• Title/Summary/Keyword: 체험의 질

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Study Of Developed a row machine for virtual experience (가상체험이 가능한 로잉머신 개발 연구)

  • Baek, Young-Ji;Sin, Hye-Ji;Song, Ho-Yeon;Jo, Hyeon-Eok;Lee, Byeong-Gwon
    • Proceedings of the Korea Information Processing Society Conference
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    • 2019.05a
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    • pp.638-639
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    • 2019
  • 대기질 악화로 인해 실내운동에 대한 중요성이 증가하고 있다. 하지만 실내에서 사용가능한 가상체험 장비는 비싼 가격으로 일반 가정에서 쉽게 접할 수 없는 현실이다. 본 연구에서는 저비용으로 활용가능한 로잉머신과 개인 스마트폰을 이용한 실내 운동 솔루션을 제안한다.

Development and Application of an Evaluation Model for Biotope Appraisal as Related to Nature Experiences and Recreation (비오톱의 자연체험 및 휴양가치 평가모형 개발과 적용)

  • Cho, Hyun-Ju;Lee, Hyun-Taek;SaGong, Jung-Hee;Ra, Jung-Hwa
    • Journal of the Korean Institute of Landscape Architecture
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    • v.38 no.4
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    • pp.11-24
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    • 2010
  • The main focus of this research is the establishment of a systemic evaluation model based on objective evaluation indices, which are drawn to assess the experiencing of nature and recreational value at the level of the district unit. First of all, as a result of a literature review, a total of 10 indices can be drawn including vegetation structure, pavement rate, and hemeroby to evaluate an assessment of natural experiences and recreational value. Also, as a result of expert survey analysis, all evaluation index items were above 4.4, which is a high importance average. Hemeroby and unique landscape factor items in particular were above 5.8, which is very high. In addition, as a result of implementing a factor analysis to classify evaluation indices according to characteristics, three factors arise: 'landscape structure and quality of natural experience', 'typical availability', and 'quality of aesthetic and visual sense.' Based on the above survey analysis results, the 'quality of aesthetic and visual sense' was the highest, at 3.510. The classification 'landscape structure and quality of natural experience' was the lowest, at 3.035. A systemic value evaluation model was established by comprehensively analyzing these results. To verify the validity of the evaluation model drawn, real sites are selected and applied. First of all, as a result of a biotope types classification of sites, biotope type groups are classified into a total of 13 including the stream biotope while its subordinate biotope types are classified into a total of 61 groups. Lastly, as a result of biotope value evaluation, which was a previously established evaluation model, there are a total of 16 types including vegetation-abundant natural rivers and small-scale woodlands near forests in grade I. There are 9 types in grade II, 8 in grade III, 8 in grade IV, 19 in the least-valuable grade V.

A Study on the Revitalization of Tourism Industry Using Experience Game (체험형 게임을 활용한 관광산업 활성화 방안에 관한 연구)

  • Jung, Mi-A;Kim, Ki-Suk;Jung, Hyung-Won
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.3
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    • pp.1-12
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    • 2019
  • The 4th industrial revolution has become a topic of 'experiential games' that utilize technologies such as virtual reality, augmented reality, and complex reality, and they are promoting various experiential game contents to attract tourists in the tourism industry have. The trend of tourism is the concept of the healing which aims to enhance the quality of life of the individual in the concept of simple travel, that is, the consumer is not satisfied with the sight, There are many changes in the form of tourism. In this study, domestic and foreign cases that utilized the fun and experience of tourism in the game were examined using case study methods. In domestic case, although service was provided by using smart phone, there is a problem that simple information is provided, mission quest method is not continuously provided, and the story is limited. I tried to find out the solution through this case. Developing and applying various experience contents, utilizing active investment and various stories for continuous service, and utilizing new technology such as virtual reality, it will bring about improvement of domestic tourism industry and satisfaction.

The Lived Experiences of Supported Housing among People with Psychiatric Disabilities (정신장애인의 체험홈 이용경험에 관한 연구)

  • Koo, Chun Young;Kim, Mi Young;Koo, Jin Hee
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.2
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    • pp.1-11
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    • 2019
  • The purpose of this study is to investigate in depth the lived experiences of utilizing supported housing among people with psychiatric disabilities. Phenomenological approach was used for this study. A total of 9 people with psychiatric disabilities were recruited as research participants. Data was collected through in-depth interviews from September, 2016 to March, 2018. Transcribed data from audio recordings on interviews were analyzed using the Colaizzi method. 6 clustered themes consisting of 17 sub-themes emerged through the qualitative data analysis and they include the following: 1) Confusion at site daily residence; 2) Feeling relaxed in supported housing site; 3) Development in self-perception; 4) Undertaking a leading role; 5) Growing capacity for independent living; and 6) Integration into normal life. Study findings suggest that expanding supported housing and improving its quality for people with psychiatric disabilities are needed. Additionally, the field of mental health needs an increase in the number of case managers with expertise in dealing with people suffering from psychiatric disabilities and their recovery.

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.

