• 제목/요약/키워드: Experience Element

검색결과 567건 처리시간 0.024초

종교건축 수공간의 현상학적 특성과 의미에 관한 연구 (A Study on the Phenomenological Meaning and Characteristic of Water Space in Religious Architecture)

  • 손광호;김강섭
    • 한국실내디자인학회논문집
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    • 제14권6호
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    • pp.193-201
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    • 2005
  • In this study we analyzed and interpreted the phenomenologlcal characteristics and meanings of water space in religious architecture through field studies and phenomenologlcal approaches, focusing on the religious architecture Introducing water space in contemporary architecture. The phenomenological experience elements of the research ate light, time, place and context. As the results of this study, first, light as a phenomenological element not only induces a contrast and change between light and the shadow in architectural space and various changes of light in inner space, but also operates as an element which expresses building features outward with time. Second, time as a phenomenological perception experience makes us feel changes of the environment and physical properties and experience space visually and physically. The continuity of time shows the change of a day, night and daytime and seasons. Third, water space makes the sense of place more remarkable, connected closely with surrounding nature In outer space, and creates a new space. Fourth, water space is a contextual element which harmonizes with surrounding environment by connecting surrounding natural environment with architectural space. Fifth, water space in religious architecture is a symbolic and central element, and emphasizes the atmosphere of architectural space. In addition, it makes the people who experience water space perceive the place by triggering sensitive response.

체험 마케팅에 의한 직업체험관의 특성에 관한 연구 - 어린이 직업체험 중심으로 - (A Study on the Characteristics of Vocational Experience Facilities in Accordance with Experience Marketing - Focused on Vocational Experience Facilities for Children -)

  • 주희문;변대중
    • 한국실내디자인학회논문집
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    • 제22권3호
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    • pp.108-116
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    • 2013
  • This study has the purpose to review the way of experience element and property of space design appearing in vocational experience space and accumulate basic study material for children's vocational experience space and build systematic and specialized modules. Analysing the marketing elements of experience space through pilot research to arrange frame of analysis, and in a determined range, experimental marketing's property appearing in children's vocational experience center is analysed. This researcher analysed experimental displaying space's function of recognition, emotional, behavior, sense marketing and experimental marketing induced from pilot research on space design expressive elements of experimental marketing when it is applied to spaces through the frame of analysis with the combination of total 8 kind's experience display space function such as investigative, conceptional, aesthetic, entertaining, logical, relative, participating, and comprehensive experience based on 5 vocational experience spaces located in Seoul and Gyeonggi, opened after 2010, being operated at present with more than 500 pyeong (about 1,650 square meter) and targeted for children, after this researcher visited the site directly to make check list with the frame of analysis together with the staff and administrator in charge of vocational experience education. As a conclusion, vocational experience center is a space of edutainment helping children experience various profession more easily to find their interest and to bring up their dream. By analysing current vocational experience center through the element called experimental marketing, current status of vocational experience center could be known. the experience itself in vocational experience center becomes a merchandise. Instead of mere experience, so as to get professional experience and new information, new experiences should be provided by incessant variation and development. This study is to build basic research data for children's vocational experience space, however not only drawing specialty of vocational experience center through the connection of enterprises based on the contents arranged above but also systematic and specialized modules are expected to be built in next researches.

프로그래밍 초급과정에서 로봇의 활용이 몰입에 미치는 영향 (The Effects on Flow at Using Robots of Introductory Programming Course)

  • 유인환
    • 정보교육학회논문지
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    • 제17권3호
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    • pp.329-337
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    • 2013
  • 초급 프로그래밍 과정에서 로봇의 활용은 매우 효과적인 것으로 알려지고 있다. 본 연구에서는 프로그래밍 초급과정에서 로봇의 활용이 몰입에 미치는 영향을 탐구하였다. 실험 적용 결과 몰입의 하위 요소인 선행, 경험, 효과 요소 모두 유의하게 높게 나타나 로봇의 활용은 학습자들의 몰입에 매우 긍정적인 영향을 미치고 있음을 알 수 있었다. 또한 몰입의 하위 요소별 관계를 알아본 결과, 각 요소별로 강한 상관관계를 가지고 있으며, 특히 선행 요소와 경험요소의 상관관계가 높았다. 따라서 로봇의 활용은 몰입이 발생하도록 하는 전제조건으로서 작용하고 있고 이에 따라 경험 요소가 높아지며, 학습자가 느끼는 내재적 보상이 특히 크다는 것을 확인할 수 있었다. 결국 초급 프로그래밍에서 로봇의 활용은 몰입 경험을 강화하고 궁극적으로 학업 성취도에도 긍정적인 영향을 미칠 것으로 기대할 수 있다.

