• Title/Summary/Keyword: Absorbing experience

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The Effects of Experiential Barriers on Absorbing Experience in Adventure Sports - Focusing on the Moderating Effects of Arousal Seeking and Reactance Tendency - (모험 스포츠의 경험 장벽이 모험스포츠 몰입경험에 미치는 영향 - 감각추구성향과 반항성향의 조절효과를 중심으로 -)

  • Jeong, Yun-Hee
    • Management & Information Systems Review
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    • v.34 no.3
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    • pp.215-230
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    • 2015
  • This study defined the types of barrier and conducted the impact of barrier in adventurous sports. There are many research on adventurous sports, but these researches have several limitations. First, these studies have overlooked important role of barrier in adventurous sports. Also, previous studies on barriers haven't showed the moderating effects of personality on barriers. So, this study attempts to complement the lack of existing research and this purposes of the study is as follows. First, it is to show the positive impacts of barriers on absorbing experience that had been overlooked in the previous researches. Second, it is to propose the moderating effects of personality-arousal seeking, reactance tendency- on the relationship between barriers and absorbing experience. Survey research is employed to test these hypotheses. Previous researches, such as marketing, adventure sports, hedonic research, have been referenced to measure constructs. We collected data involving various adventure sports, and used 171 respondents to analyze these data using moderating regression. In the final section, we discussed several limitations of our study and suggested directions for future research. We concluded with a discussion of managerial implications, including the potential to advance understanding adventure sports and implying an enhanced ability to satisfy target consumers of it.

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Architectural acoustics design of the NAMSADANG exclusive use theaters that SCALE MODEL Design (SCALE MODEL설계를 적용한 남사당 전용공연장의 건축음향 설계)

  • Kim, Jung-Joong;Sohn, Jang-Yeul
    • Proceedings of the Korean Society for Noise and Vibration Engineering Conference
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    • 2008.04a
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    • pp.33-41
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    • 2008
  • Architectural acoustics design of Namsadang exclusive use theaters should be designed to utilize variously to performance space that can fill flavor and taste of Namsadang performance of the Namsadang six yards. Also, analyze special quality that is sound enemy who follow in sound-absorbing materials fare arrangement of innards that is design material of architectural acoustics laying stress on tradition, use purpose and disappointment size that Namsadang exclusive use theaters seeks on the basis of specific space theme that is experience, disappointment form, seat and passageway Wall and ceiling etc. research and sound and meaning of a character wave motion powerful engineering phenomenon and reduction reverberation loss that is happened from indoor manufacturing thing reduction SCALE model of oval structure research and background of AL composition absorbing material of perforate 25% to heighten acoustic absorptivity of practical use internal organs sound absorption material emir quality sound-absorbing materials insert and layer of air most suitable reverberation time of Namsadang exclusive use theaters that 2.2m volume is $42,218\;m^3$ to become 1.2Sec architectural acoustics design do.

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Key technologies research on the response of a double-story isolated structure subjected to long-period earthquake motion

  • Liang Gao;Dewen Liu;Yuan Zhang;Yanping Zheng;Jingran Xu;Zhiang Li;Min Lei
    • Earthquakes and Structures
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    • v.26 no.1
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    • pp.17-30
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    • 2024
  • Earthquakes can lead to substantial damage to buildings, with long-period ground motion being particularly destructive. The design of high-performance building structures has become a prominent focus of research. The double-story isolated structure is a novel type of isolated structure developed from base isolated structure. To delve deeper into the building performance of double-story isolated structures, the double-story isolated structure was constructed with the upper isolated layer located in different layers, alongside a base isolated structure for comparative analysis. Nonlinear elastoplastic analyses were conducted on these structures using different ground motion inputs, including ordinary ground motion, near-field impulsive ground motion, and far-field harmonic ground motion. The results demonstrate that the double-story isolated structure can extend the structural period further than the base isolated structure under three types of ground motions. The double-story isolated structure exhibits lower base shear, inter-story displacement, base isolated layer displacement, story shear, and maximum acceleration of the top layer, compared to the base isolated structure. In addition, the double-story isolated structure generates fewer plastic hinges in the frame, causes less damage to the core tube, and experiences smaller overturning moments, demonstrating excellent resistance to overturning and a shock-absorbing effect. As the upper isolated layer is positioned higher, the compressive stress on the isolated bearings of the upper isolated layer in the double-story isolated structure gradually decreases. Moreover, the compressive stress on the isolated bearings of the base isolated layer is lower compared to that of the base isolated structure. However, the shock-absorbing capacity of the double-story isolated structure is significantly increased when the upper isolated layer is located in the middle and lower section. Notably, in regions exposed to long-period ground motion, a double-story isolated structure can experience greater seismic response and reduced shock-absorbing capacity, which may be detrimental to the structure.

