• Title/Summary/Keyword: Experience Definition

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A Study on Definition and Characteristic of Experience Design - Focused on Human's Cognition Process in Space - (경험디자인의 개념과 특성에 관한 연구 - 인간의 공간 인지 과정을 중심으로 -)

  • Kim Ye-Jin;Lee Jeong-Wook
    • Korean Institute of Interior Design Journal
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    • v.15 no.4 s.57
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    • pp.138-146
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    • 2006
  • Main elements in definition of space value were physical, formal, and reasonable characteristics in the past. Howener recently, definition of space value is changing by being advanced about study concerned with human's cognition and thinking way in definition and analysis of space. As you see, cognitive psychologists have emphasized the importance of human's cognitive structure and process and studied diverse aspects of human's thinking ; consciousness, perception, memory, image, language, decision-making, inference, and so on. Therefore main elements in definition of space value are five-dimensional, psychological, symbolic, mental, emotional characteristics above physical, formal, and reasonable characteristics. As mentioned above, the conversion of thinking focused on reason to thinking focused on human's spirit and emotion is achieved in contemporary architecture and 'human's experience' in space becomes a very important factor. For that reason, the purpose of this study is consideration of human's cognitive process in space by conversion of thinking and gives a definition about experience. And, I would like to define 'experience design' whose main attribute is experience in space and establish theoretical basis of experience design through theoretical researches about experience. This study on experience design that induces users to participate in space and stimulate human's spirit is a important point in definition of space value not only contemporary interior architecture but also prospective generation.

Research on the Features of VR Marketing Design Based on Emotional Experience

  • Sui, Qiao;Cho, Dong-Min
    • Journal of Korea Multimedia Society
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    • v.25 no.3
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    • pp.537-545
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    • 2022
  • Emotional experience (James, 1884)[1] can affect people's behavior. There are few types of research on VR marketing(Maojun Zhou, Zeru Yan, 2018)[2] design based on emotional experience. This article is based on emotional evaluation theory and empirical research, and the VR marketing case "Buy+" online shopping platform (Wu Yongyi, 2016). It is concluded that there are three levels of emotional experience definition on VR marketing which decompose the features of the VR marketing design of "Buy+ as an online-shop" correspondingly and find out the design features of VR marketing from the perspective of emotional experience. Finally, through the analysis of the questionnaire data, it verified that vividness, functionality and effectiveness could represent the features of VR marketing design. Moreover, it analyzed the correlation among these factors. Vividness and functionality have the closest relationship among them. The definition, the components, and the correlation of the three-layer emotional experience obtained from this research can provide theoretical support and reference for other VR marketing designs.

Conceptual Study on User Experience in HCI: Definition of UX and Introduction of a New Concept of CX (Co-Experience) (사용자 경험에 대한 HCI적 관점에서의 개념적 고찰 사용자 경험의 개념 정의와 공동 경험감 개념의 제안)

  • Moon, Jee-Hyun;Lim, Seong-Taek;Park, Cha-La;Lee, In-Seong;Kim, Jin-Woo
    • Journal of the HCI Society of Korea
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    • v.3 no.1
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    • pp.9-17
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    • 2008
  • The concept of UX(User Experience) has been an important issue both in academic and practical areas in recent years. However, the concept had either been lacking an implicit definition or confused with otherrelated concepts in most cases. In this paper, a conceptual definition of UX and the optimal UX in HCI as well as conditions of it is presented based on John Dewey's pragmatism. Also, due to the current shifts in the technological environment in HCI, it is impossible to fully explain the phenomena by using the current concept of UX as users experience technology not only individually but also socially. Therefore, this paper introduces the concept of users' shared experience, co-experience(CX), and its requisites.