The Experience of Exile of Yu, Eui-yang, and the Methods of its Presentation (유의양(柳義養)의 유배체험과 그 제시 방식)

  • Lee, Seung-bok
    • Journal of Korean Classical Literature and Education
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    • no.37
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    • pp.75-109
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    • 2018
  • This paper explains how the exile experience and the writer's consciousness were presented in Namhaemungyeonrok and Bukgwannojeongrok, both written by Yu, Eui-yang in the 18th century. He was banished to Namhae island and Jongseong because of the King Yeongjo's anger. The author composed his writings by presenting historic events and tales related to the places he was passing, and by presenting poems as well. It means that the author tried to understand these places through history and literary works. Moreover he presented in detail, the lives of people living in the places of his exile. It shows how he tried to understand and recognize their lives as they themselves did. In addition, focusing on the relationships and conversations with the people from each place, the author described his life in exile. There are some reasons he presented his exile experience in the ways mentioned above. First, he was a government official and a writer. Second, as the reason for his banishment was not very significant, he felt relaxed more or less. Last, by focusing on his journey and the place of his exile, he was able to forget the agony he was facing to some degree.

Experience of Aging Simulation Clothes among Undergraduate Nursing Students (간호대학생의 노인체험복 착용경험에 관한 연구)

  • Jeong, Hyesun;Kim, Eungjong;Kim, Junghee
    • 한국노년학
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    • v.30 no.1
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    • pp.141-157
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    • 2010
  • This quasi-experimental study examined the experience of simulation clothes and its effects among undergraduate nursing students. Method: The experimental group consisted of 44 sophomore students in a diploma nursing program, while 41 students comprised the comparison group. Only the experimental group experienced the functional decline of aging after taking on simulation clothes. Homogeneity between the groups was analyzed using t-test, and Fisher's exact test. Paired t-test and t-test were adopted for testing changes of attitudes and awareness of supporting elders. In addition, contents of students' reports of the aging simulation experience were analyzed. Results: No significant quantitative effect was observed in attitudes toward elders and awareness of supporting elders. However, the simulation experience seemed to have enhanced students' understanding of elders and of basic elder care as well. Furthermore, the students could think of preparing for their later lives. Conclusion: The experience of simulation clothes is a meaningful learning opportunity in gerontological nursing curriculum. Students' experiences need to be shared and reinforced in a discussion session. Safety should be secured in the process of the experience. The simulation experience can be further developed to raise its quality.

Customer-Brand Relationship Quality and Relationship Strength (서비스 브랜드경험이 소비자-브랜드 관계의 질 및 관계강도에 미치는 영향)

  • Kim, Youn Hwan
    • Management & Information Systems Review
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    • v.32 no.4
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    • pp.225-254
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    • 2013
  • This research tries to examine the effect of brand experience in service marketing perspective for generalized application. The analysis was held with customers who recently visited in retail stores by using SPSS18K and Smart PLS 2.0. The study verified the structural equation model hypothesizing the relationship among brand experience, relationship quality, and relationship strength. According to the result of this study, four brand experience factors have positive effect on the relationship quality. In detail, the effect of sensory experience was strongest. Furthermore, the effect of relationship quality on relationship strength also significant as prior researches addressed. The research has several marketing implication on brand experience management and customer relationship management. For service firms, customers' perception of positive brand experience can generate the tangible and intangible performance in the relationship marketing perspectives.

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The Need to Strengthen Realistic Media Education Program in Korean Museums by Introducing SmartGlass (스마트글라스 도입을 통한 국내 박물관 실감미디어 교육 프로그램 강화 필요성)

  • Lee, Seung-Hyun
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.4
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    • pp.429-434
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    • 2022
  • This paper focuses on developing and strengthening realistic media education programs through the introduction of smart glass for reasonable development and operation of academic research as well as hands-on learning and services provided by museums in modern society where the labor market changes. Through this study and case, a paper was written to improve the quality of museum education programs and hands-on learning through smart glass, and to provide higher education services to the people and contribute to the development by helping academic research.

The Direction for Complex Natural Park Development According to Demand Analysis of Tourists (관광객 요구분석에 따른 복합자연공원 개발방향 연구)

  • Cho, Ui-Young
    • The Journal of the Korea Contents Association
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    • v.6 no.11
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    • pp.85-94
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    • 2006
  • This study was conducted to suggest new development model for national & public parks by applying fascinating theme to the existing standardized development of those park. For this purpose, YeonIn Mountain Provincial Park was chosen as object of this research, which is located in GaPyeong, Kyonggi Province. The results from analysis of demand for tourism trend and development were as follows. Most of visitors(87%) come from the metropolitan area and their age are between the ages of 20 and 30. And the visitors' preference for accommodation is the independent villa style. For commercial facility, the strong expansion for food and beverage facilities and stores was needed. The future facilities and activities which they want to experience and e are health-recreation facility and ecological experience based on nature. From these results, It might conclude that we have to develop the qualified nature park with various theme focused on experience and recreation, and that we do preserve the environment.

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