• 제목/요약/키워드: Experience theory

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

  • 김수진;이영수
    • 한국실내디자인학회논문집
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    • 제14권5호
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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.

Active Learning Environment for the Heritage of Korean Modern Architecture: a Blended-Space Approach

  • Jang, Sun-Young;Kim, Sung-Ah
    • International Journal of Contents
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    • 제12권4호
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    • pp.8-16
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    • 2016
  • This research proposes the composition logic of an Active Learning Environment (ALE), to enable discovery by learning through experience, whilst increasing knowledge about modern architectural heritage. Linking information to the historical heritage using Information and Communication Technology (ICT) helps to overcome the limits of previous learning methods, by providing rich learning resources on site. Existing field trips of cultural heritages are created to impart limited experience content from web resources, or receive content at a specific place through humanities Geographic Information System (GIS). Therefore, on the basis of the blended space theory, an augmented space experience method for overcoming these shortages was composed. An ALE space framework is proposed to enable discovery through learning in an expanded space. The operation of ALE space is needed to create full coordination, such as a Content Management System (CMS). It involves a relation network to provide knowledge to the rule engine of the CMS. The application is represented with the Deoksugung Palace Seokjojeon hall example, by describing a user experience scenario.

New Perspective of Radical Innovation based on Upper Echelon Theory

  • Park, Junghyun;Chung, Doohee;Shin, Jiseon
    • 한국기술혁신학회:학술대회논문집
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    • 한국기술혁신학회 2017년도 춘계학술대회 논문집
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    • pp.651-685
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    • 2017
  • This study examines how experience diversity of chief technology officer (CTO) drives radical innovation of the firm, and the moderation effect of group attributes of top management team. Using data of 148 firms in U.S. manufacturing industries, this study finds that a CTO's diverse functional experience increases a firm radicalness, and diverse industrial experience also increases the radicalness. This study also examined the moderating effect of top management team (TMT) characteristics such as TMT size, TMT tenure, and gender composition in TMT. The positive relationship of CTO knowledge diversity and firm radicalness is weakened as TMT size or TMT tenure increased while the relationship is strengthened as gender diversity in TMT increased. These results of the analysis of firm-level radicalness provide implications for both academics and practitioners.

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Experiencing the Art/Craft/Handmade/Studio Furniture Aesthetics in Postmodernism Theoretically (I) -Defining the Postmodern furniture aesthetics as Metaphor-

  • Moon, Sun-Ok
    • 한국가구학회지
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    • 제19권4호
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    • pp.243-251
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    • 2008
  • This study explored the theoretical context of postmodern aesthetics in experiencing art/craft/handmade/studio furniture for 'wood culture experience class' or 'wood love experience class', which has been recently carried out by the Korea Forest Service and is apt to focus on making simple wood work just involved in the practical part. Qualitative conceptual analysis as the principal methodology was used to achieve the theoretical context in the experience programs. I developed the lesson for an aesthetics of art and everyday life with wood furniture which expresses the metaphorical aesthetics appeared as New Design furniture in postmodernism. As statement of objective in the lesson, I explored that students in elementary schools personally understand and define the postmodern aesthetics of New Design furniture as metaphor. As a result, the students will be able to define and identify New Design furniture as metaphor in their lives.

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감성지능 개념화의 문제점 (Problems in Conceptualization of Emotional Intelligence)

  • 이수정
    • 한국감성과학회:학술대회논문집
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    • 한국감성과학회 2000년도 춘계 학술대회 및 국제 감성공학 심포지움 논문집 Proceeding of the 2000 Spring Conference of KOSES and International Sensibility Ergonomics Symposium
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    • pp.26-29
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    • 2000
  • This study would review how important to define emotional intelligence could be in measuring individual differences in emotional experience. For this purpose, the definitions of emotion, built by psychological theorists, would first reviewed, in connection to the newly developed techniques in the area of emotional engineering. Comparing peripheral theories of emotion and cognitive appraisal theories, the multi-facets of emotional experience would be illustrated and it would discussed what these facets mean to predict emotional health of individuals.

