• Title/Summary/Keyword: experiential intent

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The Research on the Factors of the Experiential Intention on Broadcast Program - hedonic value and utilitarian value - (방송프로그램의 특성이 경험의도에 주는 영향 - 실용적 가치와 쾌락적 가치의 매개 -)

  • Jeong, Yun-Hee
    • Management & Information Systems Review
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    • v.31 no.4
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    • pp.217-236
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    • 2012
  • This study attempts to suggest a model on the factors of the experiential intent. We propose a model that includes (1) the entertainment, aesthetic, empathy, information as exogenous constructs, (2) utilitarian value and hedonic value, as mediating constructs (3) experiential intent, as endogenous construct. To test the model, we analyze the data using the LISREL structural modeling. The results of our analyses suggest, as expected, that program traits -entertainment, aesthetic, empathy, information- influence utilitarian value and hedonic value, in turn, utilitarian value and hedonic value influence the experiential intent. We conclude with a discussion of managerial implications, including the potential to advance understanding the factors of experiential intent on broadcast program.

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The satisfaction of the theme park using the makeup experience - In the center of Everland - (분장 체험을 활용한 테마파크 만족도, 충성도, 재방문의도에 관한 연구 - 에버랜드 중심으로 -)

  • Jo, Ye-Won;Rhee, Young-Ju
    • Journal of the Korea Fashion and Costume Design Association
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    • v.21 no.3
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    • pp.55-66
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    • 2019
  • The makeup experience service in a theme park was analyzed for the study on the makeup service using experiential marketing based on recent consumer experience. The results of the study showed that the utilization, marketing effect, and lifestyle in makeup service at the Experiential marketing are analyzed. In other words, according to the variables, the purpose of this study is to the effect on the satisfaction, loyalty, and Intent to revisit. In this study, in order to achieve this, literature research and Empirical study on the same time. In literature review, Theories and previous studies were considered which are about experience marketing, lifestyle, makeup service, loyalty, satisfaction, and the intent to revisit. Then, a research model and a hypothesis were established. In empirical study, Based on this, it was applied to the makeup service in a theme park and verified through analysis methods such as frequency analysis, reliability verification, factor analysis, and structural equation modeling. The results showed that experience marketing and lifestyle had a significant influence on satisfaction, loyalty, and return visit intention. Based on this research, the makeup service using experience marketing would be hopefully more practical as a typical culture content marketing.

A Study on Effect of the Book Curation Education Program Using Experiential Economy Theory on Perceived Value, Continuous Participation Intent (체험경제이론에 의한 북큐레이션 교육 프로그램이 지각된 가치와 지속적 참여 의도에 미치는 영향에 관한 연구)

  • Kim, Mi-Jung;Lee, Byeong-Kee
    • Journal of Korean Library and Information Science Society
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    • v.53 no.3
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    • pp.1-24
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    • 2022
  • By developing and implementing a book curation education program that reflects the experiential economy theory, this study aims to verify the effect that experience perception of the program has on continuous participation intention and perceived value of the program. Teaching and learning activities of book curation education programs were organized so that practitioners can experience activities for 4 experience element, entertainment experience, educational experience, escapist experience, esthetic experience according to experience economic theory. This study surveyed 195 peoples who participated in the program to measure the effectiveness of the program. As a result of analysis, research hypothesis 1 (the perception of experiences in the book curation education program affects the perceived value of the program) revealed that aesthetic and entertainment experiences were significant, and research hypothesis 2 (the perception of experience in the book curation education program affects the intention to continue participating in the program) showed that all other factors except educational experiences were significant.

The Impact of Late-Night Fits on Utilitarian·Hedonic Value and Shopping intent (심야 적합성이 심야쇼핑의 실용적·쾌락적 가치와 쇼핑의도에 미치는 영향에 관한 연구)

  • Jeong, Yun-Hee
    • Management & Information Systems Review
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    • v.33 no.5
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    • pp.117-130
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    • 2014
  • The purposes of this study were to consider the influence of person-late night fit in the perceived value, intent of late-night shopping. The late-night shopping model which we present in this study incorporates three effects including the time fit and the physiological fit, the mood fit factors. Also, we expect that these fits effect utilitarian value and hedonic value, in turn, utilitarian value and hedonic value effect shopping intent. Survey research is employed to test hypotheses involving late-night fits, values, shopping intent. We collected data involving various late-night shopping, and used 221 respondents to analyze these data using LISREL structural modeling. The proposed model was a good fit with the data(GFI= .96 NNFI= .80 CFI= .92, AGFI= .88, RMR= .044), the hypothesized relationships were partly significant(p< .05). In the final section, we discussed several limitations of our study and suggested directions for future research. We concluded with a discussion of managerial implications, including the potential to advance understanding experiential consumption and implying an enhanced ability to attract late-night shopper.