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Subjective Evaluation of Ultra-high Definition (UHD) Videos

  • Rahim, Tariq;Shin, Soo Young
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.14 no.6
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    • pp.2464-2479
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    • 2020
  • This paper presents a detailed subjective quality assessment for the ultra-high definition (UHD) videos having frame rates of 30fps and 60 fps. The subjective assessment is based on the ITU-R BT-500 recommendations, where double stimulus continuous quality scale (DSCQS-type II) test is performed for the evaluation of the perceived quality of the user's in terms of differential mean opinion score (DMOS). Encoding of the UHD videos by opting encoders i.e. H.264/AVC, H.265/HEVC, and VP9 at five different quantization parameter (QP) levels is done to investigate the perceived user's quality of experience (QoE) given as DMOS. Moreover, the encoding efficiency as the encoding time for each encoder and qualitative performance by employing full-reference (FR) quality metrics are presented in this work.

Evaluation of Adults' Knowledge on Generic Medications in Korea (지역약국 방문 성인의 제네릭 의약품 인식도 평가)

  • Lee, Yu-Jeung
    • YAKHAK HOEJI
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    • v.55 no.3
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    • pp.195-202
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    • 2011
  • Generic medication market has been increased for economic reasons in Korea. Health authorities worldwide recommend the use of generic medications nowadays. However, patients in Korea are not familiar with the generic medications and considerable percent of those do not know the definition of the generic medications. The purpose of this study was to evaluate adults' knowledge and perception on the generic medications at community pharmacies in Korea. This study was a 11-questionnaire survey conducted from August 9, 2010 to August 27, 2010. Of the 204 respondents, 63 (30.9%) responded that they knew what a generic medication was, but only 16 (25.4%) of those answered that generic medications had the same efficacy as brand medications. When pharmacists were the source of generic medication information, more patients reported having knowledge about the definition of generic medications correctly compared with other sources. Patients with negative experience with generic medications within 6 months were more reluctant to generic substitution suggested by a pharmacist than those with positive experience. Based on the results of this study, further studies should be conducted to establish the best way to provide generic medication information for patients.

Korean Urban Woman's Experience of Menopause : Newlife (중년기 여성의 폐경경험)

  • Lee, Kyung-Hee;Chang, Choon-Ja
    • 모자간호학회지
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    • v.2 no.1
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    • pp.70-86
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    • 1992
  • What is the meaning of menopause experienced by urban Korean women? Nurses need an under standing of menopause as it is experienced by women themselves. Nursing needs to build knowledge of womens' health experiences. This phenomenological study examined what menopause means to modern Korean woman to build a structure of knowledge useful for practice to enhance the quality of life of women throughout this experience. Traditional definition of menopause according to physiological changes, as illness and more recently as psychosociocultural phenomena were examined along with the folk lore information generally available in the society A review of the research and scientific literature was done from the perspectives of four models including the medical model of menopause as disease, the psychosocial model as positive and negative behavioral responses to menopause, a feminist model of menopause as a time of rebirth and a nursing model of the changing patterns of meaning, rythms and transformation women experience through menopause. Van Kaam's method was used to analyse data audio-recorded during interviews by the investigator with 65 women, 40 to 60 years of agey whose confidentility was assured. Interpretation of the data was enhanced luther by consultation with professional colleugues and with informants. Four rhythmical patterns of process emerged : from suffering to comfort, from oppression to freedom from being a good wife and wise mother to becoming a woman and from a hard life to an abundant life. The detailed common elements making up each of the four patterns and definitions of each pattern were presented. Each pattern was discussed critically from the point of view of medical, psychosociocultural, womens' and nursing models. The structural definition of the synthesis of the four process patterns was stated as : in spite of suffering the middle-aged urban Korean woman find she is able to help herself to feel comfortable and to realize release as she moves from oppression to liberation and freedom from being a good wife and wise mother she experiences rebirth as a woman : she begins to live a profitable and valuable life : her life becomes one of transformed abundant living. The definition transcends the medical and phychosociocultural model to embody a nursing model. The analysis was critiqued by using Parse' Human Becomming theory of nursing because the emerging themes were process patterns. Parse' theory provides and explanation of the experience of menopause consistant with the data which enhances nursing understanding of womens' experience of menopause. Parse' practice methodology provide guidance for promoting womens' quality of life throughout the experience of menopause. Feminist analysis contributes valuable critique to nursing research, richly expanding the perspective from traditional approaches to promote understanding of the meaning of womens' health experiences.