체험 공간 스토리텔링의 중첩 구조 및 특성에 관한 연구 - 뮤지엄 공간을 대상으로 - (A Study on the Structure and Characteristic of Overlapping of Storytelling about Experience Space - Focus on the Museum space -)

  • 안현정
    • 한국실내디자인학회논문집
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    • 제22권4호
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    • pp.41-51
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    • 2013
  • Lately in many cases, Spaces are designed by stimulating user's sensibility, emotion, psychological software over based on the user behavior and purpose of space. Because space is not only practical using and use purpose but also the place for expressing ourselves by experiences. But space is a physical thing. so we need to arrange a structure of abstract and formless source of design by sophisticated grammaticalization. Especially storytelling of that abstract thing have characteristics of relation, process among users and space. because storytelling is focused on the discourse of stories and relationship record of that discourses. So this is used by expression device for user's emotion things and subjects in numerous cases. And storytelling is the basic, important element for user's experience in a space. By the way, Overlapping is also basic element for being possible to make experiences by concrete thing. that is because, Overlapping is layering phenomenon of some objects. Overlapping is made distance, distance make depth, and this relations take us an experience. Finally storytelling, Overlapping and space of experience are relation of cause and effect. So in this thesis, researcher looks for the relation characteristics between storytelling and overlapping by experience. and makes the abstract source into concrete and sophisticated formular.

스티븐 홀 작품에 나타난 현상학적 빛과 물의 공간작용 (A Study on the Spatial effect of Phenomenological Light and Water in Architectural works of Steven Holl)

  • 안우진;손광호;고성룡
    • 한국실내디자인학회논문집
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    • 제27호
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    • pp.20-27
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    • 2001
  • The tendency of formalization in Contemporary Architecture deeply relies on the thought of Western Philosophy, which emphasizes the art of image perceived visually but ignores the body and perception of a human beig who uses the architecture and lives in it. On the contrary, Merleau-Ponty asserted long time ago that the world and the body are inseparably related to each other. The phenomenology is important in Architecture, since the center of thought should be taken back to the human body if a artistic meaning can be obtained by Architecture. From this point of view, the meaning of Contemporary Architecture can be renewed by the phenomenological idea of Merleau-Ponty as a means of expanding thought that overcomes the limit of formalization in Contemporary Architecture. This research aims to ream from Steven Holl's work, and show the Architectural elements that are used for preceptual experience of phenomenon and the function of those element sin Architectural space of his works. The result of study on about the phenomenal light and water in Architectural space of Steven Holl is as follows; First, in perceptional experience of phenomenon, time is an important element, which is successive and make a field that cause perceptional experience. Second, light, as a phenomenological element, acted as a means of expressing the comparison and change of light and shadow in Architectural space and showing the change of color by the diversity of time in inner space. Third, water, as a phenomenal lens, not only acted functional but also functioned as an element of sensual experience in Architectural space. It acted as an image containing time, space, just like a mirror that reflect the environment.

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아파트 실내 공간 체험과 만족도에 관한 연구 - 울산지역 모델하우스를 중심으로 - (A Study on the Experience and Satisfaction Level of the Apartment Interior Design - Focused on the Apartment Model House in Ulsan City -)

  • 김정근
    • 한국실내디자인학회논문집
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    • 제18권6호
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    • pp.20-27
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    • 2009
  • This study aims to understand the consumer consciousness of the interior design by experiencing the interior space of the model house provided by the construction company. For this, the author investigated the spatial images about the apartment interior design and the satisfaction level depending on the experiential elements. Survey questionnaires were distributed to people who visited six model houses. Subjects were asked about the experience about the interior space of the model house. Their response to the experiential elements was analyzed with 5-point Likert scale and was computed as frequencies, percentages, and means. For the spatial image characteristics, adjectives were substituted for the image scales. As a result, the author found out the following: First, the interior space was commonly directed to the soft image, which was mixed with modern, noble, decent, dynamic and natural styles depending on the companies. The trend of each interior design basically had static, soft and vague images, and partially had two kinds of tendencies: the one was mild and natural, and the other was modern and elegant. Second, as the strategic modules of the experiential marketing, five experiential elements were investigated to find the satisfaction level through the model house interior space. The emotional element got the highest point followed by the cognitive element and the active element, while the sensible element and the relative element got the lowest point. Third, consumer response was generally positive toward the model house interior design provided by the construction company. It is necessary to make up for the design that can give an aesthetic pleasure with familiar images, rather than give a firm recognition about the design.