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A Strategies for Attraction of Consumers in Urban Entertainment Centers and Investigation of Relationships between User Satisfaction and Intent of Revisiting (복합상업시설에서의 집객화 전략요소와 이용자 만족도 및 재방문 의도와의 관련성에 관한 연구)

  • Kim, Hyungjun
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.12 no.3
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    • pp.311-325
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    • 2016
  • This study aims to investigate strategies for attracting consumers in Urban Entertainment Centers and understand the relationship between user satisfaction and intention of revisiting. To accomplish this, the strategic attraction factors were set as functional, experiential, episodic, and semantic. The relationships between these factors and revisiting intentions were studied experimentally. The result of the study can be summarized to 3 points. First, the 4 strategic factors that were selected all had a significant influence on revisiting intention. Therefore the more these factors have an influence, the higher the satisfaction and revisiting intentions. Secondly, out of the attraction factors the one with the biggest influence to customer satisfaction turned out to be 'functional factors' which is related to convenience, accessibility and availability. The factor that had the biggest influence on revisiting intentions turned out to be 'semantic factors' which is related to events, unusualness and temporality. Through this result we can see that to enhance satisfaction 'functional factors' should be considered first and to increase revisiting intentions 'episodic factors' should be considered first. Thirdly, it could be assumed that satisfaction of the visitors could boost intentions of revisiting.

A Method of User-Friendly Design Fiction Applying Affordances (어포던스를 활용한 사용자 친화적 디자인 픽션 방법론)

  • Lee, Ji-Hye
    • The Journal of the Korea Contents Association
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    • v.21 no.1
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    • pp.129-138
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    • 2021
  • This study suggests user-friendly design fiction method applying user-centered design process. Design fiction is a method that predicts futures from design perspective with critical discourses and physical representation. It has been regarded importantly in HCI and interaction design realms as aesthetical and experiential approaches, yet not firmly established. Especially, it has not been considered from user-centered perspective which considers users and related problems. Anticipatory design based on current problems which predicts futures and defines design-oriented scenario is becoming significant. Therefore, this study regards design fiction method in relation to prior design also should consider user-centered perspective, not just experimental approaches. In this regards, this study tries to apply user-centered process, specifically affordances which lead more intuitive and direct impact on users into conventional design fiction process. This study led junior students in visual communication major into design fiction process with specific topics and the Design with Intent Toolkit amongst practices of creating affordances so as to develop new design fiction process with its diverse outcomes. Throughout the process, this study aims to suggest alternative user-friendly design fiction method beyond its critical and experiential approaches.

Research on Adoption and Preference of 5G using Learning Service (5G 교육 서비스의 채택과 선호에 관한 연구: 대학생을 중심으로)

  • Lee, Junghwan;Kim, Sungbum
    • The Journal of the Korea Contents Association
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    • v.20 no.1
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    • pp.192-201
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    • 2020
  • This study commercialization of 5G will enable transformation of university education. This study identifies five attributes (device type, learning place, learning content, learning field and expense payment) and corresponding levels to study the impact of 5G in the future of university education. The attributes and the levels are then combined into few 5G education service alternatives for respondents to rank. 102 students ranked the alternatives based on their preferences and intent to use. Results indicate that the intent to use 5G-based education service was high with 86% and the most important factor was expense payment (37%), followed by learning field (26%), learning content (24%), device type (8%) and learning place (5%). Specifically, students preferred smart device, practical and experiential content, ubiquitous (no limitation of space and time) learning, practical education and free rate when adopting 5G-based education service. These will provide implications to accelerate adoption of and exploitation of 5G for innovating university education.

