• Title/Summary/Keyword: Using Experience

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An Analysis of the Experience of Visitors of Fishing Experience Recreation Village Using Big Data - A Focus on Baekmi Village in Hwaseong-si and Susan Village in Yangyang-gun - (빅데이터를 활용한 어촌체험휴양마을 방문객의 경험분석 - 화성시 백미리와 양양군 수산리 어촌체험휴양마을을 대상으로 -)

  • Song, So-Hyun;An, Byung-Chul
    • Journal of Korean Society of Rural Planning
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    • v.27 no.4
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    • pp.13-24
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    • 2021
  • This study used big data to analyze visitors' experiences in Fishing Experience Recreation Village. Through the portal site posting data for the past six years, the experience of visiting Fishing Experience Villages in Baekmi and Susan was analyzed. The analysis method used Text mining and Social Network Analysis which are Big data analysis techniques. Data was collected using Textom, and experience keywords were extracted by analyzing the frequency and importance of experience texts. Afterwards, the characteristics of the experience of visiting the Fishing Experience Village were identified through the analysis of the interaction between the experience keywords using 'U cinet 6.0' and 'NetDraw'. First, through TF and TF-IDF values, keywords such as "Gungpyeong Port", "Susan Port", and "Yacht Marina" that refer to the name of the port and the port facilities appeared at the top. This is interpreted as the name of the port has the greatest impact on the recognition of the Fishing Experience Villages, and visitors showed a lot of interest in the port facilities. Second, focusing on the unique elements of port facilities and fishing villages such as "mud flat experience", "fishing village experience", "Gungpyeong port", "Susan port", "yacht marina", and "beach" through the values of degree, closeness, and betweenness centrality interpreted as having an interaction with various experiences. Third, through the CONCOR analysis, it was confirmed that the visitor's experience was focused on the dynamic behavior, the experience program had the greatest influence on the experience of the visitor, and that the experience of the static and the dynamic behavior was relatively balanced. In conclusion, the experience of visitors in the Fishing Experience Villages is most affected by the environment of the fishing village such as the tidal flats and the coast and the fishing village experience program conducted at the fishing port facilities. In particular, it was found that fishing port facilities such as ports and marinas had a high influence on the awareness of the Fishing Experience Villages. Therefore, it is important to actively utilize the scenery and environment unique to fishing villages in order to revitalize the Fishing Experience Villages experience and improve the quality of the visitor experience. This study is significant in that it studied visitors' experiences in fishing village recreation villages using big data and derived the connection between fishing village and fishing village infrastructure in fishing village experience tourism.

The Development of Experience Education Program for Elementary Upper Grades using Local Environmental Resources of Jeju Island (제주도의 지역 환경 자원을 활용한 초등학교 고학년용 체험교육 프로그램 개발)

  • Kang, Kyung-Hee
    • Hwankyungkyoyuk
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    • v.22 no.3
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    • pp.72-82
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    • 2009
  • The purpose of this study was to develope experience-education program for elementary students which use environmental resources and learning sources of Jeju island. This study designed developing framework of environmental education program for using local resources and developed experience-education program on the basis of it. Especially this program consisted of direct experience, indirect experience, and local community learning. This program consisted of five activities -'Jeju's water', 'Mecca of wind power', 'Rushing jellyfish', 'Ramsar wetland', and 'Searching the fossil'. Each activity themes was to use environmental resources of Jeju island. And this program had relationship with science, social studies, and ethics in the curriculum. The result of this study will serve to activate environmental education program for using local resources if we solve program's problem through application process.

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A Study on the Aesthetic Experience in the Playful Space using Art and Technology (예술과 테크놀러지를 활용한 유희적 공간에서의 미적 경험에 관한 연구)

