• Title/Summary/Keyword: 디자인체험

Search Result 354, Processing Time 0.025 seconds

A Study on the Influencing Factors of Sustainable Use Intention & Addiction of Social Media WeChat (소셜미디어 위챗의 지속 이용의도와 중독의 영향요인 연구)

  • Qiang, YaLi;Bae, Seung-Ju;Kwon, Mahn-Woo;Lee, Sang-Ho
    • Journal of the Korea Convergence Society
    • /
    • v.12 no.12
    • /
    • pp.245-255
    • /
    • 2021
  • This study is an empirical study on how factors such as social factor, entertainment factor on the Wechat social media platform affect users' flow and addiction to use. Researchers thought that despite the increasing addiction of social media Wechat users, existing social media research is limited to service quality and satisfaction, so research on user flow and addiction is necessary. Therefore, the researchers try to through empirical analysis, the WeChat use to addiction path to social factor (social interactivity, payable) and entertainment factor (entertainment, life relevance), examine how WeChat user experience affects the use intention and satisfaction, and determine its role in the user's WeChat addiction and flow, and tested. The results of this study are expected to provide a new theoretical basis for future research on addiction use of social media.

A study on metaverse of China's Dunhuang Frescoes through COSPACES EDU (COSPACES EDU를 통한 중국 둔황 원시벽화 메타버스 연구)

  • Liu, Bo-Ya;Oh, Seung-Hwan
    • Journal of Digital Convergence
    • /
    • v.19 no.11
    • /
    • pp.463-470
    • /
    • 2021
  • Due to natural and human factors, dunhuang frescoes in China have gradually degenerated. China has conducted digital transformation of frescoes since 1990. However, it requires expensive research costs. Most of the visitors passively accept transformation contents and lack subjective participation. The paper focuses on produces a prototype of Dunhuang frescoes on the CoSpaces EDU. It was implemented as a metaverse through procedures such as transforming the cave into 3D, mapping images to the cave model and developing CoBlocks. The research puts forward a more specific methodology without expensive costs of development. The paper makes it easier to realize the immersive and interactive virtual Dunhuang frescoes world, to improve the tourism contents and educational effect. This research carries on the statistics to the product result which develops according to the user experience of 100 different ages, has obtained the good feedback. The research results need to be improved is to strengthen the processing of graphic details. Therefore, Optimization and improvement of the result will be carried out in the future research.

A Study on the Implementation of Metaverse Education :Focused on Arts Education (메타버스기반의 온라인 교육 플랫폼 활용 가능성 연구 - 예술교육 중심으로-)

  • Gao, Si-Yang;Yoon, YoungDoo
    • The Journal of the Korea Contents Association
    • /
    • v.22 no.7
    • /
    • pp.540-547
    • /
    • 2022
  • Online education is a major trend in the future education change and the COVID-19 pandemic has further accelerated the process. Online education has become an important part of the modern education system because of its stability and continuity. However, the disadvantages of traditional online education can reduce users' experience, thus upgrading online education is the key to future education. Metaverse, as a new platform for online education, redefines the occurrence space of online education, changes the teaching mode and learning and evaluation methods of online education, and shows its development potential. This research analyzed the characteristics of Metaverse and its technological development status, and then proposed an intelligent online education environment construction scheme based focused on Metaverse of art education.

A Study on User Evaluation of VR Games on Improving Visual Immersion (시각적 몰입감 향상에 관한 VR 게임의 사용자 평가 연구)

  • Lee, Lang-Goo;Chung, Jean-Hun
    • Journal of Digital Convergence
    • /
    • v.20 no.2
    • /
    • pp.407-413
    • /
    • 2022
  • This study conducted empirical analysis through user experience and questionnaire to find out whether the technical and contextual elements of the 'COVID-19 SABER' VR game produced and developed through initial research affect the improvement of the user's visual immersion. As a result first, the hypotheses regarding the resolution, viewing angle, effect, and design quality of the technical elements were accepted, but the hypotheses regarding the frame rate and the brightness of the lighting were rejected. Next, as for the hypothesis of the contextual elements, the hypothesis about background, directing, color and texture, interest and fun was adopted, and the hypothesis about storytelling was rejected. In summary, it was concluded that in order to increase the visual immersion of VR games, technical elements resolution, viewing angle, effect, design quality, contextual elements background, directing, color and texture, interest and fun must be designed and produced. The results of this study are expected to serve as basic data for the production and development of VR games that can induce and improve user's visual immersion in the future.

