• Title/Summary/Keyword: 체험요소

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A Literature Review of Biophilic Design Applied to Healthcare and Welfare Facilities: Comparison of Facilities for the Elderly and Children/Adolescents (건강·복지시설에 적용된 바이오필릭 디자인 문헌연구: 노인과 아동청소년 시설 비교)

  • Soonwung Kim;Sunhee Cho
    • Journal of Industrial Convergence
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    • v.21 no.11
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    • pp.67-74
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    • 2023
  • This study is a literature review analyzing the characteristics of biophilic design in health and welfare facilities for the elderly, children, and adolescents. Studies on biophilic design in such facilities were selected from two Korean databases. Eight studies were analyzed based on biophilic design elements, and the characteristics of biophilic design were compared between facilities for the elderly and those for children/adolescents. Elderly facilities exhibited more patterns of 'direct experience of nature' than their counterparts, while children/adolescents' facilities displayed more patterns of 'space and place experience' compared to facilities for the elderly. The pattern of 'indirect experience of nature' was similar for both the elderly and children/adolescents. We suggest utilizing more 'direct experience of nature' patterns, such as natural light and water, to reduce stress in vulnerable children and younger individuals. Additionally, incorporating more 'experience of space and place' patterns may help reduce stress and enhance the cognition of older individuals.

교통안전교육을 위한 교통공원의 실태 및 사례조사 연구

  • 김태환
    • Proceedings of the Korean Institute of Industrial Safety Conference
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    • 2003.10a
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    • pp.431-435
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    • 2003
  • 각종 교통사고로 인한 피해를 최소화하고 예방하기 위해서는 교통사고 유발요소에 대한 정확한 정보와 지식을 파악하고, 안전한 이용방법의 정확한 숙지가 요구된다. 그러기 위해서는 어린이를 포함한 전 국민을 대상으로 하는 교통안전에 관련된 교육프로 그램 및 시설물이 종합적으로 구성된 체험교육장이 절대적으로 필요하다. 그러나 현재국내에는 종합적인 교통안전 교육시설이 미흡한 실정이다.(중략)

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An Empirical Study on the Innovation Strategy of User Experience by Utilizing Digital Technology (디지털 기술을 활용한 사용자 체험 혁신전략에 관한 실증적 연구)

  • Rho, Hyung-Jin
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.3
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    • pp.169-176
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    • 2015
  • The purpose of this paper is to study renovation plan of value chain from a user's viewpoint by making practical application of digital technology. And it is surely meaningful to investigate the important motivation factors of continuous using smart-phone, and to analyze the improving effect toward to the quality of life in continuous using smart-phone. By this study we can expect the value improving effect of user experience. The results of hypothesis testing can be summarized as follows: First, the hypothesis that positive affect has a plus effect on pragmatic value is accepted. Secondly, the hypothesis that positive affect has a plus effect on hedonic value is accepted. Thirdly, the hypothesis that negative affect has a minus effect on pragmatic value is accepted. Fourthly, the hypothesis that negative affect has a minus effect on pragmatic value is rejected. Fifthly, the hypothesis that pragmatic value has a plus effect on life satisfaction is accepted. Sixthly, the hypothesis that hedonic value has a plus effect on life satisfaction is rejected. In the competition among enterprises, user experience instead of goods themselves became influential as a differential factor. And many advanced enterprises began taking a serious view of customer's happiness and user experience improvement.

Feature of Intertextuality Environmental Arts -Focusing on Feature of fantasy post-place, speciality of place as well as temporal-spatial expression method- (상호텍스트적인 환경예술의 특성 -환상성.탈 장소성, 장소의 특수성과 시공간 표현방법에 대한 특성을 중심으로-)