  • Kim, Seyoung
    • Korean Institute of Interior Design Journal
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    • v.22 no.3
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    • pp.61-69
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    • 2013
  • The conventional boundaries between art and technology are being torn down by the development of science in the 21st century. It is fulfilling the convergence to emphasize two-way communication. This research is to study the aesthetic experience of the space design which appeared in the playful space of art and technology. The purpose of this study is to analyze the expression and characteristics of the art and technology applied for the playful space, to present the intrinsic value of aesthetic experience, and finally to focus on the necessity of aesthetic experience in modern society. In the Playful space of art and technology, research methods and settings of the range to study the aesthetic experience are as follows: First, establish a theoretical consideration about the concept and characteristics of the aesthetic experience, based on Philosophical theories. Second, analyze the meaning of art and the expression elements and characteristics by using technology. Third, discuss the concept of play and features of aesthetic experience in the playful space. Fourth, investigate analysis of the case studies, focused on the architecture and space design announced through the media recently. Finally, proposes the value for the applicability of aesthetic experience that appears playful space works affect us. I saw the aesthetic experience that appears playful space independent reaction and lead to behavioral changes and physical experience to maximize the effectiveness of participation. and it is to maximize a pleasurable experience, while increasing the commitment to participate in the space. Expressions using art and technology are activated by stimulation of the emotional experience, creating a new aesthetic experience. In the modern, the new environment is being created by the convergence of art and technology and it stimulates the imagination of art. Also, it has been newly regulated the meaning of human emotions and consciousness in the new space, surrounded by technology.

User Experience Validation Using the Honeycomb Model in the Requirements Development Stage

  • Kim, Neung-Hoe
    • International journal of advanced smart convergence
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    • v.9 no.3
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    • pp.227-231
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    • 2020
  • Recently, the importance of user experience (UX) has been rapidly increasing. Its utilization is emphasized for development of systems, products, and services. User experience is widely used across industries including services, products, processes, society, and culture. Therefore, if it is unsatisfactory, it is likely to have a direct negative impact on the corresponding system, product, or service. The failure to analyze user experience causes significant damage to the project, which may lead to its failure or redevelopment; it is hence necessary to prioritize the verification of UX in the earliest stages of development. The requirements development stage, which is a preceding stage, is an appropriate stage for the verification of user experience because the identification of user needs is completed and prototypes can be implemented. In this paper, we proposed a systematic requirements development stage; it adds user experience verification activities to the requirements development stage, using the Honeycomb model, which is a widely used tool for verifying the overall UX. User experience verification was added to the existing requirements development activities, which consisted of three steps: model definition and requirements placement, discussions between external and internal stakeholders, and review by internal stakeholders. By easily validating the user experience through this systematic requirements development stage, we expect to minimize the damage to the project due to the failure of the user experience analysis and increase the possibility of success.

A Study on Brand Personality and Experience in Early Morning Delivery as a New Distribution Service

  • LEE, Jangsuk;KIM, Jinhwan
    • Journal of Distribution Science
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    • v.18 no.10
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    • pp.5-14
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    • 2020
  • Purpose: Early morning delivery markets have grown exponentially in the last few years. This study aims to verify the effects of brand experience factors and brand personality factors of Market Kurly, a representative early morning delivery brand, on brand attachment and brand loyalty. Research design, data, and methodology: For this purpose, 204 ordinary people in their 20s and 40s who have experience in using Market Kurly were surveyed. 7 hypotheses were verified by using hierarchical regression analysis. Results: Affective experience, intellectual experience, and behavioral experience among brand experience factors had a positive effect on brand attachment. Also, brand personality-self-image congruence and brand personality-human brand congruence as brand personality factors had a positive effect on brand attachment. The brand attachment was identified as an important preceding factor to explain the brand loyalty of Market Kurly. Conclusions: When applying brand experience factors to the early morning delivery service context, each brand experience factor affected brand attachment and brand loyalty. The scope of research on brand personality-self-image congruence was expanded in that it considered both brand personality-human brand congruence and brand personality-self-image congruence. This study provides academic and practical implications by revealing that brand experience factors and brand personality factors can positively affect brand attachment and brand loyalty.

Correlation Analysis between Dance Experience and Smoothness of Dance Movement by Using Three Jerk-Based Quantitative Methods

  • Park, Yang Sun
    • Korean Journal of Applied Biomechanics
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    • v.26 no.1
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    • pp.1-9
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    • 2016
  • Objective: The aim of this study is to investigate the association between dance experience and smoothness of hand trajectory during dance by using three jerk-based quantitative methods (integrated squared jerk, mean squared jerk, and dimensionless jerk). Methods: Eleven Korean traditional dancers whose experience of dancing ranged from 5 years to 20 years participated in this study. Dancers performed the Taeguksun motion in Korea traditional dance. Six infrared cameras were used to capture the movement of the hands of the dancers. The smoothness of hand movement was calculated using three jerk-based methods. Results: With regard to the smoothness of the right hand, dance experience was significantly correlated with dimensionless jerk (r=0.656, p=0.028), while dance experience was not significantly correlated with integrated squared jerk (r=0.581, p=0.552) and mean squared jerk. With regard to the smoothness of the left hand, there was no correlation between dance experience and any of the three jerk values. Conclusion: Our results showed that individuals with more dance experience performed the task more smoothly. This study suggests that dimensionless jerk should be used as a predictor for smoothness in dance movement. Thus, our results support the idea that smoothness is an aspect of movement quantity distinct from speed and distance.

