• Title/Summary/Keyword: Experiencing Contents

Search Result 192, Processing Time 0.029 seconds

An Empirical Study on the Flow Experience Affected by Characteristics of Mobile Internet (모바일 인터넷 특성이 플로우 경험에 미치는 영향에 관한 연구)

  • Yoo, Sang-Jin;Choi, Eun-Bin;Kim, Hyo-Jung
    • Information Systems Review
    • /
    • v.8 no.1
    • /
    • pp.125-139
    • /
    • 2006
  • Recently, as mobile internet users grow rapidly, mobile internet companies are experiencing a fierce competition to capture new customers. Under this business environment, they try to identify factors that make people use mobile internet in order to satisfy customers by providing better and diversified services. There has been enormous effort to analyze customers' behavior in choose and use mobile internet services. However, there is no one best methodology to identify factors to attract customers yet. Thus, the study applied the flow construct proposed by Csikszentmihalyi(1977) and expanded by Hoffman and Novak(1996) to identify environmental factors of internet which has impact on users' mobile internet usage. To implement the study, the following activities have been done: literature reviews on service acceptance model and flow structure, questionnaire survey, suggestion of the flow model on mobile internet, and hypothesis test. For the study, 242 out of 307 samples collected were statistically analyzed using SPSS 10.0, AMOS 4.0 statistics package. The findings of this study are as follows: First, mobile internet environment factors influencing on challenge of flow antecedent were media characteristics(use of convenience, transmission quality), contents characteristics(uniqueness, timeliness, simplicity). Second, mobile internet environment factors influencing on skill of flow antecedent were contents(uniqueness, timeliness, simplicity), charge(definiteness and diversity of charge), usage(security, instant connectivity). Third, challenge of flow antecedent had a significant effect on flow of mobile internet usage. But it was not statistically significant that skill has an influence on flow. This study discovered the relationship between mobile internet environment factors(media characteristics, contents characteristics, charge characteristics, usage characteristics) and flow experience of mobile internet users which would be a valuable insight for marketing strategies. Results shows that challenge of flow antecedent have a significant impact on flow experience in mobile internet environment. Additional, media characteristics, contents characteristics of mobile internet environment factors is positively correlated with challenge of flow antecedent. In other words, mobile internet companies should provide customers with diverse service and take a challenging attitude to get customers show aggressive attitude in mobile internet usage.

Interaction Design Study of Virtual Reality Safety Education Contents (가상현실 안전교육 콘텐츠의 인터랙션 디자인 연구)

  • Chang, Hyo-Jin;Chang, Sun-Hee
    • The Journal of the Korea Contents Association
    • /
    • v.21 no.9
    • /
    • pp.75-87
    • /
    • 2021
  • The purpose of this study is to derive the characteristics of interaction design for each stage of content composition so that it can be referred to in the planning and production of virtual reality safety education contents. It was confirmed that each of the following interaction design features was found in the three configuration steps: acquisition of situation response procedure knowledge, accident situation experiential learning, and content confirmation and evaluation. First, it was revealed that the quality of experience was controlled by increasing the fidelity of behaviors and reducing general and repetitive behaviors in order to emphasize the educational content-related experiences in the learner experience stage. Second, in order for learners to easily recognize main interaction objects in order to acquire information on safe behavior procedures in unfamiliar environments, use of spatial UI or signifiers using arrows or symbols, posts that specifically instruct actions, and multisensory signals Therefore, it was found to be important to emphasize essential actions in a way that lowers the degree of freedom of user experience, and the proportion of non-realistic interactions for cognitive interactions was found to increase. Lastly, in the confirmation and evaluation stage of the experience, it is important to use the meta UI to alleviate negative experiences such as physical damage after experiencing a safety accident situation,

The research of new Multimedia design developmenton Internet(Focus on the layout) (인터넷에서의 뉴멀티미디어 디자인 개발에 관한 연구 -레이아웃을 중심으로-)

  • 류성현;신계옥;이은주;이현주;배경선
    • Archives of design research
    • /
    • v.20
    • /
    • pp.111-120
    • /
    • 1997
  • Recently, rapidly increasing internet Websites are providing us with the new kinds of multimedia informations without borders acting as the center for exchanging informations. Such new media informations through the internet passes informations via light on the monitor and provides the various informations, with the differentiation from the traditional printing media, it can be searched with electronic commands in limited space. In the process of adapting the new technologies, new media has successfully responded to the fast change and the development of its needs by experiencing the trials and errors, steadily establishing the stable position with its new information transferring and exchanging methods. The representative hompage of websites of information transformations means the first page containing no lower directories and consist of titles, icons, symbols and addresses and can design them in consideration of graphical process, planning, contents and others. Such hompages are very important since the graphical images shows its visual expressions deciding the total meanings of the hompages. In this research, we have analyzed the visual factors of frequencies, ratio of areas, distributions, alignment methodologies on layouts of hompages consisting titles, icons, contents and symbols, etc. from randomly picked samples of 161 hompages of websites in the internets of various areas. Generally, the homepages are designed with graphical expressions in personal way and the feedbacks and responses of such may differs, but we think, this can be used as reference materials for the analysis of new media in objective way. Also, it can be used as the base informations for arrangement and planning of designs with the characteristics of graphics and Graphic User Interfaces in the background which are implemented over internet.

