• Title/Summary/Keyword: Usage experience

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Users' perception on fonts as a tool of communication and SMS (커뮤니케이션 도구로써의 글꼴 및 휴대폰 문자 메시지에 대한 사용자 인식)

  • Koh, Ye-Won;Sohn, Eun-Mi;Lee, Hyun-Ju
    • Archives of design research
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    • v.20 no.1 s.69
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    • pp.133-142
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    • 2007
  • Unlike face-to-face communication, text-based communication by digital media has limitations that non-verbal elements are eliminated and social presence decrease. To overcome this problem, people try to find solutions which visualize emotion and situation by using emoticons, icons, computer language and so on. As most SMS users experience the failure of using emotions on the mobile phone, they need to make up for this point. In this study, we conducted research on the recent mobile fonts situations and surveyed users' perception on SMS fonts as to suggest solutions of expressing and visualizing emotions on the mobile phone, a representative media of personal communication. As a solution of reducing the failure, we conducted a survey on users' perception about fonts and the capability of the expressing emotions by fonts. The survey found that mobile fonts can be used as a method to express human emotion. As a finding, the shape of the font can be used as a method to visualize the emotion through text messaging. In future studies, such a method can be applied to variety of different personal media with the communication method based on text. Those studies can propose different usage for fonts in communication.

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A Study on Determinants of Dental Clinic and Satisfaction of Dental Service in High School Students (고등학생의 치과병원 결정요인과 의료서비스 만족도 관련 연구)

  • Baek, Hye-Jin;Kim, Yu-Geun
    • The Journal of the Korea Contents Association
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    • v.20 no.8
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    • pp.666-673
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    • 2020
  • The purpose of this study was to investigate the relationship between dental decision factors and dental service satisfaction of the high school students. The study participants consisted of 300 high school students in some regions. A total of 288 were used for the final analysis, except 12 with insufficient responses. The data was analyzed by using SPSS 18.0 program. According to general characteristics, if there was no scaling experience, orthodontic treatment, high satisfaction with school life, the higher the subjective oral health status, the higher the satisfaction of the dental hospital. Hospital decision factors according to the general characteristics of the subjects most frequently answered that employee service satisfaction was important. As a result of testing the correlation between hospital decision factors and medical service satisfaction, there was a significant positive correlation between medical service satisfaction, such as facility, recommendation of others, use procedures, service adequacy, employee service satisfaction. As a factor influencing dental hospital satisfaction, subjective oral health was shown as a good criterion, and usage procedures and staff service satisfaction showed positive relevance. Continuous trust builds up is important to improve patient satisfaction.

A Study on Kochujang(Fermented Red Pepper-Soy Paste) Consumption and Preference of Housewives in Inchon (인천 지역 주부들의 고추장 사용실태 및 기호성에 관한 연구)

  • Kim, Byung-Young;Yoon, Sook-Hyun;Choi, Jung-Wha;Huh, Yoon-Jung;Choe, Eun-Ok
    • Journal of the Korean Society of Food Culture
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    • v.13 no.3
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    • pp.183-189
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    • 1998
  • Consumption and general views of housewives in Inchon on commercial kochujang(fermented red pepper-soy paste) were surveyed by questionnaires in June through August, 1997. Respondents considered the taste (88.1%) as the most important factors to determine the quality of kochujang and preferred hot(621%) and bright red colored kochujang(70.6%) with fine red pepper powder Eighty seven percent of respondents preferred the traditional kochujang to the commercial one mainly due to the taste and the reliability to the materials kochujang. Especially all housewives at the age of sixty and over preferred traditional kochujang and those at twenties had a higher preferrence for the commercial one compared to other age groups. While 51.4% of the respondents consumed both e traditional and commercial kochujang, 16.2% and 32.5% did only commercial and traditional kochujang, respectively. Consumption of commercial kochujang decreased with age and main food with it was pan fried dishes(33.7%). Convenience(76.6%) was the major reason for purchasing commercial fried and most respondents(44.1%) selected the special brand from the previous experience of their own. Problems to be improved in commercial kochujang were better taste(31.3%) and development of diverse usage(62.4%).

