• 제목/요약/키워드: Experience Based Method

검색결과 2,201건 처리시간 0.025초

From Technology to Content: Research on the Development of VR Flow Experience

  • Sang, YuanZi;Kim, KiHong;Pan, Yang
    • International journal of advanced smart convergence
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    • 제11권3호
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    • pp.93-101
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    • 2022
  • Immersion is a features of VR technology, and the most important condition for evaluating VR experience. With the improvement of VR technology, including the presentation accuracy of VR content, the degree of interaction is diversified, the user's immersion in VR equipment should not only be improved technically, but researched from the user's perception level. The paper defines two important factors, immersion and presence, in a participant's experience with a VR device. Although the current technology can already simulate the real environment information visually and audibly, the content of the VR environment is not enough for us to achieve a completely real experience. Based on the Flow theory of Csikszentmihalyi and the sensory immersion achieved by current technology, this paper proposes the key factors of how to achieve conscious immersion for users in VR media. We prove that immersion is an indicator of the true degree of sensory simulation of VR equipment and is the basis for the realization of flow experience. What really makes the participant feel a perfect experience is the content provided by the VR environment and gave participants a sense of presence, it is not limited to video or games. On the premise of the Multi-Sensory, Immersion, Interactivity and Imagination experience achieved by using virtual reality technology, combined with the content creation of flow theory, the interactive immersion achieved by users is an important method to realize the awareness immersion of VR equipment.

Moderating Effects of Mindset Types on the Relationship Between Experience and Perceived Quality in VR Contexts

  • KIM, Juran;BAE, Joonheui;KANG, Seungmook
    • 산경연구논집
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    • 제13권11호
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    • pp.21-30
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    • 2022
  • Purpose: This study investigates the moderating effect of mindset types on experience and perceived quality in virtual reality (VR) contexts and identify the relationships among mindset types, experience, perceived quality, attitude, and purchase. Research design, data and methodology: Using a survey, a total of 250 participants were recruited from South Korea. Participants were asked whether they have been VR users who had experienced VR before participating in the survey. We used the partial least squares method to test the hypotheses based on structural equation modeling. Results: The results show that experience, including spatial, reality, and sensory experiences, has positive effects on perceived quality. Additionally, the mindset moderates the relationship between experience and perceived quality such that consumers with experience are more likely to have greater perceived quality when they have a growth mindset compared to those with a fixed mindset. The VR context's perceived quality exerts positive effects on attitude toward the VR context, while attitude has positive effects on purchase intention. Conclusion: We suggest that the consumer's mindset might work as an essential moderating factor that influences the relationship between experience and perceived quality. Our findings can help marketers plan promotion strategies more effectively and cater to the different objectives of their contexts.

두 여성 학교상담사의 자녀양육 경험에 관한 내러티브 탐구 (Exploring the Narrative of Child Care Experience of Two Female School Counselors)

  • 최은주
    • 한국콘텐츠학회논문지
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    • 제18권8호
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    • pp.197-209
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    • 2018
  • 본 연구의 목적은 질적 연구방법인 내러티브를 바탕으로 학교상담사의 삶 속에서 자녀양육 경험은 어떠하였으며 자녀양육 경험의 의미는 무엇이었는지 탐구하는 데 있다. 연구를 위해 8년 이상의 경력이 있고 학교상담사로 근무하며 자녀를 청소년 시기에 양육한 경험이 있는 두 명의 여성을 연구 참여자로 선정하였으며, 인터뷰를 거쳐 다음과 같이 연구 결과를 도출하였다. 3차원적 내러티브 탐구공간이라고 지칭되는 시간성 사회성 장소에 집중하여 학교상담사들의 자녀양육 경험을 구성하였는데 결과는 다음과 같다. 먼저 학교상담사들은 원가족에게 양육 받은 경험이 자녀에게 영향을 미치고 있음을 "통찰" 하였다. 상담공부 후 훈육과 강압적인 태도로 양육한 것에 대해 "반성과 사과"의 과정을 거쳐, 자녀를 이해하고 바람직한 부모-자녀관계를 형성하고자 노력하는 "충분히 좋은 양육자 되어가기"를 탐색할 수 있었다. 그리고 체험적 통찰을 통해 "진정한 상담사로 거듭나기"로 변모해 가고 있었으며, 이는 "온전히 기능하는 나"의 의미를 담고 있었다.

