• Title/Summary/Keyword: Culture enjoyment

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Relationship between Le Corbusier's Errazuris House Project and Antonin Raymond's Karuizawa Villa (르 코르뷔지에의 에라즈리스 주택계획안과 안토닌 레이몬드의 카루이자와 별장의 상관성에 관한 연구)

  • Kim, Kyoung-Yon;Jun, Byung-Kweon
    • Journal of the Architectural Institute of Korea Planning & Design
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    • v.34 no.1
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    • pp.15-22
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    • 2018
  • Raymond, who adopted Le Corbusier's Errazuris House Project, built Karuizawa Villa by incorporating Japan's aspiration for Western modern architecture and strong convictions regarding the preservation of traditional culture heritage, which were prevalent in Japan at the time. Despite the controversy over his plagiarism, Karuizawa Villa shows several unique architectural characteristics. First, in terms of the arrangement and access system, the villa has a common space that affords a view of the lake by accessing from the mountain side. Second, in terms of spatial composition, the common space is connected to the mesonnette by placing a trail to enable enjoyment of natural scenery. In particular, personal space is planned in the shape of a cross by connecting several surfaces to the outside in order to secure enjoyment of the natural environment. Lastly, in the aspect of structure and materials, both architectural buildings adopted masonry by using natural stone as well as building materials suitable for each region and climate by using logs in constructing the main columns and beams. Through Karuizawa Villa, Raymond is considered to have established his own style by combining the standard of Western modern architecture and the elements of Japanese traditional architecture while valuing local architectural technology.

UTAUT Model of Pre-service Teachers for Telepresence Robot-Assisted Learning (원격연결형 로봇보조학습에 대한 예비교사의 통합기술수용모델)

  • Han, Jeong-Hye
    • Journal of Creative Information Culture
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    • v.4 no.2
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    • pp.95-101
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    • 2018
  • As a result of introducing robot assisted learning which utilizes social robots or telepresence robots in language learning or special education, research on technology acceptance model for robot-assisted learning is also being conducted. The unified theory of acceptance and use of technology (UTAUT) model of intelligent robot has been studied, but of tele-operated robot is insufficient. The purpose of this paper is to estimate the UTAUT model by pre-service teachers who experienced telepresence robot-assisted learning that can be done in future school. It is found that the estimated UTAUT model consists of more concise factors than social robots, and the importance of perceived enjoyment is higher. In other words, the pre-service teachers showed significant acceptance of tele-operated robots with enhanced enjoyment composed of its mobility, communication, and touchable appearance of the face and body.

A Study on the Effects of Visual Merchandising (VMD) Components of Fashion Virtual Reality (VR) Stores on Psychological Benefits of Technology Adoption (패션 가상현실(VR)매장의 비주얼 머천다이징(VMD) 구성요소가 기술 수용의 심리적 효용에 미치는 영향 연구)

  • Kahn Jung Mi;Lee Eun Jung
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.4
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    • pp.601-610
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    • 2023
  • The study analyzed the effect of VMD components of virtual reality (VR) stores on the psychological effectiveness of technology acceptance. As a result of the analysis, among the VMD components of fashion virtual reality (VR) stores, experientiality, aesthetics, and suitability had a significant positive effect on perceived usefulness, perceived ease of use, and perceived enjoyment. There was no significant effect on perceived usefulness, perceived ease of use, or perceived enjoyment. The results of this study are significant in that they conducted an empirical study on the intention of use due to the VMD components of a fashion virtual reality (VR) store, which was rarely covered in previous studies on fashion virtual reality (VR) stores.

A Study on the Impact of Perceived Benefits of Subscription Services on Attitudes toward Subscription Services and Continued Intention of Subscription Services: Focusing on the Moderating Effect of Innovativeness (구독 서비스의 지각된 혜택이 구독 서비스 태도와 지속이용의도에 미치는 영향 연구: 혁신성향의 조절효과를 중심으로)

  • Tae-eun Kim;Minjung Kim
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.2
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    • pp.59-65
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    • 2024
  • This study sought to determine the influence of perceived benefits of subscription services on attitudes toward subscription services and continued use intention of them. For this purpose, the perceived benefits of the subscription service were composed of perceived enjoyment and perceived usefulness, and the personal variable, innovativeness, was set as a control variable to examine its influence. As a result of the study, perceived benefits, such as perceived enjoyment and perceived usefulness, both showed a positive influence on attitude toward subscription services and continued use intention of them. The moderating effect of innovativeness on perceived usefulness was also confirmed. The influence of perceived usefulness on attitudes toward subscription services was found to be greater in groups with low innovation propensity than in groups with high innovativeness. These results provide implications about the value of personal characteristics for the continued use of subscription services.

