포함하고 있지 못함)
(2) 경험중심적 입장
- 하드웨어의 조합이 아니라 특수한 형태의 경험(experience)으로 보아야 한다고 주장
- 스토이어 : “자각하는 자가 원격현전(telepresence)을 경험하는 실재적 또는 시뮬레이션된 환경”
- 하임(Heim, 1993)
① “참여자가 수신한 정상적인 감각 입력을 컴퓨터
experience of the customers
Product catalogs can be visualized
A 3D product view will create a selling opportunity
Customers can be encouraged to buy with AR offers
Customers can be lured inside the stores
/ AR in Tourism /
Tourism is accountable for 30% of the world’s exports of services, 6% of overall exports of goods, and is the basis of the service culture in many societies.
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3.3 Data Collection and Data Analysis
For the data collection, three simulated situations were made based on the studies mentioned above. The situations that were selected all allow the usage of FN even in the case of an asymmetrical relationship in United States but never in Korea. Also, these three situations are situations which Korean university students can easily encounter andexperience
2. Experiment
2-1. Original IOR Experiment
This experiment was an imitation of Posner's original experiment. We used E-Prime to design this experiment. There were 10 participants who were university students and selected regardless of their sex.
Method
Figure 2.1.1 Basic paradigm (Posner, M. I. & Cohen, Y., 1984, Components of Visual Orienting)
The display shown was similar to the o
and abundant nutrition
2) Method of increasing revenue
(1) Direct management store: If 3rd person is the owner of the store, Orion couldn’t control the direction of the management easily. For example, agents tend to increase the operating sales through popular products. But from the point of Orion, it needs to experiment the chance of the new product because taste of the consumers changes