• Title/Summary/Keyword: contents consumption experience

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A Study on the Utilization of Online Contents Subscription Services : Focusing on Digital Literacy, Purchase Tendencies, Personality Types, and Contents Consumption Experience (온라인 콘텐츠 구독 서비스 이용에 대한 연구: 디지털 리터러시, 제품 구매 성향, 성격 유형, 이용 경험을 중심으로)

  • Lim, Ji-an;Sung, WookJoon
    • Informatization Policy
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    • v.31 no.2
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    • pp.105-132
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    • 2024
  • This study seeks to investigate the factors influencing the utilization of online contents subscription services. In this study, the current number of online contents services subscribed to is set as the dependent variable. The independent variables include conspicuous product purchasing tendencies, personality types, experience with online contents consumption, and digital literacy. The research results indicate that digital literacy, agreeableness, and sociability among personality traits, as well as experience with online contents consumption, significantly impact the use of online contents subscription services. However, conspicuous product purchasing tendencies and personality traits such as openness and extroversion did not have a significant effect on the utilization of online contents subscription services.

Effect on Changes of Perceptions and Consumption of Kimchi in Children with Kimchi Experience Contents Employing Scientific Experimental Activity (과학 실험 활동을 적용한 김치 체험 콘텐츠가 아동의 섭취 태도에 미치는 영향)

  • Choi, Eun-ok;Kwon, Yong-min
    • The Journal of the Korea Contents Association
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    • v.16 no.4
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    • pp.368-376
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    • 2016
  • Kimchi is a traditional food in Korea and its function in health is globally recognized. However, as the westernization and simplification of dietary habits, kimchi consumption has decreased. In order to promote Kimchi consumption in children, the kimchi educational contents, "Exploring Kimchi", which employs the scientific experimental activity, was developed. This contents was evaluated on its educational effect through a test trial in an elementary school. A total of 137 5th grade students in one elementary school located in Gwangju Metropolitan City, participated in 3 programs that were carried out for 3 weeks and performed a pre-post survey. As a result, the Kimchi Experience Contents employing the scientific experimental activity showed statistically significant positive effects regarding the benefits of Kimchi consumption, the recognition behavior for expressing the familiarity to Kimchi and Kimchi eating intention. In addition, the amount of Kimchi consumption after applying the contents showed a significant increase compared to before applying the contents.

The Bisects of Clothing Consumption Experiences on Brand Attitude (의류제품에 대한 소비경험이 상표태도에 미치는 영향)

  • 김은영;이영선
    • Journal of the Korean Society of Clothing and Textiles
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    • v.21 no.1
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    • pp.104-118
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    • 1997
  • Consumers experience various cognitive and emotional contents of clothing through postpurchase process. These experiences may affect consumer satisfaction as well as brand attitude toward clothing products. The purpose of this study was to examine the effects of consumption experiences on the brand attitude toward clothing products. The research questions for accomplishing the purpose of this study were to investigate 1) the dimension of consumption experiences, 2) relationships among consumption experience, satisfaction and brand attitude toward clothing. The sample of this study was consisted of 431 females. The survey method, and factor analysis and regression were utilized for this study. The results were as follows; First, it was found out the consumption was composed of two dimensions such as cognitive and emotional experiences. According to the result of factor analysis, the cognitive experiences through consumption process were composed of 6 factors, that is, the suitability, fitness, utility/economy, sewing, deformation, and management. And emotional experiences were composed of 5 factors, that is, unpleasure, activeycomfort, inter-oriented pleasure, extra- oriented pleasure, tension. Also emotional experiences could be composed of two dimensions, that is, positive and negative emotion. The positive emotions were included pleasure and active/comfort. The negative emotions were included unpleasure and tension. Second, the result of path analysis showed that consumption experiences were related to satisfaction and brand attitude. A satisfaction influenced on brand attitude more strongly than others. And sewing, activejcomfort, extra-oriented pleasure out of cognitive and emotional experience factors affected to brand attitude directly. Satisfaction was also influenced by cognitive and emotional factors, and was the important mediator in forming brand attitude toward clothing through consumption experience. Above results imply that consumer experience multidimensional cognitive and emotional aspects of clothing through consumption process. The cognitive and emotional aspects consisting of consumption experiences, satisfaction, and brand attitude are interrelated causally. Therefore, experience related variables could be the antecedents of satisfaction and brand attitude. The satisfaction and positive emotion could be also important factors in brand attitude toward clothing.