Effects of mobile fashion shopping characteristics on perceived usefulness, perceived ease of use, purchase attitude, and purchase intention of mobile fashion shopping mall - Focusing on smartphone users - (모바일 패션 쇼핑 특성이 지각된 유용성과 지각된 용이성, 구매태도 및 구매의도에 미치는 영향 - 스마트폰 사용자를 중심으로 -)

  • Kim, Minjung;Shin, Suyun
    • The Research Journal of the Costume Culture
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    • v.22 no.2
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    • pp.240-257
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    • 2014
  • In this study, we identified the characteristics of mobile fashion shopping and verified the path model of effects of these characteristics on mobile fashion shopping purchase intention through perceived usefulness and perceived ease of use. We conducted the survey targeting smartphone users in their 20s~30s and analyzed the structural equation model using AMOS 16.0. The results were as follows: Mobile fashion shopping characteristics (enjoyment, credibility, instant connectivity, security, and personalization) had positive effects on perceived usefulness and perceived usefulness influenced attitude toward purchase and purchase intention positively. Attitude toward purchase affected purchase intention in a positive way and perceived usefulness had indirect effect on purchase intention through attitude toward purchase. In conclusion, we proposed the marketing strategies of the mobile fashion shopping businesses.

A Study on the Factors Affecting the Use and Satisfaction of Internet Ticketing Systems (인터넷 티켓팅 시스템의 사용과 만족에 영향을 미치는 요인)

  • Woo, Sung-Hwa;Kim, Kyung-Kyu;Chang, Hang-Bae;Shin, Ho-Kyoung
    • Asia pacific journal of information systems
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    • v.17 no.3
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    • pp.1-24
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    • 2007
  • With the development of information technology (IT), various information systems (IS) such as Web-based systems and mobile systems have appeared utilizing different technologies. However, recent studies on IS use and user satisfaction rarely account for technological differences among IS and environmental characteristics where IS are intended to be used. The purpose of this research is to investigate the determinants of the use of Web-based ticketing systems for cultural activities and to empirically validate their relationships. Environmental psychology suggests that human beings respond to external stimuli from environments with their emotions, and their emotional states influence human actions, e.g., IS use in this research. Applying environmental psychology to the use of Web-based systems in the culture and entertainment industry, we propose that web site characteristics first influence a user's internal state of mind (i.e., flow) and then the flow state influences the IS use. Studies related to the state of flow collectively affirm the key role played by the flow construct in shaping individual attitudes and behaviors toward IS. Users' flow states are captured by their shopping enjoyment, perceived behavioral control, and the level of concentration on the IS use. Referring to social presence theory, we have included such web site characteristics as content quality, context of web site, and community quality. In our research model, a second order construct is utilized to represent web site quality, because flow theory suggests that holistic experiences with web-based systems (rather than individual characteristics of the web site) are important in explaining the IS use. Further, we have included trust as another important factor influencing the IS use since business transactions on the web encompass higher uncertainty comparing to offline transactions. In order to test our hypotheses, we have conducted an online survey which results in 1,141 valid responses in the final sample. The data were collected from respondents who have experiences in Internet ticketing systems. Although it was a convenient sample, the sample represents a wide variety of user demographics. Validity and reliability of the research instrument were tested and research hypotheses were examined using PLS Graph 3.0. The results indicate that web site characteristics significantly influence the level of user concentration, user's enjoyment in shopping, and perceived behavioral control. Further, the use of Internet ticketing systems is influenced by users' flow states and trust in the web channel. User satisfaction is turned out to be affected by the use of Internet ticketing systems. Unlike extant research on the relationship between web site characteristics and its use, our study has found that, in the culture and entertainment industry, the impact of web site characteristics on IS use is mediated by a user's flow state. This finding has a practical implication that web site design should include as many features that enhance shopping enjoyment and concentration. Other practical implications of these findings and future research implications are also discussed.

