• Title/Summary/Keyword: 경험 연구

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From Contemplation to Participation: Empirical Study on Effect of Audience Participation on Aesthetic Experience (관조에서 참여로: 관객참여가 미적경험에 미치는 영향에 대한 실증연구)

  • Zhang, Cheng;Um, Myoung-Yong
    • Journal of the Korea Convergence Society
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    • v.11 no.8
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    • pp.287-296
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    • 2020
  • The purpose of this study is to explore the differences in aesthetic experience according to the level of audience participation. Flow experience and aesthetic distance were utilized as proxies for aesthetic experience. A total of 70 undergraduates participated in the experiments of this study. In terms of flow experience, active participation groups were found to have relatively greater flow experiences compared to contemplation groups and passive participation groups. However, there was no difference in flow experience between the contemplation groups and the passive participation groups. In light of aesthetic distance, which means psychological distance, people in active participation groups were found to have a closer psychological distance from artwork than those in contemplation groups and passive participation groups. Also, those who belonged to the passive participation group showed a closer psychological distance than the contemplation group. The results of this study provide artists and art organizations with implications for enhancing audience attraction as well as the completeness of artwork.

Self-respect Moderating Effects on Adolescents with Emotional Problems due to Neglect and Abusive Experiences (방임 및 학대경험이 청소년의 정서문제에 미치는 영향에 대한 자아존중감 조절효과)

  • Kim, Sug-Hyang;Kim, Hyung-Mo
    • The Journal of the Korea Contents Association
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    • v.18 no.2
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    • pp.26-36
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    • 2018
  • The purpose of this study is to verify the self-respect moderating effect on adolescents with emotional problems because of neglect and abusive experiences. The results are as follows: First, the level of abusive experiences was higher than that of neglect in adolescents. General characteristics including genders and individual family situations were found to be the influences causing emotional problems in adolescents. Second, adolescents with high levels of neglect and abuse experienced high levels of depression, social anxiety, aggression and physical symptoms. Third, even though self-respect did not have a strong moderating effect on the emotional problems of adolescents who suffered neglect and abuse, there was a difference between the abuse experience and the emotional problem in the inclination test results for the high and low group based on the average of the self-respect of the respondents. The results of this study suggest that the need for a stronger variable to reduce the negative emotional state among adolescents experiencing neglect and abuse is related to emotional problems.

A Study of the Influence of Digital Media's Consumer Experience on Brand Equity and Purchasing Intention -Focused on Interactive Digital Media Consents using Iris Recognition Techniques (디지털 미디어를 통한 소비자 경험이 브랜드 자산 및 구매의도에 미치는 영향에 관한 연구 -홍채 인식 기술을 이용한 디지털 콘텐츠를 중심으로 -)

  • Kim, Shinyoup;Baek, Jee Hee
    • The Journal of the Korea Contents Association
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    • v.14 no.10
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    • pp.677-684
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    • 2014
  • The purpose of this study, due to recent increase of digital outdoor media, is to analyze the consumer experience of interaction with digital media. Through this study it was found that experience factor consisting of cognitive, emotional, and interactional factors has a mediating effect on brand preference and brand reliability which in turn influence consumers' purchasing intention. On the other hand, it was verified that the consumer satisfaction of the experience does not directly influence purchasing intention, but only through the mediation of brand reliability. This research has implications on the academic field as well as in work-level practices, as a study based on an actual operating digital media, not a laboratory simulation that verifies the importance of digital media experience in forming brand equity through immediate influence on brand preference and brand reliability.

