• Title/Summary/Keyword: 미적 체험

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The Structural Relationship between Experience Factor, Experience Satisfaction and Re-participation Intention of KIMAWEEK Yacht Experience Participants (국제해양레저위크(KIMAWEEK) 요트체험 참가자의 체험요인과 체험만족 및 재참가의도와의 구조적 관계)

  • Kim, Cheol-Woo;Jung, Young-Soo;Chung, Woo-Suk
    • The Journal of the Korea Contents Association
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    • v.18 no.5
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    • pp.409-419
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    • 2018
  • The purpose of this study is to examine how the experience factors of KIMAWEEK yacht experience participants affect the experience satisfaction and re-participation intention. this study, 515 KIMAWEEK participants in Pusan metropolitan city conducted a mobile survey and the following conclusions were drawn. First, deviant, educational, and aesthetic factors among the experience factors of yacht experience participants were found to affect the satisfaction of experience, but entertainment factors did not affect it. Second, educational and entertainment factors, among the experiential factors, influenced re-participation intention in relation to the experience factor and re-participation intention, but deviant factors and aesthetic factors did not affect it. Third, the relationship between the experience satisfaction and re-participation intention was also found to have a similar effect. Through this study, various and differentiated experience factors should be provided in order to increase the satisfaction of KIMAWEEK yacht experience participants. In particular, realistic events that meet local characteristics should be held.

A case on the moving as an aesthetic expression form in product design based on the perception of Maurice Merleau Ponty (제품디자인에서 미적 표현형식으로서 움직임의 사례 -모리스 메를로 풍티의 지각에 근거하여-)

  • Lee, Sungho
    • Smart Media Journal
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    • v.3 no.3
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    • pp.36-45
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    • 2014
  • Based on the perception of Maurice Merleau Ponty, This study defines that Moving is a form lively to experience meaning, pleasure as the aesthetic attribute structured to a product, expression and value are synthesized into. The purpose of study is to argue that Wearable, Ubiquitous, Interaction, Play, D, I, Y, Universal, Ecology are the forms, modalities that the moving is variously subjected to the product design. Above This is the result reasoned according to analogical form as below between the moving and all design forms. First, The moving as the aesthetic expression and value are synthesized into is the intrinsic, general proposition, maxim for the value judgement. Second, All design forms are the cases which the values based on the aesthetic expression system are subjected to Third, Thus All design forms are the modalities of the aesthetic expression based on the values. The certainty of this judgement, reasoning is the proof that the correspondence between the moving as the aesthetic expression and design form is the fact. That is to say, It is the proof that Users lively experience the aesthetic meaning, pleasure in fact as the aesthetic values are subjected to all design forms. The lived experience of each user in their daily life itself is the only method or assurance for this. The moving integrates the existence of a product and what should be of users into the aesthetic dimension and at the same time, is realized based on this. The emphasized theme in all cases of this study is not the product but the moving. So, The product design is changed into the action which structures the moving like above to a product.

The Impact of Customer Experience on Customer Commitment and Behavioral Intention in Theme Park (테마파크에서의 체험요소가 방문객 몰입과 행동의도에 미치는 영향)

  • Li, XinTian;Peng, Peng
    • The Journal of the Korea Contents Association
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    • v.15 no.6
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    • pp.499-508
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    • 2015
  • The purpose of this paper is to examine the structural relationship between experience(4Es), customer commitment and behavioral intention based on experience of the theme park as a hedonic destination. To carry out this study objective, a survey targeted for theme park customers was conducted from May 10. 2014 to June 10. 2014. These data were processed using SPSS 18.0 and Structural Equation Modeling with Amos 18.0 to test proposed hypotheses. The results are summarized as followed. First, the decomposition of path analysis revealed significant positive effects on customer commitment by entertainment experience, education experience, esthetic experience. and escape experience. While, entertainment experience was shown to have the largest influence on customer commitment. Second, customer commitment had a positive effect on revisit intention and WOM. Third, experiences have an indirect influence on revisit intention and WOM through the mediation of commitment. From the findings, the theme park is necessary to plan and develop experience program for more variable and special.