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관절염을 앓고 있는 노인 여성 피로 경험의 근거 이론적 접근 (A ground theory approach on fatigue of the female elderly with osteoarthritis)

  • 권영은;정명실
    • 근관절건강학회지
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    • 제3권1호
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    • pp.50-62
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    • 1996
  • The purpose of this study was to identify and construct a substantive theory about the experience of fatigue among the female elderly with osteoarthritis. The interviewees were 6 female elderly with osteoarthritis. Of them 3 were admitted General hospital, the remaining 3 didn't admitted hospital. The data were collected through in-depth interviews by the investigators from May 20th, 1995 to June 19th, 1995. The collected data were coded into concepts and categories according to Strauss & Corbin's grounded method. The data thus collected were analyzed immediatly after interviews and fed into next round of interviews until the data collection reaches the saturation point where no additional concepts emerge. The 35 concepts were from analyzing the grounded data. The results of this study were as follows : 'change of the health condition','change of the life pattern', 'physiologic change', 'change of the coping pattern', 'performance of homework', 'activity daily living', 'tireness', 'ache', 'change of general apperance', 'sleep disturbance', 'powerlessness'. 'Physiologic unbalance', 'change of the family dynamics', 'physical imbalance', 'loss of the control', aviodance', 'conversion', 'leaving', 'indifference', 'hesitation', 'the pursue of information and trial', 'the western therapy', 'heat therapy', 'the oriental therapy','exercise', 'weight control', 'support', 'solution', 'being as before', 'adding more'. Six categories emerged from the analysis of ground data. They were as follows : 'stimuli', 'fatigue', 'passive coping', 'active coping', 'disolution', 'remains'. 13 hypothesis were derived from the integration of categories as follows : 1. The stronger the stimulus as perceived by the subjects, the more the fatigue will exrerience. 2. The more severe the fatigue, the more severe the tireness. 3. The more severe the fatigue, the more the hardness. 4. The more severe the fatigue, the more the variability of appear will experience. 5. The more severe the fatigue, the more the pain will experience. 6. The more severe the fatigue, the more the insomnia will experience. 7. The more severe the fatigue, the more the powerless will experience. 8 The more severe the fatigue, the more the psychological unbalance will experience. 9. The more severe the fatigue, the more variability of the family dynamics will experience. 10. The more severe the fatigue, the more the physical unbalance will experience. 11. The more severe the fatigue, the more loss of control will experience. 12. The subjects who experienced the fatigue will be to show passive coping and active coping mechanism.

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실감콘텐츠의 인터랙션 연구 -국립중앙박물관 디지털실감영상관과 아르떼뮤지엄제주를 중심으로- (A study on the Interaction of Immersive Contents Focusing on the National Museum of Korea Immersive Digital Gallery and Arte Museum Jeju)

  • 안혜령;김치호
    • 디지털융복합연구
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    • 제20권4호
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    • pp.575-584
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    • 2022
  • 본 연구는 실감콘텐츠에서 다양하게 나타나는 인터랙션 유형을 존 듀이의 경험이론을 통해 도출하고, 도출된 유형이 실제 사례에서는 어떤 방식으로 전달되는지 탐구하는데 목적이 있다. 이를 위해 국립중앙박물관 '디지털 실감 영상관'과 '아르떼미술관제주'의 두 사례를 경험이론에서 도출된 인터랙션 유형을 통해 분석하였다. 경험이론을 바탕으로 도출한 인터랙션 유형은 '다중감각'과 '동시체험' 그리고 '감각확장' 이다. 이 유형들이 두 사례에서 공통적으로 하나씩 접목되어 나타나기보다는 연결되어 나타났다. 단방향에서는 '다중감각'에서 '감각확장'으로 이어지고 양방향에서는 '동시체험'에서 '감각확장'으로 연결되었다. 이처럼 기술과 인간이 소통하는 핵심 유형은 한 가지씩만 전달되는 것이 아니라 다중적인 방법으로 인터랙션 순환 고리가 형성되었다. 따라서 실감콘텐츠의 인터랙션 유형은 1:1의 부분적인 전달 방식이 아닌 다방면에서 다양한 감각과 체험이 융합되어 단계적으로 확장된다고 볼 수 있다. 이를 바탕으로 향후 실감콘텐츠에서 인터랙션이 구현되었을 때 유형들은 어떻게 확장되고 관람객들에게 어떤 영향을 주는지의 연구가 필요할 것이다.