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Study of Planning of Contents for Optimal Experience on Tourism (최적경험 제공을 위한 관광콘텐츠 기획에 관한 연구)

  • Kwag, KyoungHee;Kim, Kijeong
    • Journal of Digital Convergence
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    • v.11 no.12
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    • pp.735-745
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    • 2013
  • Tour industry has been growing with increasing of people leisure time quantitatively as well as qualitatively. Especially, region tourist industry shows rapid growth because of the development of transportation and communication. Tourist contents that representing the region have been developing briskly. However there are many nominal tourist contents have just region differentiation with same attribute and composition. It has to be consider about tourist first not a contents provider or a developer. To be memorable tourist contents and to connect to consumption, understanding about tourist is needed. So 'Experience' will be standards when tourist contents is planned. In that sense, experience 4factors from Experience Economy and Challenge-skill model from Flow will be frames for giving shape to develop tourist contents. Experience 4factors from Experience Economy suggests 4factors for the superb enjoyment to tourists, and Challenge-skill model from Flow proposes balanced contents for understanding tourists. They will contribute to suggest planning frames for sustainable tourist contents and it lead to tourists' reinstation.

The meaning of experience and immersion to the diffusion of digital contents and consumption behavior based on arousal (디지털 콘텐츠의 확산과 공감 기반 소비행동에서의 경험과 몰입의 의미)

  • Kim, Yeonjeong
    • Journal of Digital Convergence
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    • v.11 no.12
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    • pp.387-392
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    • 2013
  • The purpose of this study investigate the main factors of the diffusion of digital contents and consumer's participation behavior, consumption culture and examine the experiential perspective to consumer's information selection behavior. In digital network, the social presence, challenge, self-presentation, arousal and emotional feeling were significant variables to flow experience. Experiential perspectives focused on the search of identity and self-determination were main basic perspective to explain the diffusion of digital contents, consumer participation. This research result applied to media and device strategy to up-coming digital convergence and adapted to product planning and development, user friendly navigation and emotional human-centered service module.

A study on presence quality and cybersickness in 2D, smartphone, and VR

  • Saeed, Saleh;Park, Unsang
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.16 no.7
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    • pp.2305-2327
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    • 2022
  • Recent improvements in technology have increased the consumption of virtual reality (VR) contents on immersive displays. The VR experience depends on the type of displays as well as the quality of VR contents. However, research on the impacts of VR content quality on VR experience and comparisons among different types of immersive display devices are lacking. In this study, VR contents created with our VR framework, are provided to participants on conventional two-dimensional (2D) immersive displays and VR headset. The geometric alignment of VR contents is improved with the addition of two calibration modes (i.e. preprocessing and straightening). The subjective feelings of presence and cybersickness experienced by participants while consuming VR contents created by our framework and commercial solutions are recorded in the form of questionnaires. The results of this study indicate that the improvements in VR quality lead to a better presence and less cybersickness in both conventional 2D displays and VR headset. Furthermore, the level of presence and cybersickness increases in VR headsets as compared to conventional 2D displays. Finally, the VR content quality improvements lead to a better VR experience for our VR framework as compared to commercial solutions.

A Study on Adolescents' Ethical Consumption Education Experience and Ethical Consumption Behavior (청소년의 윤리적 소비 교육 경험과 윤리적 소비행동에 관한 연구)

  • Jung, Joo-Won
    • Journal of Korean Home Economics Education Association
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    • v.24 no.3
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    • pp.191-208
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    • 2012
  • The purpose of this study was to explore a plan for maximizing effectiveness of adolescents' ethical consumption education. The ethical consumption education experience and the ethical consumption behavior in home, school and society were examined targeting 587 middle and high school students. As a result of research, first, adolescents' ethical consumption education experiences were indicated not to be mostly high. In the sphere of ethical consumption behavior, the ethical consumption education for the future generation of centering on green consumption was being much performed. Second, the students are much facing ethical consumption through participating in event and voluntary-service activity as for school program and through participating in flea market as for social program. And the tendency was being shown that has high contact frequency in ethical consumption education through internet. Third, the adolescent consumers' ethical consumption behavior level was not high as a whole. Thus, it could be known that the ethical consumption education is needed continuously. Especially, the education of the ethical consumption for current generation is further demanded. Fourth, the factors of having influence upon adolescent consumers' ethical consumption behavior were indicated that the more ethical consumption behavior is shown in more taking home consumer education and school consumer education in case of women and in the lower school year as for school year. In this way, the importance of ethical consumption education in home, school and society is indicated. Thus, there will be a need of being developed the educational method and the educational contents that are connected with real life so that adolescents themselves can acquire through experience by being linked mutually.

