experience, you can’t keep the experience. Price overcome issues of perishability
Intangibility (souvenirs) – we are not selling product which can be touched, but the feeling, experience - we buy souvenirs of experience-based entertainment, but we cannot take home the experience itself. It is in our memory, not in our shopping bag.
Temporality (WOM) – at that time, at the cinema
1.1.1. The direction of progress
In this project, we decided to develop the interesting system based on the social network service. Our program's name is Cartoon Relay that make it possible to make a story with unknown people. This program has character connecting each individual naturally in the web.
The cartoon relay is composed 4 main parts. Through the functions that are View, Draw, Ran
based on the location information of the messages and users. To show the messages appropriately on a camera screen, a digital compass and an accelerometer of the client trace direction and rotation information of the device. Based on the distance between user and message, and on the rotation information of the user, the messages are scaled and floated on appropriate directions.
4. Experiment M
< Purchasing Goods in Second Life>
Ⅰ.Objectives & Reason
Nelson’s consumer behavior theory (1970) on experience goods and search goods is based on real life. After Nelson, Schoenheit Ingo suggests in his research, “Social Quality of Products”, 2004, experience goods, search goods and trust goods have different factors related to purchasers’ perception. Based on these theories, thi
Experiment
1. Hypothesis
Based on what we said earlier, we set up the hypothesis.
“Ideal personality traits are different in between Western and Eastern culture.”
2. Basic procedure of this experiment
We decided to find out the ideal personality traits using comparison analysis through the experiment outcome between people from western culture and people from eastern culture.
Compa