체험경제요인이 지식기반 모바일 증강현실의 수용에 미치는 영향 : 쾌락적 정보시스템 관점 (An Effects of Experience Economy for Accepting Knowledge Based Mobile Augmented Reality : Hedonic Information System Perspective)

  • 정남호;이현애;구철모
    • 지식경영연구
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    • 제14권5호
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    • pp.121-136
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    • 2013
  • Augmented reality, which has recently drawn great attention, has along history in technical terms. However, the latest emergence of mobile augmented reality using smartphones is allowing people to access augmented reality more easily and faster than ever. However, a review of existing studies shows that most of them have focused on the technical realization of augmented reality, whereas few studies have dealt with how users perceive augmented reality. For users, augmented reality is a means of knowledge transfer, which enables the experience of more abundant reality by providing additional informatio nsources to objects or landscapes. There fore, the element of experience must be considered for the perception of users. In addition, the current augmented reality technology certainly provides users with more fun than any other existing technologies. In this regard, this study intended to divided experiences not only into sensory experiences, but also into entertainment, educational, escapist, and esthetic experiences based on the experience economy theory suggested by Pine and Gilmore(1998). Moreover, this study intended to examine whether mobile augmented reality applications, which are highly popular as a means of the experience economy, influence the usefulness, convenience, and enjoyment perceived by users, and to identify which of these cognitive elements influence usage intentions.

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A Research of User Experience on Multi-Modal Interactive Digital Art

  • Qianqian Jiang;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • 제16권1호
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    • pp.80-85
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    • 2024
  • The concept of single-modal digital art originated in the 20th century and has evolved through three key stages. Over time, digital art has transformed into multi-modal interaction, representing a new era in art forms. Based on multi-modal theory, this paper aims to explore the characteristics of interactive digital art in innovative art forms and its impact on user experience. Through an analysis of practical application of multi-modal interactive digital art, this study summarises the impact of creative models of digital art on the physical and mental aspects of user experience. In creating audio-visual-based art, multi-modal digital art should seamlessly incorporate sensory elements and leverage computer image processing technology. Focusing on user perception, emotional expression, and cultural communication, it strives to establish an immersive environment with user experience at its core. Future research, particularly with emerging technologies like Artificial Intelligence(AR) and Virtual Reality(VR), should not merely prioritize technology but aim for meaningful interaction. Through multi-modal interaction, digital art is poised to continually innovate, offering new possibilities and expanding the realm of interactive digital art.

시동선 환경에 관한 기초적연구(I) -Kevin Lynch의 도시이론을 적용한 Munster City Library의 실내 경관 이미지- (A Basic Study on the Environment of visual Sequence(I) -The Application of the K. Lynch's Theory to the Interior-Landscape image of Munster City Library-)

  • 임채진;차소란
    • 한국실내디자인학회논문집
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    • 제16호
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    • pp.182-189
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    • 1998
  • The existential space concept which introduced the sense of place that began emerging recently together with the change of space concept results from people's fundamental existential humane aspect as the subject of perceptive experience. The tendencies of enlargement layering and diversification which we can see in contemporary architecture imply the possibility that elements of urban image can be incorporated into interior design. This study utilizes Kevin Lynch's theory which tries to relate environment to existential space. In this study we re-analyze and apply Lynch's $\ulcorner$the Theory of Urban Image$\lrcorner$to interior space and using the conclusion from a case study examine the applicability of the theory about visual perception to interior design. This study considers a new method of analysis to perceive and grasp interior space through the understanding of the cognitive map and image concept.

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