• Title/Summary/Keyword: 간접 체험

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A Study on the Effect of Healing Experience Program on Satisfaction: Focused on Experience Cost and Experience Time (치유체험프로그램이 만족도에 미치는 영향에 관한 연구: 체험비용과 체험시간을 중심으로)

  • An, Hye-Jung;Kan, Soon-Ah
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.17 no.3
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    • pp.183-200
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    • 2022
  • This study is a study on the effect of a healing experience program on satisfaction in the field of healing agriculture. In the development of a rural experience program, what factors constituting the healing experience program affect satisfaction, and how much time and participation cost affect the satisfaction of the healing experience program from the marketing point of view of the healing experience program. I want to analyze By researching the effect of experience cost and experience time on satisfaction of the healing experience program, I would like to suggest the development direction of the healing experience program. To this end, by empirically analyzing the effect of a healing experience program using experience cost and experience time as parameters on satisfaction, we present a theoretical basis for priority considerations when developing a rural experience program. There are entertainment experience, educational experience, deviant experience, and aesthetic experience as sub-factors of the experience program, experience time and experience cost as parameters, and satisfaction as a dependent variable. In addition, the reliability of the research results was secured by setting the demographic variables of the survey subjects as control variables. The empirical analysis was conducted on 314 valid questionnaires from the unspecified majority who were interested in or aware of the healing experience program. SPSS v22.0 was used, and to test the mediating effect, the three-step verification method of Baron & Kenny(1986) and the SPSS PROCESS Macro Model No. of Andrew F. Hayes(2018). 4 The reliability of the mediating effect was secured by applying the verification method and comparing the analysis resul. As a result of the study, it was found that educational experience (𝛽=.134, t=1.759*) had a positive (+) effect on experience cost, and aesthetic experience (𝛽=.144 t=1.684*) had a positive (+) effect on experience time. +) was found to have an effect. Also, educational experience (𝛽=.239, t=4.112***) was found to have a positive (+) effect on satisfaction, and aesthetic experience (𝛽=.330 t=4.921***) had a positive effect on satisfaction. It has been shown to have a (+) effect. Experience time was found to have a negative (-) inconsistent mediating effect between aesthetic experience and satisfaction. That is, it is the total effect (𝛽=.330 t=4.921***), and the direct effect (𝛽=.349 t=5.241***) increased by 𝛽=.019 compared to the total effect when the experience time was input, while the indirect effect (𝛽=-.019), which was shown to exert a negative (-) mediating effect.

Development of interactive children's museum contents for online-offline experience and research on satisfaction level (온·오프라인 연계 체험형 어린이 박물관 콘텐츠 개발 및 만족도 조사 연구)

  • LEE, JI-EUN;LEE, SANG-WON
    • Journal of Digital Convergence
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    • v.19 no.9
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    • pp.59-65
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    • 2021
  • This study intends to find a positive effect on the learning of elementary school students by developing the exhibition contents of on-offline museum. This on-offline museum contents were combined with existing exhibit types and direct experience elements, and the theory of [blended learning]. Through this study, analyzing the limitations of existing online museum and finding with experiment to see if the new contents had a learning effect compared to the existing online museum. As a result of the experimental study, the content with a [direct experience] was counted as a high satisfaction and frequency index, and the [play] and [experience] type of direct experience contents showed higher satisfaction than the indirect experience type contents. Through this study, we want to provide new implications and development possibilities in the development of contents that online museums can provide, and to promote various effects on children's education.

The Effect of the Visit to Dementia Home Experience Program on the Awareness of Dementia (치매 가정체험프로그램 관람이 치매 인식에 미치는 효과)

  • Park, So Yeon;Kim, Deok Ju
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.10
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    • pp.263-271
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    • 2018
  • The purpose of this study is to find that people's visit to a dementia home exhibition hall is effective at improving their perception of dementia. The satisfaction of visitors to the dementia home exhibition hall and a change in their perception of dementia after the visit were analyzed. The study subjects were 52 residents in S city. This study had been conducted from April, 5 to May, 25, 2018. The dementia home exhibition hall has welfare kits installed in an entrance, a rest room, a living, and a kitchen. Virtual reality experience program and the program of wearing clothes to experience an elderly person were performed together. As a result, the visitors' satisfaction was high overall, and their visit was educationally effective at improving their perception of dementia. After their visit to the hall, the residents showed high increases in the scores of the questions about the perception of dementia causes, dynamism & system, symptoms & diagnosis, and treatment & prevention. The residents with middle years and higher of age were more satisfied than those in other age groups with the introduction of dementia, and prevention methods, introduction of safe and comfortable home environment, and appropriateness of experience program. In this study, it was positive that the differentiated experience program which was not existed actively led the participation of the target person and attracted high education satisfaction in a short time. In the future, it will be necessary to develop an extended experience program, provide an environment for direct experience of dementia, and perform a continuous program to draw more citizens' attention.