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A Case Study of Augmented Reality Marketing (증강현실 마케팅 사례 연구)

  • Moon, Han-Byul;Kim, Jin-Hee;Park, Jin-Wan
    • The Journal of the Korea Contents Association
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    • v.17 no.2
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    • pp.160-171
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    • 2017
  • This study is intended to study the usage of augmented reality(AR) in the marketing field by classifying them into display and content types and analyzing the typical cases and characteristics. The market for AR has been on the increase and has been a big influence in the marketing field, resulting in the generalization of the term "AR marketing." By analyzing the marketing cases which use AR technology and organizing the frequency of use and characteristics, it is expected to contribute as a basic material for future studies on AR marketing. In this study, AR marketing cases are classified into different categories including display and contents. First, AR display category includes personal computers, mobile, public display, and projection display. AR contents category includes informative content, game contents, virtual experience, and visual effect. While investigating, it was found that the most used type of AR display was mobile, which has the advantage of not being limited by time and place and is also capable of one-on-one marketing with customers. The most used type of AR content was visual effect type, which evokes curiosity and is easily shared among people.

Bubble Popping Augmented Reality System Using a Vibro-Tactile Haptic Mouse (진동촉각 햅틱 마우스 기반 버블포핑 증강현실 시스템)

  • Jung, Da-Un;Lee, Woo-Keun;Jang, Seong-Eun;Kim, Man-Bae
    • Journal of Broadcast Engineering
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    • v.15 no.6
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    • pp.715-722
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    • 2010
  • As one of applications in augmented realities, this paper presents a bubble popping system utilizing a haptic vibro-tactile mouse. In this system, virtual bubbles randomly float in the 3D space. By using the vibro-tactile mouse grabbed by a user, the bubbles are popped when they are touched by the mouse in the 3D space. Then a bubble popping effect with addition mouse vibration is delivered to the user's hand through the mouse. The proposed system is developed on ARToolkit environment. Therefore, basic components such as a camera and a marker pattern are required. The systems is composed of a vibro-haptic mouse, a webcam, a marker pattern, a graphic bubble object, and graphic mouse. Mouse vibration as well as bubble fade-out effect is delivered. Therefore, the combination of visual and tactile bubble popping effects outperforms the usage of a single effect in the experience of augmented reality.

An analysis of consumer choice between the Internet and TV home shopping channels (인터넷 및 TV 홈쇼핑 채널 간의 소비자 선호 결정 요인)

  • Lee, Gwang-Hoon
    • Journal of Distribution Research
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    • v.12 no.4
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    • pp.27-47
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    • 2007
  • Using survey data and the Heckit model that adequately controls the sample selection bias, we analyze shoppers expenditure through two major emerging shopping channels: Internet shopping and TV home shopping channels. Age, Internet experience, daily Internet usage, the number of computers are factors that affect the ratio of consumers' expenditure through Internet shopping relative to the expenditure through TV home shopping. Shopping frequency which represents the shoppers' incentives to reduce transaction costs also has a positive effect on the proportion of shoppers' expenditure through the Internet shopping. Shoppers' perceptions of convenience, reliability, speed, and diversity are also shown to affect shoppers' relative expenditure ratio through Internet shopping. In contrast, shoppers' perception of prices does not seem to affect their purchasing behavior.

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A Computer Algorithm for the evaluation of elements in Face Stimulus Assessment (얼굴자극검사의 평가를 위한 컴퓨터 알고리즘)

  • Kim, Jong-Hoon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.11 no.6
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    • pp.1961-1968
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    • 2010
  • The Face Stimulus Assessment is an efficient projective drawing test developed by Betts. This paper categorizes scales which Betts suggested into the following five groups: accuracy of painting, color fit, perception of shape, precision of drawing, and space usage. In this paper, a computer algorithm which objectively evaluates these five scales is suggested. The proposed algorithm defines the areas of the lip, eyes, hair, etc. which take on significant roles in the evaluation of the FSA and based on these factors, it calculates the grade of each scale through the main color and color ratio. The consistency of evaluations between the computer algorithm and the art therapist is measured by the Quadratic Weighted Kappa. By providing objectivity and consistency, the computer algorithm is expected to solve the problem of uncertainty found in art therapists' evaluations of projective drawing tests caused by their subjective judgment, experience, and intuition.

