provide insights into brand love. Brand-related variables (affective brand experience, self-expressive brand, and hedonic brand attitude) were considered as antecedents, and post-purchase behavior variables (loyalty and positive word of mouth) were considered as consequences. It was hypothesized that affective brand experience, self-expressive brand, and hedonic brand attitude directly and indirectly influence brand loyalty and positive word of mouth through brand love. Data were gathered by surveying university students in Seoul, using convenience sampling. Two hundred and eighty-six questionnaires were used in the statistical analysis. Factor analysis revealed that all variables were uni-dimensional. Tests of the hypothesized path showed that affective brand experience and self-expressive brand indirectly influenced brand loyalty and positive word of mouth through brand love versus the direct influence of hedonic brand attitude. The results suggest some implications for fast fashion brand marketers.
Journal of Fisheries and Marine Sciences Education
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v.25
no.1
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pp.246-259
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2013
The principal purpose of this study is to analyze school organizational culture in secondary school in Busan. This study measures background variables such as gender, teaching experience, classification of school, grade of school, and scale of school. The results of the study are as follows : First, to see the difference on the perception of organizational culture depending on gender, female teachers have a stronger sense of professionalism, community spirit and consideration than male teachers. Second, to see the difference on the perception of organizational culture in terms of teaching experience, teachers who have more than 21 years of teaching experience have a more positive perception on decision-making and consideration than those who have 11~20 years of teaching experience. Third, to see the difference on the perception of organizational culture according to classification of school, public schools have a more positive perception on every item such as professionalism, decision-making, community spirit, and consideration than private school. Fourth, to see the difference on the perception of organizational culture in terms of classification of schools, secondary schools have a more positive perception on professionalism and community spirit than high schools. Lastly, as it is seen in the difference on the perception of organizational culture depending on scale of school, schools which have 13~35 classes have a more positive perception on professionalism than others.
Intelligent applications are crucial for increasing the popularity of shared urban electric bicycles (EBs). Building an application platform architectural system that can satisfy independent user operations is critical for increasing the intelligent usage of shared EBs. Consequently, we collected online reviews of shared EB applications, conducted semantic processing and sentiment analysis, and refined the positive and negative review data for each function. The positive and negative review indices of each function were calculated using the formulae for positive and negative review indices of product functions, thereby determining the functions that need to be improved. Each function of the Shared EB application was improved according to its business process. The main contributions of this study are to build a user requirement architecture system for the Shared EB application with five dimensions and 22 functions using the Delphi method to design the user interface (UI) of this application based on user satisfaction evaluation results; to create a high-fidelity dynamic interaction prototype and compare user satisfaction before and after improving the Shared EB application functions. The testing results indicate that the changes in the UI significantly improve the user experience satisfaction of the urban Shared EB application, with the positive experience index increasing by 69.21% and the negative experience index decreasing by 75.85% overall. This information can be directly used by relevant companies to improve the functions of the Shared EB application.
Family tourism has become the mainstream demand of the tourism market, and it is also an effective way to obtain happiness. This paper takes family tourists as the research object, takes the family tourism family affection interaction behavior and the experience value relationship as the link, Empirically tests the family tourism "interaction behavior-social support-experience value" conceptual model and the relationship hypothesis. The results showed that interaction of family affection had a positive and significant effect on the functional, cognitive and emotional experience value of family tourists. Family interaction in family tourism has a significant positive impact on social support. Social support has significant positive effects on functional, cognitive, emotional and overall experiential values. This conclusion expands the theoretical and empirical research on the relationship between interaction behavior and experience value, and provides a basis for understanding the interaction behavior and experience value of family love from the perspective of tourism experience essence.
Purpose - The purpose of this study is to take fitness APP users as the research object from the perspective of user experience to explore the influence of fitness APP user experience factors on product trust and purchase intention. Design/methodology/approach - The study collected data on 275 customers who had experience buying and using fitness apps. To test the hypothesis, SPSS 27.0 and AMOS 26.0 statistical packages were used based on the collected data. Findings - The results showed that the user experience factors (usefulness, ease to use, enjoyment, interaction) of fitness APP and the relationship between product trust had a positive effect, and product trust had a positive effect on purchase intention. In addition, exercise experience, showed a moderating effect in the relationship between the usefulness, easy to use of user experience and product trust. Research implications or Originality - This study provided research model among user experience factors of fitness APP, product trust and purchase intention. This study can help sports and fitness companies with product optimization and marketing decisions.
