• Title/Summary/Keyword: Experience Elements

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Effects of Fun Elements of Online Games and Self-Construals on Gamers' Flow Experience and Game Loyalty (온라인 게임의 재미 요소와 게이머의 자아성향이 게임 몰입과 충성도에 미치는 영향: 사회적 게이머와 비사회적 게이머 집단 간 비교)

  • Kang, Naewon
    • Journal of Korea Game Society
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    • v.17 no.2
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    • pp.63-74
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    • 2017
  • The study examined how the fun elements of online games and gamers' self-construals affected their flow experience and loyalty to games, focusing on the comparison between the social gamers and the asocial gamers. Results showed that, first, there were significant differences between the two groups in the respective fun elements of achievement, challenge, and closeness; second, differences of gamers' self-construals were found in game environment rather than lifeworld environment; third, the flow experience and game loyalty of social gamers were higher than those of asocial gamers; finally, there were significant differences between the two groups in the effects of the fun elements and gamers' self-construals on their flow experience and game loyalty.

A Case Study of Learning the Coding Concepts Based on Game Experience (게임 경험에 기초한 코딩개념 학습사례연구)

  • Kim, Kyung-min;Kim, Ji-yeon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2015.10a
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    • pp.897-899
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    • 2015
  • These days, the students are learned from game experience such as the code grammatical elements of selection, repetition and decision. In this study, lets the students who have had no coding education make games based on the students's game experience using the programming tool Scratch, and they are realized the similarities between the game experience and the logical, grammatical elements of the coding concepts. We will discuss that was resulted an marked improvements of understanding of the coding concepts, the ability of applications and creativity and classroom participation consequently.

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A Study on the Characteristics of the Information Center for Invigorating Regional Products - Focused on the experiential marketing - (지역 특산물 활성을 위한 홍보관 특성에 관한 연구 - 체험 마케팅을 중심으로 -)

  • Han, Jin-Ju;Han, Hae-Ryon
    • Korean Institute of Interior Design Journal
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    • v.21 no.2
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    • pp.133-140
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    • 2012
  • Our government finally understood the true meaning of this wisdom and is attempting to revive the rural area by establishing local produce exhibition hall. This is to allow different regions to promote their specialties and provide diverse experience to the public. However, the reality is that unstructured marketing and PR is not achieving much. Marketing in the past was a paradigm of function and benefit. As we passed 20th century, this was challenged, leading to experiential marketing. Customers' cultural urge and interest in experience and participation are getting stronger. With the facilitation of Promotion Center for local special products, local special products and relevant local communities will be promoted, and the distribution business will grow further. This research was performed to establish basic research materials for planning information center in order to invigorate regional products. This study brought about the following results: first, the Promotion Center for local special products can acquire emotional elements by associating the elements with local special products; secondly, the Promotion Center for local special products can acquire cognitive elements by harmonizing local communities' unique identities with their own other special products; thirdly, the Promotion Center for local special products can acquire behavioral elements by enjoying various experiences and events; fourthly, the Promotion Center for local special products can acquire relational elements by integrating other new spaces.

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Research on the Components of Children's Educational Game Achievement System

  • Shi, Kun;Cho, Dong Min
    • Journal of Korea Multimedia Society
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    • v.24 no.9
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    • pp.1299-1310
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    • 2021
  • Under the background of the rapid development of digital educational games, we have to evidently research the elements of the achievement system of children's DEG (Digital Educational Game), and analyze the relations between the elements and make a profound study on the achievement system and its components on the impact of player's attitude. Compared with the existing research, the research contents and methods are innovative and reliable. The results show that players have a positive attitude towards the DEG achievement system, DEG achievement system has important value and role for educational games. Which is made of five elements: symbol, reward, logic, social interaction, and knowledge. The five elements interact with each other and have a positive impact on players' attitudes. DEG achievement system with five elements will bring players a positive experience. These findings provide a detailed study of the components of the achievement system. With all of these, we can explain the role and relationship of the components, and provide new ideas and empirical evidence for the design and development of children's educational game achievement system. The above findings provide a detailed description of the components of the DEG achievement system, explain the role and value of each component, and the relationships and patterns among the components, it provides a new perspective and empirical evidence for the design and development of the children's system DEG results.