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A Study For Gamers' Experience Patterns in mobile Games (모바일 게임에서 나타나는 게이머의 경험 패턴에 대한 연구)

  • Gwak, E Sac
    • Journal of Digital Contents Society
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    • v.19 no.6
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    • pp.1033-1041
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    • 2018
  • This study presents an investigation into game patterns prominent in mobile games. The term "pattern" used in this study is inherited by the concept used in "A study for user experience of the game : based on the pattern type and the pattern type attribute of the game space" by Gwak E Sac(2016). There is, however, a difference between them. While the previous study limited the gamers' experience patterns to "game spaces" in the use of "pattern," the present study expanded the scope of gamers' experience patterns to the "mobile game market." Although the mobile game market is growing rapidly, there is a tendency of uniformity in mobile games due to the reduction of development time and the destruction of genres in the development of mobile games. Recognizing this situation, the investigator summarized experience patterns in the current mobile game market into: repeat familiar game play, valuable game action, value and consumption of time and preference and selection of game.

User-created multi-view video generation with portable camera in mobile environment (모바일 환경의 이동형 카메라를 이용한 사용자 저작 다시점 동영상의 제안)

  • Sung, Bo Kyung;Park, Jun Hyoung;Yeo, Ji Hye;Ko, Il Ju
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.8 no.1
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    • pp.157-170
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    • 2012
  • Recently, user-created video shows high increasing in production and consumption. Among these, videos records an identical subject in limited space with multi-view are coming out. Occurring main reason of this kind of video is popularization of portable camera and mobile web environment. Multi-view has studied in visually representation technique fields for point of view. Definition of multi-view has been expanded and applied to various contents authoring lately. To make user-created videos into multi-view contents can be a kind of suggestion as a user experience for new form of video consumption. In this paper, we show the possibility to make user-created videos into multi-view video content through analyzing multi-view video contents even there exist attribute differentiations. To understanding definition and attribution of multi-view classified and analyzed existing multi-view contents. To solve time axis arranging problem occurred in multi-view processing proposed audio matching method. Audio matching method organize feature extracting and comparing. To extract features is proposed MFCC that is most universally used. Comparing is proposed n by n. We proposed multi-view video contents that can consume arranged user-created video by user selection.

An Analysis of User Experience of Metaverse Fashion Shows Based on Grounded Theory - Focusing on Schmitt's Experiential Marketing - (메타버스 패션쇼 이용자 경험 평가에 관한 근거 이론 연구 - 번 슈미트의 체험 마케팅을 중심으로 -)

  • Min-Ji Lee;Jung-Min Lee;Eunjung Shin
    • Fashion & Textile Research Journal
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    • v.25 no.5
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    • pp.578-592
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    • 2023
  • This study identified and evaluated by deriving and categorizing concepts related to the user experience of metaverse fashion shows using grounded theory, which is a qualitative research method. Based on experiential marketing theory, in-depth interviews were conducted for 14 days with 14 males and females in their 20s and 30s. The research results and contents are as follows: The causal condition was the purpose of using metaverse fashion shows, and the action/interaction strategy caused by such a case was found to be establishing a system for metaverse fashion shows and promoting a positive brand image. The results included content evaluation of satisfaction, normal, or dissatisfaction. The contextual condition was a change in the form of consumption that emphasized experience, while the interventional condition was psychological distance. Based on this, the core category was defined as "consumption patterns that emphasized the purpose of use and experience affects the metaverse fashion shows and psychological distance appeared as a user experience evaluation through the establishment of a system of metaverse fashion shows and the promotion of a positive brand image". User types were classified as active or passive. Active users have the autonomy to select content according to their individual preferences, and accordingly, their experience preference tends to change. In contrast, passive users' preference for the technical quality of content is relatively low, but they have a high concentration of content diversity and audio-visual interest elements.