• Title/Summary/Keyword: 4D Experience

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Effects of Challenges and Skills on Flow-focused on a 2D Shopping Mall and a 3D Shopping Mall (도전감과 능력이 플로우에 미치는 영향 -20 쇼핑몰과 30 쇼핑몰을 중심으로-)

  • Yang, Hee-Soon;Lee, Yu-Ri
    • Journal of the Korean Society of Clothing and Textiles
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    • v.32 no.4
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    • pp.573-585
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    • 2008
  • Flow has attracted more interests in consumer behaviors, with pleasure and fantasy getting more important in shopping. "Flow" means the experience with which consumers feel as pleased and satisfied as in playing pleasantly, and the optimal experience they feel when they are indulged in an activity. The purpose of this study is to investigate the relationships among challenges, skills, flow experience, and future behavioral intention in online shopping malls. In addition, a 3D shopping mall and a 2D shopping mall were selected as the stimuli in order to examine the differences in flow experience in accordance with web site types. A survey questionnaire was developed and 700 data(2D group: n=380, 3D group: n=320) were used for analysis. Data were analyzed through structural equation model to explore effects of challenges and skills on flow. The results of this study are summarized as follows. First, the perception of higher challenges and skills led to positive flow experience and higher time distortion. Second, the higher the level of time distortion was, the higher the flow experience was. This means that a shopping mall will increase flow experience, if it is interesting enough to be unaware of time passing. Third, flow experience had a positive influence on future behavioral intention. Finally, in all variables except skills, the impact of 3D shopping mall is greater than that of 2D shopping mall, which means that web site types affect flow experience.

A Web-based 3D Virtual Reality Pavilion of Korean Traditional Music (웹 기반의 가상현실 3D 국악 박물관 제작)

  • Choi, Ji Ae;Shim, Jae Sun;Kim, Yoon Sang
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.4 no.1
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    • pp.65-68
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    • 2008
  • In this paper, a web-based 3D virtual reality (VR) pavillion of Korean Traditional Music was implemented. The VR pavillion is used for the virtual demonstration and experience of Korean Traditional Music, which provides the information as well as multimedia experience on eight instruments to users through internet. It provides eight web-pages and one an audio-visual classroom on the instruments.

The Effect of Presence and Interactivity of Digital Signage Using 3D Virtual Reality on Brand Experience and Attitude (3D 가상현실을 이용한 디지털 사이니지의 실재감과 상호작용성이 브랜드 경험과 태도에 미치는 효과)

  • Han, Kwang-Seok
    • Journal of Digital Convergence
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    • v.17 no.4
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    • pp.299-307
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    • 2019
  • In this study, we experimented with experience of digital signage using Virtual Reality technology, and the difference between presence and interactivity in brand experience and digital signage attitude. We conducted a two-way MANOVA analysis with cognitive presence, emotional presence, and media presence as the independent variable and interactivity level(high vs low) as dependent variables and the brand experience and attitude as dependent variables. First, cognitive presence was found to be most effective through behavioral experience when low interactivity. Second, emotional presence also has a positive effect on emotional experience when the level of interactivity is low. Third, media presence has a positive effect on emotional experience if the level of interactivity is low. This study suggests a communication strategy to communicate presence according to the characteristics of media strategy and technology through appropriate level of interactivity when using digital technology. Future research requires a qualitative approach rather than a quantitative one in terms of interactivity.

A Study on the Impact of Volunteering Experience in a Small Library Within an Apartment Complex on the Sense of Community: A Case of Apartment Small Libraries in D Metropolitan City (아파트 단지 내 작은도서관 자원봉사 경험이 지역공동체 의식형성에 미치는 영향: D 광역시 아파트 작은도서관 사례를 중심으로)

  • Ayoung Lee;Seongsin Lee
    • Journal of the Korean Society for information Management
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    • v.40 no.4
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    • pp.53-71
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    • 2023
  • The purpose of this study is to analyze the effect of volunteering experience at a small library in an apartment complex on the formation of a sense of community through a qualitative method. To achieve the study purpose, thirty-three volunteers from five small libraries in an apartment complex in DS-gu at D Metropolitan City were interviewed. According to the study results, they started volunteering at the libraries as a main user of the libraries. Through the volunteering experience, they had positive feelings about the libraries and were aware of the problems with the libraries. Furthermore, the volunteering experience facilitated communication among the residents of the apartment and they recognized the libraries as a shared community space. Finally, through the above processes, the volunteering experience contributes to formimg a sense of community.

A Study on the Development of Multi-sensory Virtual Reality System based on Realistic Media (실감미디어 기반의 다감각 가상 체감시스템 개발에 관한 연구)

  • Lee, Hyun-Cheol;Park, Ki-Chang;Kim, Eun-Seok;Hur, Gi-Taek
    • Journal of Korea Multimedia Society
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    • v.20 no.9
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    • pp.1574-1583
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    • 2017
  • This paper proposes how to develop a multi-sensory virtual reality system based on realistic media that can improve the sense of immersion and reality experienced by the user. We suggest four types of multi-sensory virtual reality system; a realistic media experience system which provides sensory experiences to user by interlocking the media file with the sensory informations and reproducing the sensory information suitable for the scene, a real image-based panorama experience system which maximizes the sense of reality, an experience ball system in which users engage themselves into the system environment to lead the story and immersion of the content through interaction with the system, and a cultural heritage experience system based on hand movement recognition. The suggested systems can be applied in a various area such as education, advertisement, culture and arts, performance, exhibition, sports, game, 4D Experience Center, and so on. We supposed that it can contribute to create a variety of sensible contents services in the realistic media industry through the convergence of media, contents, and devices.

