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A study on the attribute of infotainment design (인포테인먼트 디자인의 개념 연구)

  • Oh, Byung-Keun
    • Archives of design research
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    • v.19 no.2 s.64
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    • pp.229-240
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    • 2006
  • It is very important issue in information design to improve information efficiency by adapting interesting factors in changing circumstance of information communication. The concept of infotainment is utilized in designing information contents in a way of combining entertainment factors with information itself based on various media and representation technologies. The information arousing user's attention, which includes interesting factors, is persuasive message comppared to the informative message conveying only information itself. The reason why infotainment is persuasive is because it makes the user absorb deeply in the information during the process of understanding by sensorial stimuli, cognitive interest, and situational interest. The sensorial stimuli originates from the expression elements of information design. The cognitive interest from the user's intellectual activities has a try to overcome mental block when user confronts with the redundant expression in the manner of unexpectedness and inharmony. The situational interest originates from user's optimum experience by the flow of satisfaction. Therefore, the attribute of infotainment is defined with the stimuli, the redundancy, and user's satisfaction. Its design elements consist of physical factors, organizational factors, and psychological factors. The physical factors through sensorial stimuli are utilized by visual manipulation such as visual analogy or visual pun, multimedia, and moving expression. The organizational factors through redundant expression bring user's imagination by adapting storytelling, event, and interaction in the process of understanding information. The psychological factors through expression of entertainment interests such as humor, play, and game give users psychological satisfaction with the flow. In conclusion the concept of infotainment can be adapted when the design factors should be integrated with its attributes, or the conveying information should go well with its purpose and characteristics.

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Importance Analysis of SCM Adoption Factors (SCM 도입 요인 중요도 분석)

  • Kim, Wou-Yong;Yang, Hea-Sool
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.10 no.9
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    • pp.2290-2299
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    • 2009
  • This study aims to analyze the importances of various SCM adoption factors suggested in precedent researches with AHP. SCM adoption factors were categorized by four types: organization factor, transaction factor, relation factor, and information factor. Each factor has sub-factors. Organization factor has five sub-factors: adoption strategy, support of CEO, maturity of information technology, development of assessment system, and innovation leadership. Transaction factor has three sub-factors: transaction period, delivery/quality, and shared goal. Relation factor has five sub-factors: trust, collaboration, inter-dependence, conflict, and immersion. Information factor has three sub-factors: information quality, information share, and information exchange. There are sixteen sub-factors altogether. Analyzing the importances of SCM adoption factors with AHP, the importance of organization factor(.387) ranked the highest. Relation factor(.291), information factor(.167), and transaction factor(.155) followed. Putting the analysis results of primary hierarchy factors and secondary hierarchy factors together, support of CEO(.169) ranked the highest and trust(.124), adoption strateg (.089), share goal(.081), information exchange(.069), collaboration(.064), and information share (.057) followed.

Undergraduate Students' Perspectives towards Modernization of Historical Costume in Historical Drama -Focused on Havruta Learning- (사극 드라마에 나타난 고증 의상의 현대화에 대한 대학생들의 인식 -하브루타 학습법을 중심으로-)

  • Kim, Jang-Hyeon;Lee, Yu-Rim
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.22 no.5
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    • pp.343-353
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    • 2021
  • Historical dramas are changing in response to the public who wants more dramatic development, and historical costumes are also expressed in a modern sense. The purpose of this study is to examine the modernization of historical costumes in historical dramas and how the modernization of historical costumes in historical dramas is fostered from the learner's point of view with suggesting implications. As a result of this study, first, the essential problem with the modernization of historical costumes was the excessive modern transformation that undermines historical facts in historical dramas. Second, the negative perceptions of the modernization of historical costumes in historical dramas included the loss of the unique Korean identity, decreased immersion in drama, and the educational influence of media. Positive perceptions focused on the increased interest through raising awareness of traditional culture, compromises on changes in the times, and increased visual play of the public. Third, the implications of the modernization of historical costumes in historical dramas require the awareness improvement of participants in historical drama and a thorough preliminary investigation by the costume designer on the historical costume, an in-depth study of traditional costumes, a systematic educational approach, viewers' attention, and government effort.