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.

Classification of Place for Experiential Learning through Analysis of Previous Study and Actual Status of Elementary Schools in Gyeonggi-do about Science Experience Learning (과학체험학습에 관한 선행연구 및 경기도 지역 초등학교 운영실태 분석을 통한 다양한 과학체험학습장의 활용방안 모색)

  • Kwon, Nanjoo;Kwon, HyoekJae
    • Journal of Korean Elementary Science Education
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    • v.38 no.1
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    • pp.43-54
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    • 2019
  • In order to organize various places for science experience study, this study gathered and analyzed prior research on science experience study and various science experience perated in school. To that end, a total of 162 relevant prior studies of literature published from 2000 to 2016 were collected and 2,201 cases of science experience study conducted in 2015 were collected and analyzed. The place where the science experiential learning was done is divided into three areas of natural ecology, cultural history, facility experiential learning study, and the characteristics of participating subjects are examined. In terms of the number of articles published in the field of science-related experiential learning areas, 83 ecological experience study sites (51.2%), facilities institution experience study sites 56 (34.6%), and cultural history experience study books 23 (14.2%). Through this study, it was found out that research tendency to analyze science - related attitudes became prominent by setting study subjects using natural objects around and learning to play while playing and playing in nature. There was also an analysis by subjects of participation in science related experience learning centers. Cultural history experiential learning field was significantly lower than previous studies. In the lower grades, nature ecological experience learning was mainly performed. Combining the above findings, it can provide implications for the development of science-related experience activities. First, it is necessary to develop a technology-related experience learning center using local community resources. Second, it is necessary to expand the culture and history experience learning center related to science. Third, we need an education support center to support the expansion and operation of such a technology-related cultural history learning center.

Estimating the Economic Value of Boat Fishing Experience Activity Using Travel Cost Method: Focused on Jeju Island's Chagwido (여행비용법에 의한 선상낚시 체험활동의 경제적 가치 추정 : 제주 차귀도를 대상으로)

  • Kang, Seok-Kyu
    • The Journal of Fisheries Business Administration
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    • v.47 no.2
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    • pp.33-41
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    • 2016
  • The purpose of this study is to estimate the economic value of boat fishing experience marine tourism activity in Jeju Island's Chagwido. The economic value is estimated as consumer surplus using count data models including the truncated Poisson model and the truncated negative binominal distribution model. This study collects the effective 504 questionnaires from boat fishing experience tourists in Jeju Island's Chagwido. The truncated negative binominal distribution model was statistically more suitable and valid than other models. The truncated negative binominal distribution model was applied to estimate consumer surplus as economic value from boat fishing experience tourism activity in Jeju Island's Chagwido. A consumer surplus value per trip was estimated as about 209,900 won. The annual economic value from boat fishing experience tourism activity was estimated as 273,700 won in Jeju Island's Chagwido. Consequently, boat fishing experience marine tourism activity has a very large economic value in Jeju Island.

The Effect of the Experience Clue of Chatbot Service in E-Commerce on Customer Experience and Trust (이커머스 챗봇서비스의 경험 단서가 고객경험과 신뢰에 미치는 영향)

  • Choi, Sang Mook;Choi, Do Young
    • The Journal of Information Systems
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    • v.31 no.4
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    • pp.123-143
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    • 2022
  • Purpose The purpose of this study was to investigate the experience cues of chatbot services provided to existing customers familiar with the e-commerce environment, and to examine the effect of chatbot service's experience cues on customer experience and chatbot trust. Design/methodology/approach This study was conducted on consumers who experienced chatbot services in an e-commerce environment, the final 299 copies of valid data were obtained, and the research hypothesis was verified using PLS as a structural equation model. Findings As a result of the analysis, it was found that functional cues that cause customer experiences using chatbot services had a positive effect on cognitive and emotional experiences, human cues had a positive effect on cognitive, emotional and relational experiences, and customer experiences had a positive effect on chatbot trust.