A Study on Spatial Perceptions and Behaviors through the Perception Phenomenon of the User - The Relationship between Spatial Perception and User Behavior - (사용자의 지각 현상을 통한 공간인지 및 공간행위에 대한 연구 - 공간인지와 사용자 행태와의 관계 -)

  • Kim, Ga-Young
    • Korean Institute of Interior Design Journal
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    • v.22 no.5
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    • pp.143-151
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    • 2013
  • As we recognize the space, humans will experience a process to synthesize elements of cognitive various methods, come to understand the environment. It is intended that on humans to recognize the space, it is intended to act directly under study how to recognize. Humans can know that the determining action based on the values and physical condition, based on the space in which they have been recognized, there are differences in the behavior of the human as a result. Social and arrangement of components - physical region that is cultural difficulties constitute experience specific areas therein. Space for human activities and human, can know that it is not a memory of human behavior, to have a closer relationship with human perception. That is, the description will be aware of the space via the perceptual phenomenon of man due to physical elements performed in the space, what acts about what happens. Through an understanding of the potential for this, and emotion space production consisting only of physical visual element future, and use act of the area to be expressed from his recognition, through the expansion of the perceptual elements, diverse experience richer and more it is a case where deemed necessary access space configuration capable of a broad depth study of this portion is happening, in order to constitute a space, a new interpretation for human behavior is progressing.

A Study on the Exteriority of Interior in the Louis I. Kahn's Architecture - Focused on the Study of Character of Connecting Elements - (루이스 칸 건축의 외부화된 내부에 관한 연구 - 연결공간의 체험과 표현을 중심으로 -)

  • Woo, Young-Sun;Shin, Buhm-Shik
    • Journal of architectural history
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    • v.14 no.4 s.44
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    • pp.117-135
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    • 2005
  • This paper is a study of the possibility of experience and expression in the architecture of Louis I. Kahn by focusing on the characters of entrance, court and window/wall of his public buildings. In the course of composition, Kahn defined the entrance, court and window/wall as an connecting elements and elements of boundary. The characters revealed by these elements or rooms give the clue to insight Kahn's thought of relation of interior and exterior space or inner and outer space. Following are the characters of these elements. First, a entrance reveals the fact that inner space separates from outer space by connecting these two space and giving the value to inner space as the entity and totality like outer space. The entrance gives its ontological being to human subjects not by vision but experience and expression which is the essence of commonness, that is, Silence. Kahn made the possibility of activity amplify in this common and silent space. Second, this entrance is connected with wide and huge central space not individual spaces of interior space. This extreme procedure of entering makes human subject feel sublime of intoner space. And the central spaces becomes another exterior or another world in the inner world of architecture by the lights from above and by having the boundary wall which shows same pattern of exterior wall. Third, Kahn regarded a window as the giver of lights not as the medium of vision connecting inner space with outer. He tried to connect interior with exterior through the being and character of the light expressed in the interior. And in his buildings, interior space is connected with exterior by expressing the purpose of building, composition of inner space, structural truth and construction facts through the Form, a pattern of wall, details and ornamental joints. By practicing this thoughts in the real buildings, Kahn tried to gave aura to both the interior space and entity of architecture which is regarded as micro universe like flowers, rocks and human beings.