What Causes Haptic Experience in Fashion Film? (패션필름에 나타난 촉지각 경험 유발 요인)

  • Kwon, Jeanne;Lee, Sooyong;Yim, Eunhyuk
    • Journal of the Korean Society of Clothing and Textiles
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    • v.43 no.4
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    • pp.474-490
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    • 2019
  • Fashion films with screen limits have a way of changing communication methods through sensorial organs in order to go beyond limits. This study shows that such change is possible if fashion films are based on haptic factors. This study examines haptic factors of fashion films from the three perspectives of filming factors of different shot size, synesthetic, and cinematic screen methods. First, when the subject to be emphasized is enlarging, the observer comes to project themselves to the situation and incurs a haptic sensation. Second, when associating an experience by personal recollection or social customs when more than two senses are stimulated simultaneously, haptic sensations, triggered by multiple senses, takes place. Third, a blurred image shows haptic sensations through inducing observers to see into the meaning of a shot. As a result, the senses of the observer enlarge and enhance a communication ability through absorbing and accepting a fashion film. Furthermore, fashion films are effective in understanding the cultural forms of the age.

The Research on Online Game Hedonic Experience - Focusing on Moderate Effect of Perceived Complexity - (온라인 게임에서의 쾌락적 경험에 관한 연구 - 지각된 복잡성의 조절효과를 중심으로 -)

  • Lee, Jong-Ho;Jung, Yun-Hee
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.2
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    • pp.147-187
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    • 2008
  • Online game researchers focus on the flow and factors influencing flow. Flow is conceptualized as an optimal experience state and useful explaining game experience in online. Many game studies focused on the customer loyalty and flow in playing online game, In showing specific game experience, however, it doesn't examine multidimensional experience process. Flow is not construct which show absorbing process, but construct which show absorbing result. Hence, Flow is not adequate to examine multidimensional experience of games. Online game is included in hedonic consumption. Hedonic consumption is a relatively new field of study in consumer research and it explores the consumption experience as a experiential view(Hirschman and Holbrook 1982). Hedonic consumption explores the consumption experience not as an information processing event but from a phenomenological of experiential view, which is a primarily subjective state. It includes various playful leisure activities, sensory pleasures, daydreams, esthetic enjoyment, and emotional responses. In online game experience, therefore, it is right to access through a experiential view of hedonic consumption. The objective of this paper was to make up for lacks in our understanding of online game experience by developing a framework for better insight into the hedonic experience of online game. We developed this framework by integrating and extending existing research in marketing, online game and hedonic responses. We then discussed several expectations for this framework. We concluded by discussing the results of this study, providing general recommendation and directions for future research. In hedonic response research, Lacher's research(1994)and Jongho lee and Yunhee Jung' research (2005;2006) has served as a fundamental starting point of our research. A common element in this extended research is the repeated identification of the four hedonic responses: sensory response, imaginal response, emotional response, analytic response. The validity of these four constructs finds in research of music(Lacher 1994) and movie(Jongho lee and Yunhee Jung' research 2005;2006). But, previous research on hedonic response didn't show that constructs of hedonic response have cause-effect relation. Also, although hedonic response enable to different by stimulus properties. effects of stimulus properties is not showed. To fill this gap, while largely based on Lacher(1994)' research and Jongho Lee and Yunhee Jung(2005, 2006)' research, we made several important adaptation with the primary goal of bringing the model into online game and compensating lacks of previous research. We maintained the same construct proposed by Lacher et al.(1994), with four constructs of hedonic response:sensory response, imaginal response, emotional response, analytical response. In this study, the sensory response is typified by some physical movement(Yingling 1962), the imaginal response is typified by images, memories, or situations that game evokes(Myers 1914), and the emotional response represents the feelings one experiences when playing game, such as pleasure, arousal, dominance, finally, the analytical response is that game player engaged in cognition seeking while playing game(Myers 1912). However, this paper has several important differences. We attempted to suggest multi-dimensional experience process in online game and cause-effect relation among hedonic responses. Also, We investigated moderate effects of perceived complexity. Previous studies about hedonic responses didn't show influences of stimulus properties. According to Berlyne's theory(1960, 1974) of aesthetic response, perceived complexity is a important construct because it effects pleasure. Pleasure in response to an object will increase with increased complexity, to an optimal level. After that, with increased complexity, pleasure begins with a linearly increasing line for complexity. Therefore, We expected this perceived complexity will influence hedonic response in game experience. We discussed the rationale for these suggested changes, the assumptions of the resulting framework, and developed some expectations based on its application in Online game context. In the first stage of methodology, questions were developed to measure the constructs. We constructed a survey measuring our theoretical constructs based on a combination of sources, including Yingling(1962), Hargreaves(1962), Lacher (1994), Jongho Lee and Yunhee Jung(2005, 2006), Mehrabian and Russell(1974), Pucely et al(1987). Based on comments received in the pretest, we made several revisions to arrive at our final survey. We investigated the proposed framework through a convenience sample, where participation in a self-report survey was solicited from various respondents having different knowledges. All respondents participated to different degrees, in these habitually practiced activities and received no compensation for their participation. Questionnaires were distributed to graduates and we used 381 completed questionnaires to analysis. The sample consisted of more men(n=225) than women(n=156). In measure, the study used multi-item scales based previous study. We analyze the data using structural equation modeling(LISREL-VIII; Joreskog and Sorbom 1993). First, we used the entire sample(n=381) to refine the measures and test their convergent and discriminant validity. The evidence from both the factor analysis and the analysis of reliability provides support that the scales exhibit internal consistency and construct validity. Second, we test the hypothesized structural model. And, we divided the sample into two different complexity group and analyze the hypothesized structural model of each group. The analysis suggest that hedonic response plays different roles from hypothesized in our study. The results indicate that hedonic response-sensory response, imaginal response, emotional response, analytical response- are related positively to respondents' level of game satisfaction. And game satisfaction is related to higher levels of game loyalty. Additionally, we found that perceived complexity is important to online game experience. Our results suggest that importance of each hedonic response different by perceived game complexity. Understanding the role of perceived complexity in hedonic response enables to have a better understanding of underlying mechanisms at game experience. If game has high complexity, analytical response become important response. So game producers or marketers have to consider more cognitive stimulus. Controversy, if game has low complexity, sensorial response respectively become important. Finally, we discussed several limitations of our study and suggested directions for future research. we concluded with a discussion of managerial implications. Our study provides managers with a basis for game strategies.