Value Articulation Strategy of Media and Content Company: Mainly Focused on Iconix's Animation 'Pororo' Case (미디어 콘텐츠 기업의 무형자산 중심 지식재산 가치 연결 전략: 아이코닉스 애니메이션 뽀로로에 대한 탐색적 사례연구)

  • Ko, Young-Hee;Lee, Seo-Hyun
    • Knowledge Management Research
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    • v.17 no.3
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    • pp.181-206
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    • 2016
  • Under the influence of growing popularity of "hallyu" (Korean wave), corporates that have copyrights such as music, movie, drama as their core competitiveness are showing continuing growth. In Addition, they built on contents are rapidly growing, interests in protection and management of intellectual property rights linked to contents are growing. Global contents development corporates are making great efforts to create profits out of copyrights. They could utilize original contents to strengthen brand value use it to produce additional contents in current market. Also they take advantage of existing storyline of the contents and strong brand to explore new markets. This paper looks into Value articulation model by Professor James Conley and analyzed the firms that utilized intellectual property rights to extend the period of protection, strengthen their competitiveness and succeeded in breaking into new market by using the rights they possess. Also, this paper examines the usage of intellectual property rights and business expansion strategy of of Iconix, the Korean entertainment company, which gained tremendous popularity in last ten years using this model. In Value articulation model, Conley classifies the process of exploiting the portfolio of the single product's(or service's) intellectual property right for a period of time into three stages ; value transference, value translation, value transportation. Pororo's strategy of utilizing intellectual property right is suggestive to domestic entertainment companies. Under the influence of hallyu" (Korean wave), domestic contents such as movies, dramas and music are enjoying the high level of popularity recently not to mention animations. In reality, Korean entertainment companies who have no background or experience of Intellectual property rights are not creating enough added values compared to fast growing market. It is believed Iconix's intellectual property rights management strategy will suggest positive aspects to domestic companies. Moreover, I hope various intellectual property rights management strategies including Conley's value articulation are studied and they can make contributions to managing domestic entertainment companies.

Study on the Influence of VR Characteristics on User Satisfaction and Intention to Use Continuously -Focusing on VR Presence, User Characteristics, and VR Sickness- (VR 특성이 이용자 만족과 지속이용의도에 미치는 영향에 관한 연구 -VR 프레즌스, 이용자 특성, VR 멀미를 중심으로-)

  • Jang, Hyung-Jun;Kim, Kwang-Ho
    • The Journal of the Korea Contents Association
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    • v.18 no.5
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    • pp.420-431
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    • 2018
  • This study approaches the subject of satisfaction and persistent use intention based on presence based on virtual reality (VR). VR presence, user characteristic, and VR sickness, content satisfaction and system satisfaction, and continued use intention through this of 569 men and women commissioned by the survey agency were investigated. In the content of the study, the constituent factors of VR presence, an independent variable, were set as realism, immersion, and interaction. The user characteristics were set as the individual 's propensity to innovate, the degree of immersion, and the experience of using VR. VR Presence, User Characteristics, VR Sickness of Intention of Continuous Usage were set as research problems and models. Eight hypotheses were adopted in the analysis of the research problem applying the structural equation modeling (SEM) model. In conclusion, this study suggests that content satisfaction, which has the greatest influence on VR content satisfaction and persistent intention, is suggested.

A Study on the Factors Promoting the Use of Memory-based Emotion in Evaluating the Brand (상표평가에서 기억감정의 이용을 촉진하는 요인에 관한 연구)

  • Choi, Nak-Hwan;Na, Ji-Eun
    • Journal of Global Scholars of Marketing Science
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    • v.13
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    • pp.49-70
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    • 2004
  • Recently, consumer researchers have suggested that consumers evaluate brand by subjective memory-based-emotion which was formed by their experience. However, relatively little consumer research has been done to explore conditions under which memory-based-emotion is used in brand evaluation. Therefore, this study explored the conditions to facilitate usage of memory-based- emotion such as accessibility, representativeness, relevance of consumption goal, when consumers evaluate brand. In addition, we investigated the factors that influence responses of memory-based- emotion, such as similarity of encoding and retrieving condition and level of organization. The results of this study suggest that level of organization was positively related to accessibility and representativeness. But similarity of encoding and retrieving condition was not related to them. And accessibility, representativeness influence on use of memory-based-emotion in consumer brand evaluation. But relevance of consumption goal did not influence on use of memory-based-emotion in consumer brand evaluation.

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