  • Jang, Il-Young;Kim, Jin-Seon
    • Archives of design research
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    • v.18 no.3 s.61
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    • pp.63-74
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    • 2005
  • Modern society is diversified society and is under complicated situation as the boundary of each area has been disappeared. To understand and accept such complicated situation as widely as possible, it is required to understand interaction. of receiver with intertextual environmental arts as the structure of open text. This study examined interaction of environmental arts in terms of intertextual feature based on experience of receiver on combined element of different space and time, combination of genres. This is the concept of meaning personal experience or situation as receiver participates the process of completing art works, and set the fantasy, post-place and speciality of location and temporal-spatial expression method, as characteristics of intertextuality. Features of such experience elements are used as methodology of analyzing characteristics of each work. Feature of fantasy uses strategy of inducing spatial experience of receiver with dematerialization for post-place and expands the place where events occur with intervention of contingency and event situation. It suggests the spatial-temporal expression method as the features focusing on process and reflecting changes in spatial-temporal continuum and speciality of place emphasizing context of place. In conclusion, environmental arts needs to be deep rooted on complicated existence aspect of receiver beyond metaphysical dimension depending on presence and to accomplish conversion of awareness of supplying bisection of life from that place. By doing so, environmental arts can live textual life as it gets together with all other texts in terms of text dimension and creativity can be reborn as practical creativity in intertextuality rather than uniqueness. Such combination with other areas and acceptance of various aspects of receivers who see and experience this will result to creation of open works which can be create newly over and over again in multi-dimensional aspects.

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Affordance Elements According to the Usability of the Interface of Immersive Virtual Reality Clinical Skill Content (몰입형 가상현실 의료 술기 콘텐츠의 인터페이스 사용성에 따른 어포던스 하위 평가 요소에 관한 연구)

  • Hwang, Hyo-Hyon;Choi, Yoo-Mi
    • The Journal of the Korea Contents Association
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    • v.22 no.6
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    • pp.307-318
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    • 2022
  • Virtual reality is actively used in the medical field as a learning effectiveness that induces immersion, but research on the factors that induce learning immersion is insufficient. Therefore, this study extracted the usability and cognitive affordance evaluation elements of the interface through literature research and selected four types of virtual reality medical contents to conduct a Useability-Test for experts. Based on this, an interface design method according to virtual reality medical technology content was proposed. In summary, it can be seen that the information-providing interface affects immersion due to visibility, distance from the experience's gaze, color harmony, uniform visualization, feedback, reaction speed, and expected changes resulting from manipulation, and does not impair immersion. This study has limitations in generalization using limited content, so it is expected that continuous research will discuss the development of standardized guides in interface design and the precision of interface design research from a user perspective.

선박운항 시뮬레이터를 위한 해양파 가시화 요소 분석

  • Park, Se-Gil;O, Jae-Yong;Yang, Yeong-Hun;Kim, Hye-Jin;Lee, Yeong-Ju;Kim, A-Yeong
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • 2012.06a
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    • pp.122-124
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    • 2012
  • 선박운항 시뮬레이터 시스템은 체험자가 실제 선박을 운항하는 것과 유사한 경험을 할 수 있도록 설계된 시스템으로 선원의 교육 및 해상교통 안전진단 등에 활용된다. 이러한 활용 목적에 따른 효과를 극대화하기 위해 시뮬레이션 통제 및 운용 공간을 비롯해 하드웨어 및 소프트웨어, 데이터베이스 등 여러 요소가 유기적으로 연동되어 구성되는데, 공간 및 하드웨어. G.UI 기반의 소프트웨어 등은 실선박과 거의 흡사하게 제작되고 있는 반면 3차원 영상 소프트웨어 및 데이터베이스는 몰입감을 형성하는 가장 중요한 요소임에도 불구하고 사실적으로 묘사되지 못하고 있다. 특히 선박운항 시뮬레이터의 가장 중요한 요소 중 하나인 해양파 묘사에 있어서는 더욱 취약한 모습을 보여주고 있다. 본 발표를 통해 선박운항 시뮬레이터를 위한 여러 해양파 가시화 요소들을 분석해 보고 몰입감 있는 해양파 가시화를 위한 방안을 모색하고자 하였다.

