The DX Museum Strategy based on Multimodal Blueprint: Generation Z

Author:

Lee Ahhyun,Lee Ahhyun,Ryu Huijun,Ryu Huijun,Choi Huisu,Choi Huisu,Koo Yoori,Koo Yoori

Funder

Ministry of Education

National Research Foundation of Korea

Publisher

Korean Society of Design Science

Reference68 articles.

1. Ahn, J. H., & Lee, J. S. (2020). A Study on the Reliability and Validity of the Collection of the Ethnography Method of Service Experience Data - Focusing on I know You_AI Service -. Journal of Service Research and Studies, 10(4), 43-55.

2. Visual display, pointing, and natural language

3. Bae, S. Y. (2022). A Study on the Development of Contemporary Art Audiences According to the Benefits of Art and Experience Satisfaction -Focusing on Generation Z's propensity to consume culture-. Arts & Cultural Management, 5, 85-110.

4. Baek, H. S. (2023). A Study on the Usage Behavior and Satisfaction of Skin Care Room according to Life Style of MZ Generation (Unpublished master's thesis). Konkuk University, Seoul, South Korea.

5. Bevan, N. (2008). Classifying and selecting UX and usability measures. International Workshop on Meaningful Measures: Valid Useful User Experience Measurement. Reykjavik, Iceland.

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