경험표집법을 통해 살펴본 도시노인의 일상생활 경험: 공간/대인맥락과 정서경험에서의 젠더차이를 중심으로 (Emotional Experience of Korean Urban Elderly in Everyday Lives using Experience Sampling Method: A focus on gender differences)

  • 한경혜;손정연
    • 한국노년학
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    • 제29권3호
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    • pp.1159-1182
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    • 2009
  • 본 연구의 목적은 경험표집법을 이용하여 도시노인들의 일상생활 경험을 활동의 공간과 대인맥락을 중심으로 재구성하고, 이러한 일상의 맥락들이 노인들의 순간 정서경험과 어떠한 관련성을 맺고 있는지 탐색하는 것이다. 특히 노인의 일상생활의 구성과 그 과정에서 느끼는 정서적 경험은 노인이 처한 사회구조적 맥락에 의해 영향을 받는다는 점에 주목하여, 개인의 삶을 구성하는 중요한 맥락 중 하나인 젠더에 초점을 맞추어 수행되었다. 이를 위해 남성 76명, 여성 72명의 도시노인을 대상으로, 일상생활의 외적, 내적 경험을 동시에 파악할 수 있는 경험표집법을 사용하여 참여자들이 평소에 어디서, 누구와 함께 시간을 보내며, 매 순간마다 어떠한 긍정적, 부정적 정서를 경험하는지에 대한 정보를 수집하였다. 또한, 각 개인이 반복적으로 작성한 응답수를 분석의 단위로 하여 기술통계, 카이제곱검증, t 검증, 그리고 분산분석 및 Scheffe 사후검증을 실시하였다. 주요 분석결과는 다음과 같다. (1) 노인의 일상생활의 활동 공간 중 가장 높은 비중을 차지하는 공간은 집이고, 일상의 시간을 가장 많이 공유하는 사람은 배우자였다. (2) 전반적으로 여성이 남성보다 부정적 정서경험 수준이 높았다. (3) 활동의 공간 및 대인맥락과 정서경험 수준 간 관련성이 젠더에 따라 상이하였다. 이러한 주요 결과에 기초하여 노인의 일상생활에서의 정서경험의 의미와 이와 관련되는 일상의 맥락에서의 젠더차이를 논의하였다.

간호학생의 전공연계 봉사학습 경험 (The Experience of Service-Learning in Connection with the Major of Nursing)

  • 권영미
    • 한국간호교육학회지
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    • 제17권2호
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    • pp.208-217
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    • 2011
  • Purpose The purpose of this study was to explore the experience of service-learning in connection with the major of nursing. Method: This is qualitative research based on the application of a focus-group research method and Glaser's grounded theory. The nine participants of the research participated in the process of developing a service-learning program to promote health in the elderly. They operated the program by acting as instructors for more than 12 months. Results: The basic socio-psychological problems hared by the participants of the research is 'burden'. The basic social process required to solve the problem is 'self-realization' which has been successively shown in the order of the stage of experiencing a surge of will, the stage of recognizing the occurrence of internal and external changes, the stage of being confident, and the stage of obtaining self-respect. Throughout the process, the participants solved 'burden' in a positive way through reflections and reciprocity, developing and strengthening their capabilities. Conclusion: Based on the results, it is necessary to consider the development of a service-learning program in connection with the nursing major in order to provide the students studying nursing with the opportunity to have various learning experiences.

Web을 통한 공간설계의 가상체험평가(VEE)에 관한 연구 - 평가기준을 중심으로 - (A Study on the Virtual Experience Evaluation(VEE) of Space Design through the Web3D - Focus on the Evaluation Criteria -)

  • 이상호;김태환
    • 한국실내디자인학회논문집
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    • 제14권4호
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    • pp.122-133
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    • 2005
  • This study could begin with the improvement of computer graphic technology The graphic technology is the standards of computer technology level and up-to-date technology intensive. Above all, the technology of virtual reality has developed rapidly and the development of the program has changed from professional one only for the experts to easy of access ones for the space designers. Moreover, the program which major internet user's can experience the virtual model has been made, as the development of virtual reality technology that is based on the web. These graphic technology and the development of the web helped to extract human experiences on the space design step. However, to find the meeting point with real recognition is not easy though the virtual reality technology develops. Because the real space is made up of various senses that people feel in their surroundings. But, this study was possible because most of the space recognition is based on the visual organ, even though it can't satisfy all sensible factors that we feel in reality. Therefore, the significant of this study is the standards and criteria of evaluation, the technological proposal, expecting to make more advanced alternative design than before.

경험디자인의 구성과 적용 모형에 관한 연구 (A Study on the Experience Design Construction and Its Application Model)

  • 윤세균;김태균;채승진
    • 디자인학연구
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    • 제16권4호
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    • pp.289-298
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    • 2003
  • 21세기는 소비자의 내외재적 경험을 중시하는 경험경제(Experience Economy)의 시대라고 할 수 있으며 그 핵심은 새로운 관점에서 소비자의 욕구를 이해하는 것이다. 그간 전문가 중심적 관점의 디자인 개발은 제품의 사용성이나 조형성 개선에 주력하였으나 이제는 이에 더하여 사용자의 경험 전반에 무게를 두는 진전된 개념을 적용하도록 요구한다. 이를 위해 소비자의 가치체계에 대한 연구를 디자인의 중심적 지식기반으로 활용할 필요가 있으며 가장 핵심적인 내용의 하나가 경험 시스템에 대한 체계적 접근이다. 이런 배경에 따라 본 연구는 첫째, 제품디자인에 있어 '경험(experience)'의 개념을 소비자의 삶의 중요한 측면으로 새롭게 정의하고 두 번째, 경험디자인의 개념을 구체적으로 정의하며, 마지막으로 그 디자인 실무를 위한 적용체계 모형을 제시하고자 한다. 연구의 전개는 경험론(Empiricism)과 존 듀이(John Dewey)의 이론을 기반으로 경험개념을 밝혔고, 경험의 의미와 유형을 디자인 관점에서 재해석하였다. 이 과정에서 경험을 유발하는 구성인자를 도출하여 이를 디자인의 전개 체계와 적용 모형으로 설정하여 디자인에 활용 가능한 방법론이 되게 하였다. 제시된 적용 모형의 내용은 인간과 환경이 상호관계(interaction)하는 방식에 대해 디자인이 사용자에게 서로 다른 경험 유형과 요소를 제공함으로써 독특한 경험대상을 체득하게 하며 동시에 다양한 경험을 창출할 수 있는 모습을 보여준다. 경험디자인은 이와 같은 모형을 바탕으로 새롭게 창출될 수 있는 경험을 사용자 목표에 맞게 계획하고 설계하여 디자인에 적용함으로써 최적의 제품 경험을 사용자에게 제공하는 것이라 할 수 있다.