Case Study for Virtual Reality-based Drone Racing Game (가상현실 기반의 드론 레이싱 게임 개발 사례)

  • Kim, Donguk;Kwak, Jeonghoon;Kim, Hyeok;Sung, Yunsick
    • Annual Conference of KIPS
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    • 2016.04a
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    • pp.671-674
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    • 2016
  • 최근 비행이 자유로운 드론의 활용도가 급격히 증가하고 있다. 드론을 사용함에 있어서 시간 및 공간의 제약, 비용 등의 문제가 있다. 이와 같은 문제는 초급 사용자의 진입을 어렵게 한다. 가상 환경에서 드론을 조종하게 함으로써 초급 사용자의 진입 장벽을 낮추고 사용자의 간접 체험을 유도해서 흥미를 유도할 수 있다. 본 논문에서는 가상현실 기반으로 드론 레이싱 게임을 즐기기 위한 게임 개발사례를 소개한다. 실제로 접하기 힘든 드론 레이싱 체험을 가상현실에 접목함으로써 드론의 관심을 높이고 조종 실력을 배양시킨다.

A Literature Review of Biophilic Design Applied to Healthcare and Welfare Facilities: Comparison of Facilities for the Elderly and Children/Adolescents (건강·복지시설에 적용된 바이오필릭 디자인 문헌연구: 노인과 아동청소년 시설 비교)

  • Soonwung Kim;Sunhee Cho
    • Journal of Industrial Convergence
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    • v.21 no.11
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    • pp.67-74
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    • 2023
  • This study is a literature review analyzing the characteristics of biophilic design in health and welfare facilities for the elderly, children, and adolescents. Studies on biophilic design in such facilities were selected from two Korean databases. Eight studies were analyzed based on biophilic design elements, and the characteristics of biophilic design were compared between facilities for the elderly and those for children/adolescents. Elderly facilities exhibited more patterns of 'direct experience of nature' than their counterparts, while children/adolescents' facilities displayed more patterns of 'space and place experience' compared to facilities for the elderly. The pattern of 'indirect experience of nature' was similar for both the elderly and children/adolescents. We suggest utilizing more 'direct experience of nature' patterns, such as natural light and water, to reduce stress in vulnerable children and younger individuals. Additionally, incorporating more 'experience of space and place' patterns may help reduce stress and enhance the cognition of older individuals.

Development of Virtual Reality Program for Safety Improvement of Hydrogen Fueling Station (수소충전소의 안전성 향상을 위한 버츄얼리얼리티 프로그램 개발)

  • Kim, Eun-Jung;Kim, Young-Gyu;Moon, Il
    • Journal of the Korean Institute of Gas
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    • v.12 no.4
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    • pp.29-33
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    • 2008
  • The focus of this study is to develop a virtual reality program for safe training and virtual reality of hydrogen station. This programme consists of 4 modules such as hydrogen and safety module, hydrogen station module, hypothetical experience module, and accident scenarios module for hydrogen experts. User can experience with principles and operation condition and collect the information of hydrogen station by this programme and can simultaneously study the probable scenarios, emergency response plan/standard operating procedure about hydrogen stations. It makes it possible to educate and safety publicity for the trainee. This virtual reality program will be expected to be helpful for hydrogen station's construction propagation and technology development which is essential for hydrogen energy induction.

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A Study on Visual Contents Exhibition Design as Efficient Spatial Experience Utilizing Internet of Things (사물인터넷을 활용한 효율적인 공간체험 영상콘텐츠 전시 디자인에 대한 연구)

  • Ryu, Chang-Su
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.05a
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    • pp.611-612
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    • 2017
  • Recently, exhibition space has incorporated a format in which visual contents providers and viewers can directly or indirectly experience the space with a sense of immersion. By offering more extended spatiality within a limited space, such exhibition design is now transcending physical limitations and expanding to visual reality; as such, exhibition design demands the implementation of not only visual elements but information services generated between people, contents, and objects. To this end, this study examines the changes and the development direction of exhibition techniques that use Internet of Things (IoT), which is a representation of environmental change in exhibition design of our times; it also explores the various forms of change based on the perception of the visual contents (visual exhibits) users during the act of accumulating and using information through the smartphone communication of viewers who experience the space through IoT. Finally, the study conducts a case study on the relationship between a regular exhibition and an exhibition design that makes use of IoT, in order to propose an exhibition design with which to verify whether the viewers are immersed in and experience a sense of realism from visual contents by identifying the viewers' visual and emotional changes.