The Impacts of Customer Participation and Relationship Commitment on Experience at Offline Stores and Moderating Effect of Brand Fanship -Focusing on Chinese Consumers- (고객참여 및 관계몰입이 오프라인 매장 체험에 미치는 영향 및 브랜드 팬쉽의 조절효과 -중국 소비자를 중심으로-)

  • Park, Hyun Jung;Chen, Yi Tao
    • Journal of Digital Convergence
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    • v.17 no.11
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    • pp.117-126
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    • 2019
  • This research examined whether and how prior customer participation and the relationship commitment of the brand enhance experiential behaviors of offline stores such as Apple, Huawei, MI, Oppo, Samsung, Vivo. A structured self-report questionnaire was administered to collected 258 survey responses and structural equation modeling was applied using SPSS and AMOS. The results of this study are as follows: First, customer participation increased normative commitment, emotional commitment, and persistent commitment. Second, the relationship commitment of consumers enhanced various experiential behaviors such as entertainment experience, educational experience, escapist experience, and aesthetic experience. Third, consumers with high brand fanship reported more positive aesthetic and escapist experience. The results of this study are expected to provide effective marketing strategies for companies setting up offline experience stores by understanding customer participation and involvement that should be considered for consumers targeted.

Thoughts on'dogu' Aesthetics (부통도구조식론 (1) 조선시대 여성과 여성신변신구에 나타난 미적 가치탐구를 중심으로)

  • 조재경
    • Archives of design research
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    • v.11 no.1
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    • pp.259-268
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    • 1998
  • Ideals of beauty has expressed variously through the centuries and in different cultures. Each traditional 'togu' has it's own morphology (in the meaning of nonverval linguistic) as using various type of language in each cultural erea. Korean aesthetics on 'dogu'philosophy introduces a whole new set of basic concepts outside western aesthetic framework of beauty Most distinctive is the insistence on overcoming dichotomies, especially between cognition and emotion, (momism)body and mind, self and other, and individual and group. Several topics are particularly illuminating within aesthetics: furniture, calligraphy, traditional garments pose interesting challenging to the art/nature, inside/outside, ethics/desire dichotomies so crucial to moral and cultural context. aesthetics are equally deserving of philosophical scrutiny: the ways in which philosophy of 'dogu'and aesthetics are integrated with daily life, the emphasis on process or understanding context rather than product itself or product 'form'. Dogu did not separate daily life and aesthetics from understanding social context. Language of 'togu' also has own vocabulary and grammar. But we often cannot gain our persnol experience truthful beauty of togu until understand context of understanding. it would be immpossible to explain ,or to analize different way of thinkings and behaivor precisly without understanding same codes of language.

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The design of web-based color learning system (웹 기반 색채 학습 시스템 설계)

  • Shin, Ji-Hye;Goh, Byung-Oh
    • 한국정보교육학회:학술대회논문집
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    • 2005.08a
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    • pp.238-245
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    • 2005
  • 우리 생활 속에서 항상 존재하고 있는 색채의 중요성을 생각해 볼 때 색채 교육은 매우 중요한 일이다. 본 연구에서는 색채 지도 내용을 재구성하여 생활에서 활용할 수 있는 색채 감각을 신장시킬 수 있는 웹 형태의 색채 학습 시스템을 설계하였다. 인터넷을 이용하여 색채에 대한 지식과 함께 미적체험, 표현 감상에 관하여 학습하고 시스템에서 다양한 표현 활동 및 상호 작용 학습을 실행함으로써 효과적인 색채 학습이 가능하도록 시스템을 구성하였다. 이 시스템에서의 학습 단계는 여러 가지 색, 색의 느낌, 색의 배색, 색의 속성, 색의 이미지, 색과 생활이라는 큰 단위의 6가지 학습 단계를 가지고 있고 각 단계 별로 미적체험, 표현, 감상 의 단계를 거치면서 학습할 수 있도록 설계하였다.