A Design and Effect of Design Thinking-Based Team Project Learning in Nursing Clinical Practice (간호학 임상실습에서 디자인씽킹 기반 팀 프로젝트 학습 설계 및 적용효과)

  • Kang, Myung-Ju;Chung, Kyung-Hee;Cho, Jeong-Ah
    • The Journal of the Korea Contents Association
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    • v.19 no.3
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    • pp.336-348
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    • 2019
  • This study aimed to verify the effects of design thinking-based team project learning on nursing college students' empathy and proactivity of problem solving. This study also examined the subjects' experiences obtained from participating in team project activity through reflective analysis. The research was a one-group, pre-and-posttest design. The subjects were 64 seniors majoring in nursing studies in N university who had attended the course of nursing management practice. During the course, they participated in a design thinking team project for a total of 10 sessions for two weeks, five times per week, and one and a half hour per day. Data was analyzed using SPSS Win 22.0, a paired t-test was conducted and Pearson's correlation coefficients were calculated. Content analysis was carried out on their experiences obtained from participation in team project activity. The subjects' empathy(t=-2.94, p=.005) and proactivity of problem solving(t=-6.23, p<.001) showed statistically significant difference between before and after the design thinking-based team project learning and had significant positive correlation(r=.634, p<.001). Analysis of team reflection revealed four themes: design thinking, empathy, problem solving ability, and critical thinking. This study verified that design thinking-based team project learning was very effective in developing nursing college students' empathy and proactivity of problem solving. Research Results Design Thinking Based on team learning, project learning is an effective teaching learning method for finding and defining customer needs, creating a solution to problems, and enhancing engagement and empathy through various stakeholder collaborations I could.

Development and Application of a Science History Role-Playing Game for High School Students' Understanding of Nature of Science: Focus on Storytelling of the Continental Drift Theory (고등학생의 과학의 본성 이해를 위한 과학사 롤플레잉게임(SHRPG) 개발 및 적용 -대륙이동설 스토리텔링을 중심으로-)

  • Shim, Eun-Ji;Choe, Seung-Urn;Kim, Chan-Jong
    • Journal of The Korean Association For Science Education
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    • v.39 no.1
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    • pp.45-57
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    • 2019
  • NOS education through the history of science is regarded effective. However, science teaching has been criticized for not considering the interest of the learners enough and providing the context of learning themes that hinder the understanding of NOS. This study intends to convey the NOS element through the rich context of storytelling. The theme of the story is the history of continental drift, in which, the debate of many scientists and Wegener's creativity are prominent. Of the various media that deliver storytelling, the most powerful medium that leads to personal immersion is computer games, and among many kinds of games, the main genre of storytelling is role-playing games (RPGs). We developed the science history role-playing game (SHRPG) focusing on continental drift. The game development procedure followed Kim's 4F process (2017), which consists of the Figure Out, Focus, Fun Design, and Finalize. The story was constructed based on the NOS elements of Lederman et al. (2002), namely creativity and imagination demand, subjectivity, socio-cultural personality and tentativeness, which are all present in the story of the continental drift theory. The mechanics and rules of the RPG included quests, rewards, quizzes, NOS scores, and rankings. In the final phase of development, the game developed was pilot tested four times. The results of the tests showed that students' understanding of NOS through SHRPG has increased, especially in the creativity domain. The students' satisfaction with the fun, sympathy, and immersion during the game was very high.

Content Analysis of Vocational Research Trend in Construction Field (건설분야 직업관련 연구동향 내용분석)

  • Nam, Keong-Woo;Jang, Myunghoun
    • Korean Journal of Construction Engineering and Management
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    • v.22 no.2
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    • pp.31-41
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    • 2021
  • The purpose of this study is to analyze the properties of previous studies related to vocations in the construction field. The results of the analysis are as follows. First, The paper has not been published at the beginning of the establishment of the academic foundation for vocational studies, but there was a marked increase over the next 15 years. Second, research related to vocations in the construction field has been more active in engineering than in social science. Third, the primary data method was used much more than the secondary data method, and the quantitative research method through a questionnaire was the most common research method. Fourth, human objects showed the highest frequency as 78.9%, and among them, technicians was the most. Fifth, as the research topic, psychological and behavioral aspects such as job satisfaction, job stress, turnover intention, and organizational commitment were dealt with most, and structural and environmental aspects such as national job competency standards, job analysis, construction accidents, and career development. It was also found that the topic of the research was actively being dealt with.