A Study on the Factors Affecting Users' Willingness to Pay, Flow and Addiction for OTT Service: Focusing on China's OTT Service Platform iQIYI (OTT 이용자의 지불의도와 몰입, 중독에 이르는 영향요인 연구 - 중국 OTT 서비스 플랫폼 아이치이를 중심으로)

  • Li, Ting-Ting;Bae, Seung-Ju;Lee, Sang-Ho
    • Journal of the Korea Convergence Society
    • /
    • v.13 no.1
    • /
    • pp.167-178
    • /
    • 2022
  • This study attempted to confirm the effect of the user's characteristics on perceived ease of use, perceived usefulness, willingness to pay, flow and addiction to OTT service platform iQIYI users. Researchers believe that as the number of OTT service users who are willing to pay increases, research on the influencing factors and the cause of addiction is needed. As a result of the study, first, it was found that perceived usefulness affects willingness to pay, second, use intention and willingness to pay affect flow, and third, willingness to pay and flow affect addiction. This study considered that it has theoretical and practical value in that the route to flow and addiction of OTT service users was set and tested with intention to use and pay. Researchers hope that the study will expand in terms of willingness to pay and use experience of OTT services in the future.

Achieving the improvement of efficiency and vitalization of ARD-based ICT experiential education contents (ARD기반의 ICT체험 교육콘텐츠 효용성 개선 및 활성화 구현)

  • Chung, Hee Hyoung;Kim, Kyung Hoon
    • Korea Science and Art Forum
    • /
    • v.19
    • /
    • pp.623-633
    • /
    • 2015
  • Use of technology through utilization of ICT (Information Communication Technology) in field study area is rapidly increasing. Thus, when applying ICT to experiential education, apart from experiential education contents in simple form, the demand for new high quality contents is increasing considering change in education paradigm focusing on creativity. As a result, high quality interactive experiential education content for developing self-directed future talents is required. As a result of this, the development of ARD-based ICT experiential education content system that enhances learning effect of students by integrating ARD-based (Augmented Reality Display) ICT and experiential education to promote existence and immersion is being tested. This paper aims to improve efficacy and achieve vitalization through case analysis of AR-based ICT experiential education content. As a result of case analysis, the composition of content for improving education content included 1) constant securing and strengthening of experiential education content, 2) necessity for development of participating education content by diverse age groups, 3) development of differentiated ICT experiential education content, and 4) securing professional manpower and development of content in connection with education process. Therefore, with the efficacy of ARD-based ICT experiential education content, this study can first, enhance bond between students, second, enable self-directed learning, third, increase practical understanding in contents that were difficult to control by textbook contents, and fourth, increase interest and immersion in learning. Therefore, the contents on new converging technology that can maximize the development of constant content and cooperation between ICT technology and pedagogy for educating creativity and autonomy of ICT experiential education content.

A Study on the Effects of Visual Merchandising (VMD) Components of Fashion Virtual Reality (VR) Stores on Psychological Benefits of Technology Adoption (패션 가상현실(VR)매장의 비주얼 머천다이징(VMD) 구성요소가 기술 수용의 심리적 효용에 미치는 영향 연구)

  • Kahn Jung Mi;Lee Eun Jung
    • The Journal of the Convergence on Culture Technology
    • /
    • v.9 no.4
    • /
    • pp.601-610
    • /
    • 2023
  • The study analyzed the effect of VMD components of virtual reality (VR) stores on the psychological effectiveness of technology acceptance. As a result of the analysis, among the VMD components of fashion virtual reality (VR) stores, experientiality, aesthetics, and suitability had a significant positive effect on perceived usefulness, perceived ease of use, and perceived enjoyment. There was no significant effect on perceived usefulness, perceived ease of use, or perceived enjoyment. The results of this study are significant in that they conducted an empirical study on the intention of use due to the VMD components of a fashion virtual reality (VR) store, which was rarely covered in previous studies on fashion virtual reality (VR) stores.