Influences of the User's Experienced Space Perception on the Flow at Digital Interactive Contents (디지털 상호작용 콘텐츠에서 체험적 공간감이 몰입에 미치는 영향)

  • Yun, Han-Kyung;Song, Bok-Hee
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.5 no.4
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    • pp.198-205
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    • 2012
  • This study deals with development of an evaluating tool for flow experience and presence to evaluate interactive digital contents. The tool is able to measure the grade of flow and presence by surveying with their factors which are known to affect flow experience and presence. One of reasons for reducing flow experience and presence in 3D digital contents is that the experience in the virtual world is different from user's prerequisite learning in the real life. The recent interactive contents using physical movement of users as an input is possible to provide unsafe situation to users due to the different experience. The suggested flow measurement tool is able to evaluate presence and flow experience of an interactive 3D contents as well as flow and presence factors are possible to use as a general guideline for all stages of producing interactive 3D digital contents.

Causal Relationship between Firms' R&D Collaboration and Performance in Contents Industry (기업의 R&D협력이 기업성과에 미치는 영향 -콘텐츠산업 중심으로-)

  • Yang, Dong-Woo;Kim, Da-Jin
    • The Journal of the Korea Contents Association
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    • v.10 no.4
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    • pp.306-316
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    • 2010
  • The purpose of study is to promote the development of contents industry by analysing the causal relationship between R&D collaboration and firms' performance. In study, we use the number of intellectual property and total sales as proxy variables of performance. we use the degrees of collaboration experience, firms' interaction and degree of collaboration as proxy variables of independent variables. The results of study are as follows. First, collaboration experience and firms' interaction are positively influence on technological performance. Second, collaboration experience is positively correlated to economic performance. Finally, firms' R&D collaboration revealed higher performance than R&D collaboration of firm and R&D institution This study emphases on the importances of R&D collaboration for developing new technology and improving economic performance.

Computational Thinking based Mathematical Program for Free Semester System

  • Lee, Ji Yoon;Cho, Han Hyuk
    • Research in Mathematical Education
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    • v.18 no.4
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    • pp.273-288
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    • 2014
  • In recent years, coding education has been globally emphasized and the Free Semester System will be executed to the public schools in Korea from 2016. With the introduction of the Free Semester System and the rising demand of Computational Thinking (CT) capacity, this research aims to design 'learning environment' in which learners can design and construct mathematical objects through computers and print them out through 3D printers. Furthermore, it will design learning mathematics by constructing the figurate number patterns from 'soma cubes' in the playing context and connecting those to algebraic and combinatorial patterns, which will allow students to experience mathematical connectivity. It is expected that the activities of designing figurate number patterns suggested in this research will not only strengthen CT capacity in relation to mathematical thinking but also serve as a meaningful program for the Free Semester System in terms of career experience as 3D printers can be widely used.

Development of story-based growth type content using 3D printing (3D프린팅을 활용한 스토리 기반 성장형 콘텐츠 개발)

  • Lee, Young cheon
    • The Journal of the Convergence on Culture Technology
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    • v.4 no.1
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    • pp.27-32
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    • 2018
  • Recently, diverse bio-growth and object production experience learning contents have been developed for AR-based storytelling. In this paper, we will develop a storytelling-based growth type content using 3D printer which can add interest in and motivation of experiential learning. It is possible to increase the value of the characters produced by 3D printer as they can be used as personal collections. The bio-growth type content enables the learners and users to experience the local culture, history, and tourism ecology, which can enhance the educational effect by promoting their understanding in a fun way. The purpose of this study is to develop an application for experiential learning contents which creates a virtual environment in an object smart device where you can experience the culture and ecology of a learning community, and then produce the output using the 3D printer to keep as a personal souvenir. The developed contents application for experiential learning can be utilized not only for students but also for tourists. It is expected to serve as a source for further development of various contents through 3D printing technology.

A Study on the Implementation of a Portable Hologram Recording System for Optical Education

  • Cheolyoung, Go;Juyoung, Hong;Kwangpyo, Hong;Eunyeop, Shin;Leehwan, Hwang;Soonchul, Kwon;Seunghyun, Lee
    • International Journal of Advanced Culture Technology
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    • v.10 no.4
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    • pp.478-486
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    • 2022
  • Holography is a human-friendly technology that can express 3D stereoscopic information without eye fatigue. You can experience the mysterious features of light directly and indirectly, and you can also experience the principles of 3D imaging, which makes it a very good curriculum. As such, although holography is very effective in teaching students optics and 3D imaging technology, it has not yet been systematically established. The reason is the cost burden such as expensive equipment and laboratories, and the lack of easily accessible educational equipment. We implemented a portable holographic recording system to solve this problem. In addition, since silver halides, which use harmful chemicals, are not used in the process of developing the recording medium, and photopolymers are used, it is possible to educate not only the general public but also young students. In order to improve the completeness of the recorded result, the mechanism part, light source, and recording medium part of the production system were newly constructed to complement all the existing problems. The proposed system will make holography easily accessible to many people in a variety of fields, not just education. Through the interesting experience of various features and principles of light and the production of holograms with high satisfaction, we hope to popularize them in various fields such as education.