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Interactive Cultural Content Using Finger Motion and HMD VR (Finger Motion과 HMD VR을 이용한 인터렉티브 문화재 콘텐츠)

  • Lee, Byungseok;Jung, Jonghee;Back, Chanyeol;Son, Youngro;Chin, Seongah
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.6 no.11
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    • pp.519-528
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    • 2016
  • Most cultural contents currently we face are not suitable for associating with state of arts and high technology as simply providing one-sided learning. Pictures and movies of cultural contents also sees to utilize for efficacy of cultural education. There are still some limitations to draw interest from users when providing one-sided learning for cultural study, which aims to only deliver knowledge itself. In this paper, we propose interactive HMD VR cultural contents that can support more experience to get rid of aforementioned limitations. To this end, we first select quite interesting and wellknown cultural contents from world wide to draw more attention and effect. To increase immersion, presence and interactivity we have used HMD VR and Leapmotion, which intentionally draws more attention to increase interest. The cultural contents also facilitate augmented information as well as puzzle gaming components. To verify, we have carried out a user study as well.

Safety Class Design with Bitbricks (비트브릭을 활용한 안전 수업 설계)

  • Park, Minyoung;Shin, Seungki
    • 한국정보교육학회:학술대회논문집
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    • 2021.08a
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    • pp.303-308
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    • 2021
  • In this study, we intended to present a class design plan that combines safety education and software education, which are very important in the school field, but are considered necessary for change. In order to realize safety education centered on indirect experience, the 12th class plan was devised as a "Smart Safety Commuter Road Production Project" using a physical computing tool called Bitbrick. Based on the 12th city's class plan, qualitative research was conducted with interviews with a total of five teachers, showing both the effectiveness and problems of applying them to the class. The effectiveness is that unlike conventional delivery-type safety education, indirect experience-oriented safety education centered on real-life situations is possible, and it can be expected that procedural thinking skills can be developed along with stimulating interest. However, the problem has been shown that the process of implementing the direct situation can be challenging and that even activities can be more efficient than group activities.

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Projector-based Control Unit for Home Appliance (가전제품을 위한 프로젝터 기반의 컨트롤 장치)

  • Lee, Jung-Bae;Park, Han-Hoon;Park, Jong-Il
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.1025-1030
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    • 2006
  • 과거에는 시스템이 돌아가기만 하면 되지 편리함이나 사용자의 취향을 고려하는 것은 모두 사치라는 생각이 있었다. 그러나 현재는 단순히 사용성에 근거한 시스템만으로는 그 시스템이 좋은 시스템이라고 평가 받기에는 부족한 면이 있다. 이제는 시스템이 HCI 관점에서 평가되며, 이때 시스템개발의 최종목적은 단순히 동작하는 시스템을 만드는 것이 아니라 사용자들에게 최적의 경험을 제공할 수 있는 시스템을 개발하는 것이다. 이러한 최적의 경험은 시스템과의 상호작용이 유용하고, 편리하며, 직관적이어야 얻을 수 있다. 일반적으로 TV 리모컨은 화면에 미리 지정된 부분들을 순차적으로 이동하는 간접 이동 방식으로 매우 간단한 인터랙션만을 제공해 준다. 본 논문에서는 사용자에게 보다 직관적인 인터페이스를 제공해주기 위해 리모컨의 기능을 확장한 프로젝터 기반의 가상 리모컨을 제안한다. 가상리모컨은 사용자가 원하는 위치에 생성될 수 있으며, 기존의 TV 리모컨과 같이 미리 지정된 메뉴 사이를 이동해서 제한된 선택을 하는 것이 아니라, 보다 직관적인 인터페이스를 통해 직접 기기를 동작시키는 가상 체험을 느끼면서 조작할 수 있도록 해 준다. 실험을 통해, 기존의 TV 리모컨이 일정한 학습을 필요로 했던 것과는 달리, 체험자들은 사전 학습없이 TV의 주요 기능을 가상리모컨을 사용함으로써 쉽고 빠르게 컨트롤할 수 있음을 확인하였다.

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