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Effects of Festival Experiential Factors on Festival Satisfaction and Behavioral Intention - With Focus on Muju Firefly Festival - (축제 체험요인과 축제만족, 행동의도와의 영향관계 - 무주반딧불축제를 중심으로 -)

  • Hyun, Hye-Kyung
    • The Journal of the Korea Contents Association
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    • v.14 no.9
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    • pp.494-502
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    • 2014
  • The purpose of this study was to analyze the effects of festival experiential factors on festival satisfaction and behavioral intention by questionnaires to 550 experience program participants in the Muju Firefly Festival. And the hypothesis verified by 493 valid questionnaires with AMOS 18.0. The result of analysis showed that educational experience, escapist experience and entertainment experience except esthetic experience had positive effects on the festival satisfaction. Based on standardized coefficients showed that entertainment experience had the greatest impact on the festival visitor's satisfaction. And it showed that the satisfied visitors with the festival experience programs are the more likely re-visit and recommendation of visitors to subsequent festivals.

An Aesthetic Interpretation of Post-industrial Parks with a Perspective of the Sublime (숭고의 개념에 기초한 포스트 인더스트리얼 공원의 미학적 해석)

  • Lee, Myeong-Jun;Pae, Jeong-Hann
    • Journal of the Korean Institute of Landscape Architecture
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    • v.40 no.4
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    • pp.78-89
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    • 2012
  • This study aimed to interpret aesthetic properties of post-industrial parks with a perspective of the sublime. It examined the roles of the sublime related to landscape architectural history and traced aesthetic characteristics of post-industrial parks based on aesthetic issues of the sublime. In the history of landscape architecture, the sublime had expanded the scope of aesthetic enjoyment. It had operated as an alternative aesthetic category against conventional landscape design. At the same time, it had been associated with the original role of landscape architecture, which created artworks by taming wild and terrible qualities of wilderness or brown field. This study discovered sublime characteristics of post-industrial parks, inquiring into the relationship between the aged industrial infrastructures and wild plants. First, the sense of industrial structure and the sense of plants have conflict dialectically, constructing an aesthetic field of unique sensory experiences. Second, the dialectical relationship produced an uncertainty in time so that people can experience the complexity of time. Third, post-industrial parks proposed an alternative view of nature. Post-industrial parks presented healing power to restore contaminated land through ecological design strategy so that people can find the quality of wilderness in the brown field of urban landscape. As a result, an aesthetic experience of post-industrial parks produced a sublime impression.

The Effects of Experience and Environment Factors in Offline Stores on the Perceived Value and Revisit Intention (오프라인 매장의 체험특성과 환경특성이 지각된 가치 및 재방문의도에 미치는 영향)

  • Chen, Yi Tao;Park, Hyun Jung
    • Journal of Digital Convergence
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    • v.17 no.5
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    • pp.167-178
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    • 2019
  • This research examined how the experience factors and environmental factors of experience store impact the perceived value of the brand and whether the perceived value enhance revisit intention. We collected 258 survey responses and formed structural equation modeling. The results indicated that education experience and esthetics experience had positive impacts on emotional value, while entertainment experience had a positive impact on functional value. Among environment factors, lighting, employee service and layout of the store had positive impacts on functional value, while lighting and employee service had positive impacts on emotional value. Both of the functional value and emotional value enhanced the revisit intention of customers. The results of this study are expected to provide useful information about consumers to the companies managing offline experience stores.

A Study on the Development of an Experiential Exhibition Program for Children about Presidential Archives Based on the Experience Economy (4Es) (체험경제이론(4Es)을 적용한 대통령기록관 어린이 체험전시관 프로그램 개발에 관한 연구)

  • Song, Na-ra;Jang, Hyo-Jeong;Choi, Hyo-Young;Kim, Chong-Hyuck;Kim, Yong
    • Journal of Korean Society of Archives and Records Management
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    • v.16 no.1
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    • pp.9-40
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    • 2016
  • The space designated for kindergarten and elementary school students, who accounted for half of all users of the presidential archives, is now lacking, with the archives' programs focusing on exhibitions and field trips. With this, an experience exhibition is seen as the most effective way to communicate the value of presidential records and archives based on the theory of cognitive development. Therefore, this study proposes an experiential exhibition program for children about presidential archives based on the experience economy under theories that are recently getting attention. The Presidential Archives through the Experiential Exhibition program for children proposed by this study will become a place for the cultural communication of all generations.