A Case Study of User-Centered Design Process for Developing Mobile Contents - Focused on Occupation Simulation Game Contents for Children on the Wireless Internet (사용자 중심 디자인 프로세스를 적용한 모바일 컨텐츠 개발 사례 - 어린이를 위한 무선인터넷 기반의 직업 시뮬레이션 게임 컨텐츠 개발을 중심으로)

  • 최수의;김현정
    • Archives of design research
    • /
    • v.17 no.1
    • /
    • pp.309-318
    • /
    • 2004
  • As the mobile market has been expanded and segmented, a mobile market for kids could be possibly appeared sooner or later. Then, it is necessary to develop a new contents for the new media - a mobile game hardware for kids. These days, kids are most interested in computer games, and they do not have enough time to play with peers. Therefore, in this paper, edutainment game contents based on the wireless internet, are developed. The game could supply kids' learning, fun and especially, peer interaction. In order to develop a game contents through user centered design process, the state of art in mobile hardware and contents was examined, a secondary research and interviews and survey was conducted to understand users. Then, when ideas for game contents has suggested, behavior prototype test was done to verify and modify contents. The suggested game contents in this study, is a occupation simulation game, in which kids simulate their own future career and learn related knowledge in a unintentional way. The result of the study suggests the new direction of edutainment game contents and platform. Also, this study shows the representation of user-centered contents developing process for kids, which could be helpful for the following studies.

  • PDF

Development and Application of Middle School Students Maker Education Program using Arduino based on Design Thinking (아두이노를 활용한 디자인씽킹 기반의 중학생 메이커 교육 프로그램 개발 및 적용)

  • Kim, Sung-In;Kim, Jin-Soo;Kang, Seong-Joo;Kim, Tae-Young;Yoon, Ji-Hyun
    • 대한공업교육학회지
    • /
    • v.44 no.1
    • /
    • pp.162-189
    • /
    • 2019
  • The purpose of this study is to develop and apply a Design Thinking-based Maker education program utilizing Arduino for middle school students. The study progress was made in four stages of preparation, development, implementation and evaluation according to the PDIE model. In this study, experts were verified for validity and pre-applied to students to improve the maker education program developed based on literature review. Then, it was applied to middle school club classes to check the effects through analysis of quantitative and qualitative data. In addition, the development of the program was completed by supplementing the improvements found in the course. The results of this study are as follows. First, the topics of the maker education program that can be used in middle schools were selected in consideration of the analysis of the 2015 revised curriculum, methods to using the Arduino, and social interest. Second, the program developed based on the selected topic consists of 4 classes of maker basic learning and 16 classes of design thinking-based maker activities. Third, the developed maker education program had a significant effect in improving STEAM literacy of middle school students, but did not have any significant effect in the interest in technology and orientation towards an engineering career. Fourth, learners were interested in the activities of designing and freely making by themselves, and they positively evaluated the experience of realizing the physical computing with Arduino. In addition, they practiced the spirit of a maker, such as autonomously collecting data and sharing them with colleagues, etc. while acting as a maker.

Study of Recognition and Spatial Attributes of Gwanghwamun Square - With a Focus on Text Mining and Social Network Analysis - (광화문광장의 인식 분석 연구 - 텍스트마이닝과 소셜네트워크 분석을 중심으로 -)

  • Kyung-Sook Woo;Byoungwook Min;Jin-Pyo Kim
    • Journal of Environmental Impact Assessment
    • /
    • v.32 no.3
    • /
    • pp.187-194
    • /
    • 2023
  • This study identified how users of Gwanghwamun Square perceive the space and derived the spatial attributes of Gwanghwamun Square. There are four spatial attributes of Gwanghwamun Square: preservation of the historical environment, beauty of the surrounding landscape, suitability as a resting place, and activation of recreation. The first attribute, preservation of the historical environment, refers to the spaces that reflect the unique characteristics of Gwanghwamun Square and resonate with culture, including the Blue House, Bukaksan Mountain, Gyeongbok Palace, Yukjo Street, King Sejong, and Yi Sun-sin. The second attribute, beauty of the surrounding landscape, is related to the provision of abundant greenery and natural environment without disturbing the surrounding landscape, and includes landscape, sky, and greenery. The third attribute, suitability as a resting place, refers to various landscape facilities and services to enhance visitor comfort, including tables, chairs, shade, planters, rest areas, and fountains. Finally, recreational activation. This is the provision of various experiences, including exhibitions, performances, experiences, and sightseeing. Utilizing the attributes of Gwanghwamun Plaza derived from this study, it will provide important implications for the reconstruction of Gwanghwamun Plaza if future studies on valuation and estimation of Gwanghwamun Plaza are conducted to verify the differences in preferences by type.