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An analysis on the ground impact load and dynamic behavior of the landing gear system using ADAMS (ADAMS를 이용한 항공기 착륙장치 지상 충격하중 및 동적거동 해석)

  • Choi, Sup;Lee, Jong-Hoon;Cho, Ki-Dae;Jung, Chang-Rae
    • Journal of the Korean Society for Aeronautical & Space Sciences
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    • v.30 no.4
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    • pp.114-122
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    • 2002
  • The integration of the landing gear system is a complex relationship between the many conflicting parameters of shock absorption, minimum stow area, complexity, weight and cost. Especially ground impact load and dynamic behaviors greatly influence design load of landing gear components as well as load carrying structural attachment. This study investigates ground impact load and dynamic behaviors of the T-50 landing gear system using ADAMS. Taking into account for various operational/environmental conditions, an analysis of shock absorbing characteristics at ground impact is performed with experience derived from a wide range of proprietary designs. Analytical results are presented for discussing the effects of aircraft horizontal and vertical speed, landing attitudes, shock absorbing efficiency. This analysis leads us to the conclusion that the proposed program is shown to be a better quantitative one that apply to a new development and troubleshooting of the landing gear system.

Aesthetics of Interactive Real-Time 3D (인터렉티브 리얼 타임 3D 아트의 미학적 특성)

  • Dho, Soon-Ho
    • Journal of Korea Game Society
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    • v.5 no.2
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    • pp.3-9
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    • 2005
  • Interactive real-time 3D enables users to explore virtual three dimensional environments and also experience contents in an absorbing fashion. Unlike other media, Interactive real-time 3D users take an active role in the process of "real-time fashion" where action and reaction occur instantly in a digital 3D structure. Once the components and origins of interactive real-time 3D is made, it is possible making principles of the beauty that help decide success or failure of real-time 3D in two way system. Substantial real-time 3D has not yet passed 10 years so it was unable to make sufficient precedents of fundamental artistic value based upon the credibility of the media. The goal is to explain the new form of design in relation to general principles of arts at the same time to understand the technical definition better. Concepts of historical documentation are explained with an example of categorization of recent video game and recent technology. This thesis concludes with rough forecast on the future interactive real time 3D. Since the medium began relatively recently and is developing in the rapid pace, recent analyses, though clear forecast is difficult, tend to investigate potential directions to some level the field allows.