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Experience Design Guideline for Smart Car Interface (스마트카의 인터페이스를 위한 경험 디자인 가이드라인)

  • Yoo, Hoon Sik;Ju, Da Young
    • Design Convergence Study
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    • v.15 no.1
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    • pp.135-150
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    • 2016
  • Due to the development of communication technology and expansion of Intelligent Transport System (ITS), the car is changing from a simple mechanical device to second living space which has comprehensive convenience function and is evolved into the platform which is playing as an interface for this role. As the interface area to provide various information to the passenger is being expanded, the research importance about smart car based user experience is rising. This study has a research objective to propose the guidelines regarding the smart car user experience elements. In order to conduct this study, smart car user experience elements were defined as function, interaction, and surface and through the discussions of UX/UI experts, 8 representative techniques, 14 representative techniques, and 8 locations of the glass windows were specified for each element. Following, the smart car users' priorities of the experience elements, which were defined through targeting 100 drivers, were analyzed in the form of questionnaire survey. The analysis showed that the users' priorities in applying the main techniques were in the order of safety, distance, and sensibility. The priorities of the production method were in the order of voice recognition, touch, gesture, physical button, and eye tracking. Furthermore, regarding the glass window locations, users prioritized the front of the driver's seat to the back. According to the demographic analysis on gender, there were no significant differences except for two functions. Therefore this showed that the guidelines of male and female can be commonly applied. Through user requirement analysis about individual elements, this study provides the guides about the requirement in each element to be applied to commercialized product with priority.

Application Possibility of Parallax Scrolling Technique for Website Users' Emotional Experience (웹사이트 이용자의 감성적 경험을 위한 Parallax Scrolling 기법 활용 가능성)

  • Ko, Hye-Young;Kim, Cheeyong
    • Journal of Korea Multimedia Society
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    • v.18 no.2
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    • pp.277-286
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    • 2015
  • Recently, to draw the web users' attention and stay in the website for a long time to transmit information efficiently, the website designing is focused on providing emotional experience. Emotional experience is possible through the use of interactive storytelling and multimedia. Users immersion, pleasurable experience and synesthesia satisfaction is connected to the emotional experience due to the interaction operation and multimedia feedback. In this study, application of the parallax scrolling technique's possibility has been studied to induce the emotional experience of the web users that appeared in the technical development of the web. Realizing characteristics of the elements that effect emotional experience through web cases are studied and the possibility of effective emotional experience is proposed as using parallax scrolling technique on web.

Emotion Space through the Viewpoint of Transaction - Centering on the Dewey's Theory of Experience - (트랜스액션의 관점을 통해 본 감성 공간 연구 방법 - 존 듀이의 경험이론을 중심으로 -)

  • Lee, Young-Mi
    • Korean Institute of Interior Design Journal
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    • v.18 no.5
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    • pp.31-39
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    • 2009
  • Today, 'Emotion' has come to stay as a powerful culture code. Though there has been not a few research results based on the recognition of the importance of emotion, the concept of 'Emotion' still differs according not only to researchers but also to the fields. There firstly lies the aim of this study to research the moaning and feature of 'Emotion' through John Dewey's Theory of Experience. Secondly, this study tries to categorize the strata of emotion in space, and further tries to present the methodology for the study of emotion shown in the space. Emotion is the impulse corresponding to the root force drawing out indefinite situations into the context of the problem, and is also the force which integrates all the elements in the process of reflective correlation. Emotion can be referred to as the activating and combining force which makes it possible for the separate elements to be related to the whole as one, and as the feature forming the completion of the transaction between organisms and environment.

The Experience of Caring by Nursing Students in Handicapped Children (간호 학생의 장애아 돌봄의 경험)

  • Jung Hyang Mi
    • Child Health Nursing Research
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    • v.3 no.2
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    • pp.203-218
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    • 1997
  • Caring is the essence and it is the central and unifying domain for the body of knowledge and practice in nursing. However a clear conceptualization of what caring in nursing does not yet exist. The purpose of this study is to research the phenomenon of caring by obtaining verbal description of the experience of caring in handicapped children, to provide basic information for developing theory of caring, and to teach the humanism centered education. The study design was a descriptive study using phenomenological method. The subjects for this study were 26 nursing students who cared for handicapped children in S rehabilitation center from August, 24 to October. 29 1994. Van kamm's phenomenological method was used for the analysis of the datas. The results are as follows : The experience of caring was classified with 15 common elements and 61 descriptive expressions from 120 raw data. The common elements were , , , , , , , , , , , , , .

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