Purpose: The aim of this study was to examine the influence of second victim experiences following patient safety incidents and positive psychological capital on the intention to remain among advanced beginner nurses working at tertiary hospitals. Methods: The participants were 179 nurses with a clinical experience of 13 to 36 months at two tertiary hospitals. We collected data using questionnaires related to second victim experiences, positive psychological capital, and intention to remain. Data were analyzed using descriptive statistics, independent t-test, a one-way analysis of variance (ANOVA), Scheffé test, Pearson correlation, and hierarchical regression analysis. Results: The intention to remain in advanced beginner nurses was negatively correlated with second victim experiences and positively correlated with positive psychological capital. A hierarchical multiple regression model with control variables (subjective job satisfaction and self-assessed work proficiency), psychological capital, and second victim experience accounted for 26% of the factors that influenced advanced beginner nurses' intention to remain. Among the related factors, the most influential was subjective job satisfaction. Second victim experience and positive psychological capital also influenced the advanced beginner nurses' intention to remain. Conclusion: The results of this study suggest a need to develop a program that helps promote intention to remain for nurses at the advanced beginner stage by minimizing second victim experiences and improving positive psychological capital and the work environment.
Asia-Pacific Journal of Business Venturing and Entrepreneurship
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v.17
no.3
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pp.183-200
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2022
This study is a study on the effect of a healing experience program on satisfaction in the field of healing agriculture. In the development of a rural experience program, what factors constituting the healing experience program affect satisfaction, and how much time and participation cost affect the satisfaction of the healing experience program from the marketing point of view of the healing experience program. I want to analyze By researching the effect of experience cost and experience time on satisfaction of the healing experience program, I would like to suggest the development direction of the healing experience program. To this end, by empirically analyzing the effect of a healing experience program using experience cost and experience time as parameters on satisfaction, we present a theoretical basis for priority considerations when developing a rural experience program. There are entertainment experience, educational experience, deviant experience, and aesthetic experience as sub-factors of the experience program, experience time and experience cost as parameters, and satisfaction as a dependent variable. In addition, the reliability of the research results was secured by setting the demographic variables of the survey subjects as control variables. The empirical analysis was conducted on 314 valid questionnaires from the unspecified majority who were interested in or aware of the healing experience program. SPSS v22.0 was used, and to test the mediating effect, the three-step verification method of Baron & Kenny(1986) and the SPSS PROCESS Macro Model No. of Andrew F. Hayes(2018). 4 The reliability of the mediating effect was secured by applying the verification method and comparing the analysis resul. As a result of the study, it was found that educational experience (𝛽=.134, t=1.759*) had a positive (+) effect on experience cost, and aesthetic experience (𝛽=.144 t=1.684*) had a positive (+) effect on experience time. +) was found to have an effect. Also, educational experience (𝛽=.239, t=4.112***) was found to have a positive (+) effect on satisfaction, and aesthetic experience (𝛽=.330 t=4.921***) had a positive effect on satisfaction. It has been shown to have a (+) effect. Experience time was found to have a negative (-) inconsistent mediating effect between aesthetic experience and satisfaction. That is, it is the total effect (𝛽=.330 t=4.921***), and the direct effect (𝛽=.349 t=5.241***) increased by 𝛽=.019 compared to the total effect when the experience time was input, while the indirect effect (𝛽=-.019), which was shown to exert a negative (-) mediating effect.
Journal of the Korea Society of Computer and Information
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v.22
no.3
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pp.155-162
/
2017
The purpose of this paper is to study renovation plan of value chain from a user's viewpoint by making practical application of digital technology in Korea and China. And it is surely meaningful to investigate the important motivation factors of continuous using smart-phone in two countries, and to analyze the improving effect toward to the quality of life in continuous using smart-phone. By this study we can expect the value improving effect of user experience. The results of hypothesis testing can be summarized as follows: First, the hypothesis that positive affect has a plus effect on pragmatic value is accepted in Korea and China. Secondly, the hypothesis that positive affect has a plus effect on hedonic value is accepted in two countries. Thirdly, the hypothesis that negative affect has a minus effect on pragmatic value is accepted in Korea, but rejected in China. Fourthly, the hypothesis that negative affect has a minus effect on hedonic value is accepted in two countries. Fifthly, the hypothesis that pragmatic value has a plus effect on life satisfaction is rejected in two countries. Sixthly, the hypothesis that hedonic value has a plus effect on life satisfaction is accepted in Korea, but rejected in China. Seventhly, the hypothesis that there is a difference in positive affect, negative affect, pragmatic value, hedonic value and life satisfaction between Korea and China is rejected in positive affect and negative affect, but accepted in pragmatic value, hedonic value and life satisfaction. In the competition among enterprises, user experience instead of goods themselves became influential as a differential factor. And many advanced enterprises began taking a serious view of customer's happiness and user experience improvement.
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