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A Study on Purchasing Practices, Wearing State and Overall Satisfaction with Footwear for Middle School Students (중학생의 신발구매와 착용실태 및 만족도)

  • Jeong, Young-Sook;Kweon, Soo-Ae
    • Korean Journal of Human Ecology
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    • v.13 no.6
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    • pp.985-995
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    • 2004
  • The purpose of this study is to provide useful footwear information for manufacturers and teenagers so that they can produce or purchase proper footwear that would minimize discomfort. For this study, 486 junior high school students were surveyed with a questionnaire. SPSS WIN10 was used to process a statistical analysis such as ferq., factor analysis, t-test, ANOVA(LSD), crosstab, and coefficient correlation. The results are as follows: A significant difference existed between male and female students in purchasing footwear and using evaluation criteria. When they wear shoes for a long time, they usually experience numbness in toes, blisters, heel, bottom on the feet and peeled skin. Female students experienced more foot injuries than males. There were meaningful correlations among purchasing, evaluation criteria, and satisfaction of footwear. Providing proper information is believed very important for teenagers in choosing right footwear. Footwear manufacturers should help them produce suitable shoes, and further help them establish different marketing strategies. To ease the foot discomfort, shoes should be developed with various widths and sizes. Shock absorbing soles and more flexible materials are also necessary.

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Some opinions on the problems of english poetry translation (영시 번역의 문제점에 관한 소고)

  • Kang, Heung-Lip
    • English Language & Literature Teaching
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    • no.3
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    • pp.231-248
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    • 1997
  • With the trend of globalization more people are absorbing in the English learning programs. Not a few attend even the English-Korean translation training course to be semi-professional translators, but we English teachers have already experienced that it is not so easy to translate any language into another, and that it is far more difficult to translate poetry. Much time has been devoted to investigating the problems of translating poetry than any other mode. Poetry translation theory is concerned with the problem of faithfulness to the original poetry. To be a good translator we must fully understand the sound and sense of the original work. But when in translating English poetry into Korean we feel keenly our limits of understanding the sound and style of English poetry, and of expressing them into Korean. Even our sense-oriented translation is far from satisfactory. We often make quite a few mistranslation. Another immediate problem is that of alternation between word-for-word translation and free translation method, but first of all, we should have a perfect knowledge and understanding in English, and a good command of our mother tongue. We should also have a sound interpretation ability because poetry translation is based on the interpretation of the original, and on the shaping of that interpretation. Some doubts have been raised over the feasibility of poetry translation. They say it is not possible to combine in another language the emotion, the form, the style, the musical devices of English poetry. Yet the art of translation has been practiced everywhere in the world. Through this art we can share our experience and culture with foreigners and theirs with us.

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A Study on the Evaluation of Acoustic Performance for Music Room in Middle School using Auralization (가청화(可聽化)를 이용(利用)한 중학교(中學校) 음악실(音樂室)의 음향성능평가(音響性能評價)에 관(關)한 연구(硏究))

  • Soul, Soo-Hwan;Kang, Gyu-Sun;Kim, Jae-Soo
    • Proceeding of Spring/Autumn Annual Conference of KHA
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    • 2008.04a
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    • pp.272-275
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    • 2008
  • In case a middle school music room locating in Iksan City, this space had been finished its construction work with the indiscreet sound-absorbing materials despite the music lesson is taught thereat. Accordingly, when music lesson since it sounds aridly due to insufficiency of echo and sound-volume feeling in music appreciation or music performance sound, there is some difficulty in the music lesson. For the purpose to control the obstructive factors owing to such short Reverberation Time, it optimizes the acoustic factor using Acoustic Simulation after arrangement of Acoustic Design, it has conducted a Psycho-acoustics Experiment using the Auralizational Technique that can experience the Virtual Acoustic Field at its designing stage. As the result of investigation about the acoustic satisfaction on the relevant subject space and the satisfaction with regard to the pertinent each items, it was known that the valuation on acoustic performance was evidently improved at 'after-reformation' than 'before-reformation'. It is considered that such material could be utilized as the useful material that can improve the architectural acoustic factor when construction and renovation of any middle school music room in the future.

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