Searching the Meaning of Life Insurance Planner's Job Experiences (생명보험설계사의 직무경험 의미 탐색)

  • Kim, Yeon-Chul;Han, Sang-Kil
    • The Journal of the Korea Contents Association
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    • v.16 no.7
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    • pp.190-206
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    • 2016
  • This study explores the meaning of life insurance planner's job experiences achieving job security, high performance and high income. After 6 of life insurance planners working in the field were chosen as the study participants, we use narrative approach to studying the meaning of their job experiences. The study shows that perception about job competency of planners depends on the level of experience: candidates who had no experience at all feel that anyone can perform planner's job, new employees after introduction training program see planners can do with product knowledge and consulting competency, and experienced people admit they can perform successfully only when they have good attitude towards customers and do all their work in a conscientious manner. Also, the meaning of planner's job experiences is identified as awareness of work value and serving customers with their commitment. The anticipated factors that make planner's job performed successfully are playing a role as a teacher, doctor, and angel, being regarded as happiness preacher for economic stability of individuals and families, and displaying their performance as experts.

Comparison the Difference of User Experience for Mobile Facebook and Instagram Using Nonparametric Statistics Methods -Focused on Emotional Interface Model- (비모수적 통계방법을 이용한 모바일 페이스북과 인스타그램의 사용자 경험 차이 비교 -감성인터페이스 모형을 중심으로-)

  • Ahn, Ji-Hyun;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.14 no.11
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    • pp.481-488
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    • 2016
  • This study is about comparing the mobile user experience of Facebook and Instagram which are most often used among the recent SNSs by the people in their 30s and under. This study analyzed the user experience level after dividing the user experience factors through the Creating Pleasurable Interfaces model, and suggested the mean analysis as well as the result of Wilcoxon rank test which is a nonparametric statistics method. As a result of study, the Display information visually factor in functional factor and the configuration of the main page in convenient factor were a statistically significant difference in the mobile user experience of Facebook and Instagram. It is expected that this study may help seeking the user experience factors to be promoted preferentially in a competitive situation through the statistical comparative evaluation of the experience of two SNS users.

The effects of childhood-adolescence trauma on the suicidal ideation in adults: Focusing on moderating effects of posttraumatic growth (성인의 아동청소년기 외상경험이 자살생각에 미치는 영향 : 외상 후 성장의 조절효과를 중심으로)

  • Park, Eun A;Cho, Hye Chung;Lee, Jae Kyeong
    • Korean Journal of Social Welfare Studies
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    • v.47 no.3
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    • pp.223-249
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    • 2016
  • The purpose of this study was to investigate moderating effect of posttraumatic growth between childhood-adolescence trauma and suicidal ideation. 151 adults in their 20's to 40's were utilized by analyzing moderated multiple regression. The major findings of this study were as follows ; First, the study showed significant relationship between childhood-adolescence trauma and suicidal ideation. To be specific, the more childhood-adolescence trauma increased, the more suicidal ideation increased. Second, the results presented that posttraumatic growth moderated relationship between childhood-adolescence trauma and suicidal ideation. The more childhood-adolescence trauma increased, the more suicidal ideation strongly increased in group of lower posttraumatic growth. Whereas, the more childhood-adolescence trauma increased, the more suicidal ideation mildly increased in group of higher posttraumatic growth. Based on these findings, it was suggested that intervention for people who have childhood-adolescence trauma and practical strategy for posttraumatic growth are needed in social welfare practice.

A Study on Flow Experience Structures of Korean Wave Tourists: Focused on Effect Model of Flow (몰입경험구조 결정 요인연구: 한류 브랜드 몰입경험을 중심으로)

  • Lee, Tae-Hee;Yoo, Jae-Kyung
    • International Area Studies Review
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    • v.13 no.3
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    • pp.461-480
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    • 2009
  • In proposing the concept of flow which focuses on experiencing the sites visited by Korean wave tourists as induced by drama or movies, this paper investigated role of involvement variables for Korean wave tourists in influencing flow construct of film sites. The involvement of Korean wave was found to operate as a mechanism by which challenge, skills, focused attention on site might be more organized or more actively experienced. This recognizes that there is clearly a need for making the FIT sites exposed much by any mix of various media. This study showed that challenges and skills influence enjoyment as output factor of flow film site visitors are assumed to participate the roles of film characters, experiencing the places and atmosphere. The degree of visitors' reflections in the film optimizes awareness of flow experiences on the site. Therefore, it is necessary to provide more detailed experiential program on the film sites with the wide variety of flow-related contents in the film.