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패션 제품 소셜 라이브 스트리밍 서비스(SLSS)의 인지적 공유를 통한 서비스품질 지각과 구매경험의 조절효과 (Perceived Service Quality through Cognitive Communion of Social Live Streaming Service (SLSS) of Fashion Product and Moderating Effect of Purchasing Experience)

  • 송예진;이유리
    • 한국의류학회지
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    • 제44권4호
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    • pp.639-656
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    • 2020
  • Consumers' shopping experience has recently expanded to mobile and social networks; in addition, online fashion retailers started to focus on real-time interaction services as an emerging marketing tool. This study explores the consumer' shopping experience based on social live streaming services (SLSS) to investigate consumer's response behavior and effects through perceived service quality. An online survey method was conducted and a total of 186 female consumer panels were collected. The results indicate that cognitive communion of co-experience had a significant effect on perceived SLSS service quality (responsiveness, contents informativeness, playfulness, system availability). Service quality of SLSS (responsiveness, contents informativeness, and playfulness) had significant effect on trust in SLSS seller while system availability had no significant effect. Also, trust in seller showed significant effect on purchase intention. Last, it was confirmed that the moderating effect of purchasing experience of SLSS was significant in the relationship between cognitive communion and responsiveness/playfulness. There was also an additional significant moderating effect of purchasing experience between system availability and trust in seller.

간경변 환자의 증상경험에 영향을 미치는 요인 (Factors influencing Symptom Experience in Patients with Liver Cirrhosis)

  • 김수현
    • 성인간호학회지
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    • 제17권2호
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    • pp.248-258
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    • 2005
  • Purpose: The purpose of this study is to examine the factors influencing symptom experience in patients with liver cirrhosis(LC). Method: A descriptive correlational study design was used. A convenience sample of 129 subjects was recruited from the gastroenterology department at two university hospitals in Seoul, Korea. Symptom experience in LC was measured with the instrument developed by the researcher based on Theory of Unpleasant Symptoms(Lenz et al, 1995) and the Child-Pugh Score, the Korean version of Profile of Mood States, and the Family Support Questionnaire were used to identify the factors influencing symptom experience. Results: The mean score of symptom experience was relatively low(M=41.67, SD= 24.71). Among individual symptoms, fatigue had the highest score in all dimensions. Fatigue, abdominal distension and/or peripheral edema, muscle cramps, dry mouth, and change in appearance were explored as symptoms needing management. In the regression analysis, symptom experience was found to be influenced significantly by anxiety/depression($R^2=.418$, p=.000) and the severity of LC(Child-Pugh Score)($R^2=.125$, p=.000). These variables explained 54.3% of the variance in symptom experience(F=63.607. p=.000). Conclusion: It suggests that nurses need to take into consideration psychological factor as well as physiological factor in symptom management for patients with LC.

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An Outlook for Interaction Experience in Next-generation Television

  • Kim, Sung-Woo
    • 대한인간공학회지
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    • 제31권4호
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    • pp.557-565
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    • 2012
  • Objective: This paper focuses on the new trend of applying NUI(natural user interface) such as gesture interaction into television and investigates on the design improvement needed in application. The intention is to find better design direction of NUI on television context, which will contribute to making new features and behavioral changes occurring in next-generation television more practically usable and meaningful use experience elements. Background: Traditional television is rapidly evolving into next-generation television thanks to the influence of "smartness" from mobile domain. A number of new features and behavioral changes occurred from such evolution are on their way to be characterized as the new experience elements of next-generation television. Method: A series of expert review by television UX professionals based on AHP (Analytic Hierarchy Process) was conducted to check on the "relative appropriateness" of applying gesture interaction to a number of selected television user experience scenarios. Conclusion: It is critical not to indiscriminately apply new interaction techniques like gesture into television. It may be effective in demonstrating new technology but generally results in poor user experience. It is imperative to conduct consistent validation of its practical appropriateness in real context. Application: The research will be helpful in applying gesture interaction in next-generation television to bring optimal user experience in.