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User Experience Validation Using the Honeycomb Model in the Requirements Development Stage

  • Kim, Neung-Hoe
    • International journal of advanced smart convergence
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    • v.9 no.3
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    • pp.227-231
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    • 2020
  • Recently, the importance of user experience (UX) has been rapidly increasing. Its utilization is emphasized for development of systems, products, and services. User experience is widely used across industries including services, products, processes, society, and culture. Therefore, if it is unsatisfactory, it is likely to have a direct negative impact on the corresponding system, product, or service. The failure to analyze user experience causes significant damage to the project, which may lead to its failure or redevelopment; it is hence necessary to prioritize the verification of UX in the earliest stages of development. The requirements development stage, which is a preceding stage, is an appropriate stage for the verification of user experience because the identification of user needs is completed and prototypes can be implemented. In this paper, we proposed a systematic requirements development stage; it adds user experience verification activities to the requirements development stage, using the Honeycomb model, which is a widely used tool for verifying the overall UX. User experience verification was added to the existing requirements development activities, which consisted of three steps: model definition and requirements placement, discussions between external and internal stakeholders, and review by internal stakeholders. By easily validating the user experience through this systematic requirements development stage, we expect to minimize the damage to the project due to the failure of the user experience analysis and increase the possibility of success.

A Study on Searching for Process of Experience for Architectural Design (건축공간에 있어서 경험의 과정성 구현 연구)

  • Kim Soojin;Lee Young-Soo
    • Korean Institute of Interior Design Journal
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    • v.14 no.5 s.52
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    • pp.62-70
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    • 2005
  • Basically, modern architect's translation of relations between architectural space and human beings is focused upon the space and the way the space is experienced. Thus, the architecture is construed not as the finalized and fixed structure but as something undetermined and In progress. Here, we can identify the similarity between current trend and theory on process. Experience argument in this study is based upon such a similarity. And for your understanding of the spatial concept broached in the following experience argument, I've presented the analysis of Ben van Berkel's and Kazuyo Sejima's works that represent user's experiences in discussing art works. Taking a step further, I'll try to provide the true definition of being in progress and the potential of the architecture, thereby seeking the value and meaning of trends in modern architecture. In this regard, this study is aimed to analyze the attributes of experiences in progress identified in the art works of Ben van Berkel and Kazuyo Sejima and to extract and analyze the architectural concepts therein.

Evaluating the Comfort Experience of a Head-Mounted Display with the Delphi Methodology

  • Lee, Doyeon;Chang, Byeng-hee;Park, Jiseob
    • Journal of Internet Computing and Services
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    • v.21 no.6
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    • pp.81-94
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    • 2020
  • This study developed evaluation indicators for the comfort experience of virtual reality (VR) headsets by classifying, defining, and weighting cybersickness-causing factors using the Delphi research method and analytic hierarchical process (AHP) approach. Four surveys were conducted with 20 experts on VR motion sickness. The expert surveys involved the 1) classification and definition of cybersickness-causing dimensions, classification of sub-factors for each dimension, and selection of evaluation indicators, 2) self-reassessment of the results of each step, 3) validity revaluation, and 4) final weighting calculation. Based on the surveys, the evaluation indicators for the comfort experience of VR headsets were classified into eight sub-factors: field of view (FoV)-device FoV, latency-device latency, framerate-device framerate, V-sync-device V-sync, rig-camera angle view, rig-no-parallax point, resolution-device resolution, and resolution-pixels per inch (PPI). A total of six dimensions and eight sub-factors were identified; sub-factor-based evaluation indicators were also developed.