Analysis of the Effectiveness of Conversion of Three-dimensional Puzzles into Immersive Media based on Play Theory for Children's Experience

  • Tae-Eun Lee
    • Journal of information and communication convergence engineering
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    • 제21권2호
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    • pp.145-151
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    • 2023
  • This study aimed to determine whether there is a significant difference in play properties in the case of media conversion through the combination of analog three-dimensional puzzles and immersive media in children's experience. Based on Roger Caillois' play theory and the contents of previous research, an experience was conducted on an experimental group and control group, and a questionnaire was prepared. The results of the correlation and paired t-test analysis showed that the play properties were higher and more evenly distributed in the media conversion immersive experience. This implies that an increase in children's fun during the immersive experience further increases their immersion, suggesting that the use of immersive media may have a positive effect on children who achieve holistic development through play and experience. We hope that this study will help recognize the difference in effectiveness through conversion into immersive media and will be referenced in various media studies that consider double-play properties.

모바일 환경에서의 챗봇 UX (Chatbot UX in a Mobile Environment)

  • 이영주
    • 디지털융복합연구
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    • 제17권11호
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    • pp.517-522
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    • 2019
  • 많은 비즈니스에서 챗봇은 사용자의 질문에 가장 즉각적이고 직접적인 피드백으로 제공함으로써 사용자 경험을 높여가고 있으며 그 활용 영역이 커져가고 있다. 본 연구에서는 챗봇의 정의를 비롯해 명령방식, 기능, 플랫폼에 따른 세 가지 유형을 구분되는 요소에 따라 분류해 보았다. 그 과정에서 기능적 구분 요소는 패턴인식, 자연어처리, 시멘틱 웹, 텍스트 마이닝, 상황인식 컴퓨팅의 기능적 부분의 핵심 기술 요소가 챗봇 UX를 위해 필요하지만 현재 단계에서의 한계도 알 수 있었다. 이를 바탕으로 더 나은 사용자 경험을 위한 챗봇의 UX요소를 페이스북, 스카이프, 텔레그램, 구글어이스턴트를 대상으로 분석하였으며 카드와 같은 기본 UI요소와 빠른 응답, 명령, 영구 메뉴의 적용이 사용자 경험요소로 필요함을 알 수 있었다.

인터넷 쇼핑몰 유형에 따른 소비자 특성 및 의복구매성향에 관한 연구 (A Study on Characteristic of Consumer and Clothing Purchase Orientations according to Internet Shopping Mall Type)

  • 박옥련;정유정;이현지
    • 한국의류학회지
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    • 제26권2호
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    • pp.292-302
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    • 2002
  • The purpose of this study was to research on Characteristic of Consumer and Clothing Purchase Orientations according to Internet Shopping Mall Type. The results were as follows; First, the clothing purchase orientations consisted of 5 dimension; product recondition, consumer service, shopping experience, risk of functional recognition, and of economical recognition. Second, the analysis of items of 5 dimension on clothing purchase orientations according to Internet shopping mall type produced as follows; 1. Product recognition - Variety of products appeared to be important elements and the average of specialized shopping mall was higher than that of general shopping mall. 2. Consumer service - Reliability of product information appeared to be more critical than others and the average of specialized shopping mall was bigger than that of others 3. Shopping experience - The item of convenience over time and space, the hard sell and over-service were found critical elements. Especially convenience over time of Mall of Malls, the convenience a far from hard sell element of department style shopping mall, and convenience over space of specialized mall were higher than that of others. 4. Risk element of functional recognition - No specific distinction appeared according to shopping mall type. 5. Risk element of economical recognition - Mending and additional cost arising from bad choice were found being critical element.