A Study on the Exhibition Space Composition and the Exhibition Method of the Theme Museum in Jeju (제주지역 테마박물관의 전시공간구성과 전시방식에 관한 연구)

  • Hong, Ji-Ho;Park, Chul-Min
    • Korean Institute of Interior Design Journal
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    • v.17 no.5
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    • pp.115-122
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    • 2008
  • There are many ways to know the social and cultural level of each country. Among them, a museum are not only the best place to understand the history, the life style and the culture level. The most important constituent, which museum architecture has, are visitors, exhibition and communication between visitors. Exhibition space composition is the one of important things in museum architecture, and it's essential to show an intent of exhibition to visitors. This thesis has the purpose to provide the basic material through analyzing exhibition space composition and exhibition method of the theme museum and understanding the relativity of them so that the new theme museums can be designed in the Tight direction. So I chose the independence museum that opened within recent 10 years, finally middle & small size's theme museum were selected. The results from the case study are as follow. Firstly, the exhibition space unit of basic type and center-hall enter type had a one-way for gateway and used the exhibition of three or four faces. The exhibition space unit of around tile center-hall type and guidance type had the separated gateway and used the exhibition of one or two faces. Secondly, the exhibition method of selected museums was divided into the wall face type and the island type. The exhibition method of two faces mainly used in guidance type caused complicated visitor circulation. In that case, it seemed to be good that two walls were used alternately. Thirdly, there were visual type, audio-visual type, handling type and experiential type in the method of exhibition. The former two types were used mostly, and the latter two types were rarely used. Fourthly, the wall face type was inefficient for exhibition because given walls were supposed to be used. Therefore, it was more effective to use the wall face type and the island type together.

Point Cloud Content in Form of Interactive Holograms (포인트 클라우드 형태의 인터랙티브 홀로그램 콘텐츠)

  • Kim, Dong-Hyun;Kim, Sang-Wook
    • The Journal of the Korea Contents Association
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    • v.12 no.9
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    • pp.40-47
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    • 2012
  • Existing art, media art, accompanied by a new path of awareness and perception instrumentalized by the human body, creating a new way to watch the interaction is proposed. Western art way to create visual images of the point cloud that represented a form that is similar to the Pointage. This traditional painting techniques using digital technology means reconfiguration. In this paper, a new appreciation of fusion of aesthetic elements and digital technology, making the point cloud in the form of video. And this holographic film projection of the spectator, and gestures to interact with the video content is presented. A Process of making contents is intent planning, content creation, content production point cloud in the form of image, 3D gestures for interaction design process, go through the process of holographic film projection. Visual and experiential content of memory recall process takes place in the consciousness of the people expressed. Complete the process of memory recall, uncertain memories, memories materialized, recalled. Uncertain remember the vague shapes of the point cloud in the form of an image represented by the image. As embodied memories through the act of interaction to manipulate images recall is complete.

An Analysis of evaluations of Exhibition Design for Cheongju International Craft Biennale (청주국제공예비엔날레 전시회장 조성에 관한 평가와 분석)

  • Cho, Young-Youn;Lee, Kang-Hoon
    • Korean Institute of Interior Design Journal
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    • v.18 no.6
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    • pp.60-68
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    • 2009
  • Cheoungju International Craft Biennale is not just an art exhibition but more like a pubic festival which is including an experiential learning and a public participation section as well as a special exhibition and an international competition section. Thus it is strongly required to present an appropriate meaning and mood corresponding to each exhibition hall. The paper has examined the exhibition topics during the last 10 years and the plannings and contents to install the exhibition hall according the yearly topic and it has analyzed the comprehensive evaluations after the exhibition. The research scope is limited to the part related to the exhibition hall and facilities, which is including calculation of dimensions and layout, access and movement system, the appropriateness of the design and construction period, measure of applied technology appropriateness, post management as well as planning intent, estimation of the number of the visitors, preliminaries. With the results shown in the comprehensive evaluation and analysis, the paper has presented two issues, the one related to the procensure and preparation and the other related to the facilities. It is showed that both problems are due to the lack of expertise and it is necessary for the experts to participate from the first step of the procedure including planning for the successful exhibition. For the appropriate exhibition hall corresponding to the exhibition planning and scale, it is required to have the professional considerations of successful space and visitor's movement management, display environment, construction method, and post management. The study presents that architectural and interior design have to take an active part in constructing exhibition design in overall stage including the initial, practice, and evaluation stage.