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Effect of Experience Elements on Store Identity, Shopping Satisfaction and Behavioral Intention in Lifestyle Shops (라이프스타일 숍의 체험 요소가 스토어 아이덴티티, 쇼핑 만족 및 행동의도에 미치는 영향)

  • Woo, Seung Hyun;Hwang, Jin Sook
    • Journal of the Korean Society of Clothing and Textiles
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    • v.40 no.4
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    • pp.685-700
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    • 2016
  • This study investigated the effects of experience elements on store identity, shopping satisfaction, and behavioral intention in lifestyle shops. The respondents of the study were 300 adult males and females who visited lifestyle shops. The data were analyzed by using SPSS 18.0 for exploratory factor analysis and reliability analysis, and AMOS 18.0 for confirmatory factor analysis and path analysis. The results showed that there were four experience elements: entertainment, education, escapist, and esthetic. The experience elements are based on Pine & Gilmore's Experience Economy Theory. The result of path analysis showed that the entertainment experience and escapist experience had significant influences on store identity. Store identity positively influenced shopping satisfaction, but it had no significant influence on behavioral intention. Shopping satisfaction was found to have a significant effect on behavioral intention. The indirect effect analysis showed that the entertainment and escapist experiences have positive influences on shopping satisfaction and behavioral intention mediated by store identity. The store identity had an influence on behavioral intention mediated by shopping satisfaction. This study provides helpful information to domestic lifestyle brands for the establishment of a competitive store identity strategy by implementing the important store experience elements of lifestyle shops.

Tourist Destination Storytelling using Popular Culture Contents (대중문화 콘텐츠를 활용한 관광지 스토리텔링)

  • Choi, In-Ho
    • The Journal of the Korea Contents Association
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    • v.8 no.12
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    • pp.396-403
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    • 2008
  • This paper is to develop tourist destination storytelling strategy using popular culture contents. Place is the result of meaning construction process. Especially discourse plays an important role in the social construction. Discourse generally consists of printed materials, auditory discourse, and visual discourse. For social construction of a tourist destination, discourse may be supplied by the media, or the tourist. In the tourist destination storytelling's view, strategies are composed of extending of tourist destination mania, circulating nostalgia for tourist destination, developing experience circumstances of popular culture tourist destination, making tourism story networks, making tourism storytelling process, and cultivating tourism experts of popular culture.

A Study on the Cave as Edutainment Tourism Resource (에듀테인먼트 관광자원으로서의 동굴)

  • You, Young-Jun
    • Journal of the Speleological Society of Korea
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    • no.93
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    • pp.69-78
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    • 2009
  • Many researcher contended that the tourism types of modern society has changed to 'experience tourism' from 'seeing tourism' recently. Therefore attempts to add edutainment factors in the original tour program has been introduced in cases of tourism cave. As we can see the Hwaam-cave in Jungsun-gun, by preparing with various pavilions which are well-matched with tourism cave. So, the purpose of this study is to the presentations of the activation programs that having on characteristics of edutainment tourism resources for tourism cave. Thus, first of all for establishing of this study, we examined the characteristics and values as tourism resources of cave and then observed the roles and examples of edutainment tourism cave, finally suggested the activation programs that can be shaped for edutainment tourism of cave.

A Study on the Place Marketing Plan of Ondal Cave (온달동굴의 장소마케팅 방안 연구)

  • You, Young-Jun
    • Journal of the Speleological Society of Korea
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    • no.92
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    • pp.19-30
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    • 2009
  • The purpose of this paper work is to establish the plans of Gyeongju' identity through the activation of various culture tourism which for literature, narrative, experience and others in company with history tourism. And so first of all we are examined thoroughly the literature related to the characteristics of urban identity and the spot marketing in our country for establishing of this work. And then also we are carried out survey about the cases of Pyeongchang-gun where built around Hyo-seok Lee and Namwon where is too well known the tale of Chunhyang and then make surveyed the actual locale on Gongju and Buyeo in which the old capital of Baekjae. On the other hand the paper work are suggested the plans that Gyeongju' identity has been settled such as the historic culture tourism city of the various culture tourism programs by using of SWOT analysis.