• Title/Summary/Keyword: 직접 체험

Search Result 363, Processing Time 0.026 seconds

학술논문-인쇄트러블과 그 대책

  • Go, Gwang-Min
    • 프린팅코리아
    • /
    • s.44
    • /
    • pp.116-119
    • /
    • 2006
  • 제관 인쇄업계의 산증인이라고 불리는 삼화실업(주) 고광민 대표가 최근 '인쇄기술이론과 실제'라는 책을 발간했다. 제관에서부터 고무롤러 분야까지 자신이 직접 체험한 내용을 토대로 작성된 이 책은 총 538페이지 분량으로 구성돼 있다. 본지에서는 '인쇄트러블과 그 대책' 부분을 발췌해서 연재한다.

  • PDF

Power-Gen International(PGI) 2008 참관기(1)

  • Kim, In-Cheol
    • JOURNAL OF ELECTRICAL WORLD
    • /
    • s.385
    • /
    • pp.48-50
    • /
    • 2009
  • 2008년 11월 29일부터 12월 6일까지 미국 폴로리다주 올랜도에서 열린 세계적인 발전설비 전시회(Power-Gen International 2008)를 대한전기협회가 주관하여 전력산업계 실무자들이 직접 체험하는 행사를 마련했다. 여기에 참석한 실무자들의 경험담을 게재한다.

  • PDF

SOHO-IP 사업

  • Kim, Cheol-Gyu
    • Digital Contents
    • /
    • no.5 s.60
    • /
    • pp.94-99
    • /
    • 1998
  • IP사업을 처음하는 사람들은 맨처음 고민하는 것이 많이 있을 것이다. 선배 IP는 어떤 형식으로 했을까? 자신이 직접 체험하지 못했다하더라도 간접적으로 배울 수 있는 KNOW-HOW가 있다면 초보자 IP에게는 많은 도움이 될 것이다.

  • PDF

학술논문-인쇄트러블과 그 대책

  • Go, Gwang-Min
    • 프린팅코리아
    • /
    • s.45
    • /
    • pp.164-166
    • /
    • 2006
  • 제관 인쇄업계의 산증인으로 불리는 삼화실업(주) 고광민 대표가 최근 '인쇄기술이론과 실제'라는 책을 발간했다. 제관에서부터 고무롤러 분야까지 자신이 직접 체험한 내용을 토대로 작성된 이 책은 총 538페이지 분량으로 구성돼있다. 본지에서는 '인쇄트러불과 그 대책' 부분을 발췌해서 연재한다.

  • PDF

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
    • /
    • v.17 no.3
    • /
    • pp.183-200
    • /
    • 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 and Implementation of a Web Courseware for the Unit 'Raising Animals' in Elementary School 6th Grade Practical Arts (초등 실과 웹 (Web)코스웨어 개발 및 적용 연구 - 6학년 실과 '동물 기르기' 단원 -)

  • Lim, Chaegang;Lee, MIijar
    • The Journal of Korean Association of Computer Education
    • /
    • v.6 no.3
    • /
    • pp.151-162
    • /
    • 2003
  • In 21 century information age, teachers have to help students' learning activities can be more self- directed learning. The web with diverse audio-visual materials and a great deal of interactions among contents shows lots of possibilities as one of the methods to provide self-directed learning environment for students. It allows learning environment for students to study more self-directed way by following individual learning styles, need, ability, etc. Although the best instructional method is personal field experience in the view of the characteristic of Practical Arts education. a web courseware can be a great substitutional method for improving learning effectiveness in relation to cost, safety, time limit for direct personal field experience. Therefore, the purpose of this study is to develop a web courseware for the unit 'Raising Animals' in Elementary school 6th grade Practical Art which is very difficult unit for teachers to provide direct experience environment for students. The researchers also applied the web courseware in 6th grade classrooms and described the results briefly. However, the researchers did not intend to conduct a full field implementation of the program to evaluate the program. That will be conducted in a following.

  • PDF

Qualitative User Research Method for Design for the Elderly (고령자 대상 디자인을 위한 정성적 사용자 조사 방법)

  • Kim, Ki-Jeong
    • The Journal of the Korea Contents Association
    • /
    • v.21 no.3
    • /
    • pp.80-87
    • /
    • 2021
  • Aging is rapidly progressing around the world. This study explore and propose a qualitative user research method to specifically understand the needs and desires of the elderly based on a human-centered design philosophy for design targeting the increasing elderly. In particular, the purpose of this study is to propose a user research method that can be easily used when designing products used by the elderly in the actual design site. For this purpose, this study examined the use and implications of using shadowing, interviews, and direct experience while actually proceeding with the walking stick design. The shadowing was organized through the AEIOU frame, and the interview was conducted by adding a significance category to reflect the recent trend of the silver generation. For the direct experience, design implications were derived by setting up four user behavior scenarios, each indoors and outdoors, and experiencing them directly by designers. This study is expected to be an important user research guideline in the current situation where the demand for design for the elderly is diversifying and increasing.