Research For Creation Plan of Game Culture Street (게임문화의 거리 조성방안 연구)

  • Kim Dong-Kyun;Kim Dong-Hyun;Lee Ju-Young;Yu Yeo-Jung;Choi Sung-Kuan
    • Journal of Game and Entertainment
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    • v.2 no.3
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    • pp.38-43
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    • 2006
  • As the quality of life increases, the demand for enjoyment of leisure culture is increasing in modem society. This has led to the growth of cultural industries, creating many new cultural industries, and due to its recent engagement with digital technology, the development of digital cultural contents has rapidly expanded. As an integrated art field grafted with high technology, the game industry in particular is fusible with other various fields to create new leisure cultures. Taking these periodic conditions into consideration, this essay has presented a promotion scheme for game culture street based on the characteristics of game culture that make it easy for anyone to access. Game culture material signifies the grafting of cultural game characteristics to the physical platform of street, to provide, not only diverse applications of game culture, but also a market for vitalized game industries. This essay has researched the validity and components of game culture material promotion, along with promotion schemes for physical street.

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A Study on Cultural Consumption of Korean Adults of the early 21st Century (21세기 초 한국 성인들의 예술문화소비에 관한 연구)

  • Park, Eun-Hee;Choi, Hye-Kyong
    • Journal of Digital Convergence
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    • v.12 no.9
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    • pp.433-443
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    • 2014
  • The purpose of this research is to study characteristics of Korean adults in the cultural consumption in the first decade of the early 21st century based on . The whole course of the cultural consumption of Korean adult from 2000 to 2010 has been steadily on the upswing. For Korean adults, the first decade of the early 21st century is the time when mass culture had been generalized in their cultural consumption, regardless of any generations. Besides, the twenties have been proved to be the core generation of the cultural consumption in Korean society.

Implementation of VR-based digital visual culture contents (VR기반 디지털 시각 문화 콘텐츠 구현)

  • Shin, Yu-cheol;Bae, Min-kyeong;Park, Cheol-yoo;Lee, Young-woo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.10a
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    • pp.478-480
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    • 2022
  • This content was produced to reduce the stress of the elderly in nursing homes whose outside activities are controlled in a real situation that has accelerated the untact society as the corona pandemic situation continues to be maintained, and to provide visual and auditory enjoyment even inside nursing homes. Nursing seniors get help from social workers through content usage scenarios. By using digital visual culture contents, you can feel the stress that has been continuously accumulated with virtual people, relieve stress and have a sense of identity. Through this content, it will be possible to give a positive effect to the lives of the elderly in nursing care.

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Enjoyment Culture of Garden through Poet(詩) and Text(書), Painting(畵) in the 18·19th Century, Hanyang(漢陽) (시(詩)·서(書)·화(畵)를 통해 본 18·19세기 한양(漢陽)의 원림 향유문화)

  • Kim, Dong-Hyun;Choi, Jong-Hee
    • Journal of the Korean Institute of Traditional Landscape Architecture
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    • v.33 no.2
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    • pp.36-48
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    • 2015
  • This study aims to contemplated the enjoying culture of Gyeonghwasejok's garden in late Joseon dynasty. It was track down the behavior from cultural perspective by using recorded in literature. The results were as follows. First, Gyeonghwasejok was the main principal of the garden at Hanyang in Joseon Dynasty. There are established residence in the downtown and make a garden. Garden organizer recognized to fine conditions of residences even crowded downtown. As a result people tried to include habitation and garden culture for preserve their cultural benefit. Secondly, Seongsisanrim culture has appeared of common in site selection of garden for occupies the scenic beauty. Garden was surrounded by scenic beauty. Garden organizer was formed archival culture for owning the beautiful landscape through creation of guguk(九曲), designation of space and lettering on rocks. Thirdly, Formation of the collection culture was placed of various ornaments inside garden. A behaviour of landscape view and ornaments appreciation led to the archival culture such as Won-rim-gi(園林記) and essay(小品文). Moreover, hold a friendship meeting for sharing garden culture. Fourthly, Attention of flowering plants was extended to development of gardening hobby such as fashion of pot-planting, planted to exotic tree. It was know that the plants are recognized as favorite elements by target of appreciation according to introduction of plants inside garden. In addition, facility of horticulture and kitchen garden were placed inside garden. Fifth, Influx of chinese garden culture influenced construction of garden space in late Joseon dynasty. Garden organizer recognizes garden as a ideal space by garden aesthetics that Hojungcheonji(壺中天地). And the imitation of Chinese garden culture such as collecting of Chinese's ornaments has become a high-level culture.