Technology Status and Improvement Direction of Special Theaters in Korea by Format (국내 특수상영관 포맷별 기술현황과 개선방향)

  • Jung, Hyun-Jin
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.4
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    • pp.73-87
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    • 2021
  • Special theaters were created to provide a sense of immersion and spectacles due to differentiated screens, sound, seating facilities, and advanced services, and also expanded screens. The purpose of this study is to perform comparative analysis of the technical characteristics formats shown in special theaters(3D film, 4DX, IMAX, ScreenX, and VR) in order to identify and find ways to overcome the technological limitations in production. The various formats show differences in field of view depending on the exhibition technology and these differences affect the mise-en-scene, narrative, and editing of the film and consequently result in changes in the production environment and process. Therefore, directors and creators must understand the technological features and limitations of the new formats before making their approach. However, a new format encounters limitations on production sets due to the decline of technical education and succession. In situations where shooting with a special camera is essential, the particular characteristics of each format should be carefully considered from the planning stage but financial problems arise due to increase in production period and cost. To overcome these various obstacles, it is essential to first identify problems and present alternatives through in-depth research on the production set of each format. Finally, this research aims to explore the prototype of each format and analyze the current state of production technology with formats that have not been adapted to the market trends by combining with the other formats and showing that they can survive in new ways.

The Preliminary Study on Driver's Brain Activation during Take Over Request of Conditional Autonomous Vehicle (조건부 자율주행에서 제어권 전환 시 운전자의 뇌 활성도에 관한 예비연구)

  • Hong, Daye;Kim, Somin;Kim, Kwanguk
    • Journal of the Korea Computer Graphics Society
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    • v.28 no.3
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    • pp.101-111
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    • 2022
  • Conditional autonomous vehicles should hand over control to the driver according on driving situations. However, if the driver is immersed in a non-driving task, the driver may not be able to make suitable decisions. Previous studies have confirmed that the cues enhance take-over performance with a directional information on driving. However, studies on the effect of take-over cues on the driver's brain activities are rigorously investigated yet. Therefore, this study we evaluates the driver's brain activity according to the take-over cue. A total of 25 participants evaluated the take-over performance using a driving simulator. Brain activity was evaluated by functional near-infrared spectroscopy, which measures brain activity through changes in oxidized hemoglobin concentration in the blood. It evaluates the activation of the prefrontal cortex (PFC) in the brain region. As a result, it was confirmed that the driver's PFC was activated in the presence of the cue so that the driver could stably control the vehicle. Since this study results confirmed that the effect of the cue on the driver's brain activity, and it is expected to contribute to the study of take-over performance on biomakers in conditional autonomous driving in future.

A Study on Validation of Omnidirectional VR Treadmill by Comparison of Spatial Orientation Skills (공간지향 능력 비교를 통한 전방향 VR 트레드밀의 유효성 검증 연구)

  • Park, Hyunchul;Oh, Taeho;Kim, Inhi
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.21 no.5
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    • pp.15-27
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    • 2022
  • An omnidirectional VR treadmill is a highly-immersive walking simulator that allows identical body movements, such as walking, running, and sitting. However, the operation difficulty of an omnidirectional VR treadmill may cause data reliability problems. Therefore, this study aims to verify the effectiveness of a VR treadmill by comparing the ability to orient in the real and virtual worlds spatially. For this purpose, a rotating and searching path experiment was conducted with participants. This experiment showed that there was no statistically significant difference in the ability of the participants to orient in the real and virtual worlds spatially. In addition, the omnidirectional VR treadmill requires an adaptation time for the users due to the difficulty in the treadmill operation. However, there was no significant difference in the difficulty felt by the participants according to the adaptation time. Hence, these findings supported the possibility of collecting realistic walking data without safety concerns through an omnidirectional VR treadmill. Furthermore, this treadmill could be used in future research to solve problems directly related to pedestrian safety, such as the interaction between vehicles and pedestrians.

A Qualitative Analysis of the Role of Music Contributing to Catharsis During Music Experience (음악 체험에서 카타르시스 경험에 기여한 음악의 역할에 대한 질적 분석)

  • Choi, Jin Hee;Chong, Hyun Ju
    • Journal of Music and Human Behavior
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    • v.20 no.1
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    • pp.1-19
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    • 2023
  • This study explored the role and characteristics of music that contributed to experiences of catharsis in music. An empirical phenomenological study was conducted to explore catharsis with 12 adults. Phenomenological reduction, change of attitude, literature interpretation, and hermeneutic circle were used for data collection and analysis. As a result, three categories, five themes, and 11 sub-themes were identified. The first category, here and now in music consisted of two themes: aesthetic experiences and expansion of musical novelty. The second category, inner connection through music consisted of one theme, re-experience of internal emotions. The third category, immersion and engagement in music consisted of two themes: ventilating or deepening of emotions and internal dynamics. Based on these results, the cathartic characteristics of music are discussed. First, the aesthetics and novelty of music kept participants fully stay in music. Second, music induced a re-experiencing of emotions by triggering memories or stimulating unresolved emotions. Third, the elements of music promoted emotional ventilation, deepening, and internal dynamics. This study is meaningful because it qualitatively examined the roles and characteristics of music that contribute to cathartic experience in the general adult population.