Domestic Tourism Revitalization Policies According to the Satisfaction of Visitation with the Image of Tourist Attraction for Experiential Tourism (체험관광 방문동기가 관광지 이미지의 방문 만족에 따른 국내 관광 활성화 정책 연구)

  • Park, Hwan-Tae;Lee, Youn-Oak
    • Journal of Korea Entertainment Industry Association
    • /
    • v.15 no.7
    • /
    • pp.235-247
    • /
    • 2021
  • The purpose of this study was to examine whether the motivation for visiting experiential tourism can be maximized by revitalization of domestic tourism according to tourist image and visit satisfaction. In order to achieve this purpose, the four factors of educational motive, experiential motive, cultural motive, and communion motive of experiential tourists who visited domestic experiential tourist destinations, as well as the image of tourist destination, and suggestions for revitalizing domestic tourism through visit satisfaction were proposed. Therefore, the implications of this study are as follows. First, theoretical significance can be found by establishing the concept of domestic experience tourists' visit motives, image of tourist destinations and results related to visit satisfaction in the COVID-19 according to this study. It suggests that it is an essential condition for promoting a new change in which tourists participate in experiential tourism motives in the era of the pandemic by providing experiential tourism programs that are tailored to the level of tourists through research on the image of tourist destinations and their satisfaction with their visit motives. are giving Second, in terms of experiential tourism programs operated by domestic experiential tourism companies, it should be possible to promote the image of a safe tourist destination utilizing the characteristics of untact services that can provide non-face-to-face services. In addition, in an environment where visits to experiential tourism activities are somewhat limited in the era of the pandemic corona, it will help to revitalize domestic tourism and the local economy by expanding the non-face-to-face service to discover and develop direct experience programs in the region.

A Comparative Study on the Brand Experiences of Metaverse and Offline Stores (메타버스와 오프라인 스토어의 브랜드 체험 비교 연구)

  • Gwang-Ho Yi;Yu-Jin Kim
    • Science of Emotion and Sensibility
    • /
    • v.26 no.2
    • /
    • pp.53-66
    • /
    • 2023
  • In recent times, more fashion brands have been seeking ways to use metaverse platforms, in which users can actively participate, as their new brand touch-points. This study aims to compare the brand experiences of the fashion brand Gentle Monster's offline store and its equivalent metaverse store. By changing the order of offline and metaverse visits, two groups participated in the field study that allowed them to experience directly the offline and metaverse stores. As a result of the analysis, the following findings were discovered: (1) In the overall experiential response, the frequency of sensory modules responding to new information was much higher than that of feeling experiences; (2) Experiential responses were more active in the offline store where the subjects could touch and use products directly rather than in the metaverse; (3) Among the four types of theme space, the experiential response was the most frequent in the product space; (4) The first group that visited the metaverse store before the offline store showed a more active experience than the second group that visited the offline store first. Finally, the results of this study show that metaverse brand stores in virtual space not only provide differentiated experiences beyond the spatiotemporal constraints of real space but can also be used as a strategic tool to make offline store experiences more meaningful and rich.

Revitalize the Tourism Experience Program of Hyanggyo and Seowon - Focusing on World Heritage sites in Korea - (향교·서원의 관광체험 프로그램 활성화 방안 - 국내 세계유산을 중심으로 -)

  • Bang, Mee Young
    • The Journal of the Convergence on Culture Technology
    • /
    • v.9 no.1
    • /
    • pp.249-255
    • /
    • 2023
  • World Heritage is a very important heritage that is worth protecting and handing down to future generations. In Korea, which has a long history and culture of 5,000 years, Seowon is a great advantage in that it can develop tangible and intangible Neo-Confucian ideas shared in China and East Asia, and preserve and experience them as a unique cultural resource of Korea until the present day. In order to encourage the direct experience of this long-standing cultural heritage, the government supports the national treasury and seeks to expand the demand for tourism. Accordingly, in this study, an analysis was conducted on program satisfaction, participation, and activation plans. As a result, it was found that value to see and value to experience must coexist in order for our world heritage, which requires comprehensive and continuous management and operation, and lacks accessibility, to become a tourist attraction. Also, for this purpose, promotion and development of differentiated tourism experience contents should be carried out first.