A Convergent Study of Variables Influencing on Suicide Ideation of Adolescents in Multicultural Family (다문화가족 청소년의 자살생각에 영향을 미치는 요인에 대한 연구)

  • Kim, Min-Kyeong
    • Journal of the Korea Convergence Society
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    • v.10 no.2
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    • pp.315-324
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    • 2019
  • The purpose of this study was to identify socio-demographic variables, psychological variables and socio-relational variables influencing on suicide ideation of multicultural families. The participants were 186 multicultural adolescents. Data analysis was used descriptive statistics, correlation and multiple regression with the SPSS 23.0 program. The major findings were as; Self-esteem is highest in 3.40, hopelessness is 3.34, discrimination experience is 3.14, school violence victim is 2.78 and suicide ideation is 1.98. Suicide ideation was positively correlated with stress, hopelessness, depression, school violence victim and discrimination experience except self-esteem. Multicultural adolescents' suicide ideation was positively affected by significant hopelessness, depression, stress, school violence victim and discrimination experience. And the findings was provided basic report for the intervention program on suicide ideation regarding to psychological variables and socio-relational variables of multicultural adolescents.

Case Study about BX(Brand Experience) Design System Development -Focusing on JUNGGANEGOTGAN Brand- (브랜드 경험(Brand Experience)디자인 시스템 개발사례 연구 -'정가(家)네곳간' 브랜드 개발사례 중심으로-)

  • Kim, Sung-Jae
    • The Journal of the Korea Contents Association
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    • v.18 no.11
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    • pp.38-46
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    • 2018
  • This study is about brand design system development cases based on BX, focusing on research of JUNGGANEGOTGAN brand conducted from January 2018 to April. BX is a subjective and internal response of consumers arising from design stimulus including brand identity. BX design is brand-related stimulus based on brand experience and BX is generated when stimulant of brand design and consumers' contacting with brand are interacting. The most important thing of BX design system is that BX design system plays a very important role when consumers choose goods or services of some brand at the various touch points of brand in the process that consumers form the certain brand image. This study suggests the final completed brand design draft plan along with brand design system development strategy conducted about JUNGGANEGOTGAN based on BX design. As a result, modeling and associations of JUNGGANEGOTGAN brand experience design seem to be statistically meaningful (F=30.961, p<.001). Preferences of brand design is rated by modeling (=.443, p<.001), associations (=.218, p<.001) in order and it turns out to be affected.

The Effect of Presence and Interactivity of Digital Signage Using 3D Virtual Reality on Brand Experience and Attitude (3D 가상현실을 이용한 디지털 사이니지의 실재감과 상호작용성이 브랜드 경험과 태도에 미치는 효과)

  • Han, Kwang-Seok
    • Journal of Digital Convergence
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    • v.17 no.4
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    • pp.299-307
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    • 2019
  • In this study, we experimented with experience of digital signage using Virtual Reality technology, and the difference between presence and interactivity in brand experience and digital signage attitude. We conducted a two-way MANOVA analysis with cognitive presence, emotional presence, and media presence as the independent variable and interactivity level(high vs low) as dependent variables and the brand experience and attitude as dependent variables. First, cognitive presence was found to be most effective through behavioral experience when low interactivity. Second, emotional presence also has a positive effect on emotional experience when the level of interactivity is low. Third, media presence has a positive effect on emotional experience if the level of interactivity is low. This study suggests a communication strategy to communicate presence according to the characteristics of media strategy and technology through appropriate level of interactivity when using digital technology. Future research requires a qualitative approach rather than a quantitative one in terms of interactivity.