  • PDF

Role of Home Economics Education in a Low Fertility Society by Community Involvement, Public Policy Participation, and Advocacy (저출산 사회에서 지역사회연계와 정책참여를 통한 가정과교육의 역할)

  • Lee, Gyeong-Suk
    • Journal of Korean Home Economics Education Association
    • /
    • v.24 no.1
    • /
    • pp.73-84
    • /
    • 2012
  • The purpose of this study was to explore the role of home economics education in a low fertility society in the contexts of curriculum contents, community involvement, public policy participation, and advocacy. The results showed following. First, home economics is a key subject matter in dealing with a low fertility problem among 2007 revised curriculum for secondary education level. Home economics curriculum contents was systematically organized through 8th grade to 10th grade in 4 units, where as curricula contents of social studies, science, and moral education deal with a low fertility problem in partial. Second, it is proposed to be active in community involvement incorporating with secondary education, college education, and lifelong education by service learning, outreach program, and extension program. Third, public policy and advocacy participation of home economics teachers are crucial for transformative leadership and practice in enhancing the condition of individual, family, and community wellbeing such as a low fertility problem. To perform this role of home economics education, home economics teachers should participate in developing curricula and teaching materials for the extra curricula activity, creative experiencing activity, and service learning activity. Home economics teacher educators also should actively involved in outreach program and extension program as well as in public policy advocacy activity for solving a low fertility problem.

  • PDF

Management Strategies and the Growth Stages Analysis of Local Festival : Cases of Hampyeong Butterfly Festival and Hwacheon Sancheoneo Ice Festival (지역축제의 성장단계별분석과 관리전략 : 함평나비축제와 화천산천어축제를 중심으로)

  • Kim, Hyeonwook
    • The Journal of the Korea Contents Association
    • /
    • v.15 no.5
    • /
    • pp.537-549
    • /
    • 2015
  • The purpose of this study is to analyze the characteristics of two local festivals, already recognized as a successful regional cultural festival, over a period of time to apply the product life cycle theory. As a result of the analysis of the two festivals, in introduction stage, the festival organizers have focused mainly on settling down the festival's core programs and raising awareness on the subject of the festival for the stimulation for basic demands. Second, for maintaining increasing demands, the qualitative improvement of the core program, the development of new programs and the expansion of the programs for the visitors' convenience and safety were focused on. In addition, strategies for promoting awareness of the festival had modified the strategy to promote on the contents and programs of the festival, as well as public relations strategy, not only domestic but also the foreign countries, was established and fulfilled. Lastly, in maturity stage, to overcome declining the number of visitors and economic effect both festivals have showed providing sophisticated programs for the visitors' convenience and safety, improving service quality through the development of the existing programs, providing economic benefits such as admission cuts or giving gift certificates and expanding number of foreign visitors with strengthening the promotion that was implemented in growth stage and enhancing the better image of the festival through the social contribution. Therefore, strategies for the each stage mentioned above present the significant policy implications for festival organizers who were planning to establish a new festival or implementing a festival with experiencing the tepid growth.

Development of Management and Evaluation System for Realistic Virtual Reality Field Training Exercise Contents : A Case Study (실감형 가상현실 실전훈련 콘텐츠를 위한 관리 평가 시스템 개발 사례연구)

  • Kim, J.;Park, D.;Lee, P.;Cho, J.;Yoon, S.H.;Park, S.
    • Journal of the Korea Computer Graphics Society
    • /
    • v.26 no.3
    • /
    • pp.111-121
    • /
    • 2020
  • Realistic training contents utilizing intensive immersion of virtual reality are being used in various fields such as industry, education, and medical care. High-risk, high-cost education training, in particular, is difficult to conduct in reality, but it can be applied with the latest virtual reality technology that enhances educational effectiveness by efficiently and safely experiencing it in an environment similar to reality. This study introduces a management system that systematically manages realistic virtual training contents and visualizes training results in schematic pictures based on defined evaluation elements. The management system can store the information generated from the content in the database and manage the training records of each trainee in a practical way. In addition, a content-based scenario can be created in multiple scenarios by setting training goals, number of participants, and methods for applying evaluation elements. This paper describes the management system's production method and the results based on the virtual reality training content as an application example.

The Effect of Data-Guided Artificial Wind in a Yacht VR Experience on Positive Affect (요트 VR 체험에서 데이터 기반의 인공풍이 정적 정서에 미치는 영향)

  • Cho, Yesol;Lee, Yewon;Lim, Dojeon;Ryoo, Taedong;Jonas, John Claud;Na, Daeyoung;Han, Daseong
    • Journal of the Korea Computer Graphics Society
    • /
    • v.28 no.3
    • /
    • pp.67-77
    • /
    • 2022
  • The sense of touch by natural wind is one of the most common feels that every person experiences in daily life. However, it has been rarely studied how natural wind can be reproduced in a VR environment and whether the multisensory contents equipped with artificial winds do improve human emotion or not. To address these issues, we first propose a wind reproduction VR system guided by video and wind capture data and also study the effect of the system on positive affect. We collected wind direction and speed data together with a 360-degree video on a yacht. These pieces of data were used to produce a multisensory VR environment by our wind reproduction VR system. 19 college students participated in the experiments, where the Korean version of Positive and Negative Affect Schedule (K-PANAS) was introduced to measure their emotions. Through the K-PANAS, we found that 'inspired' and 'active' emotions increase significantly after experiencing the yacht VR contents with artificial wind. Our experimental results also show that another emotion, 'interested', is most notably affected depending on the presence of the wind. The presented system can be effectively used in various VR applications such as interactive media and experiential contents.

Delphi Research on Usability Test Framework of Metaverse Platform - Case of Roblox, Zepeto, and Gathertown (메타버스 플랫폼 사용성 평가체계 구축에 관한 델파이연구 - 로블록스, 제페토, 게더타운 사례를 중심으로)

  • Lee, Han Jin;Gu, Hyun Hee
    • The Journal of the Korea Contents Association
    • /
    • v.22 no.9
    • /
    • pp.179-193
    • /
    • 2022
  • Amid the explosive growth of various metaverse platforms, there is no unified indicator to measure, analyze, and evaluate based on customer experience. Therefore, the usability evaluation factors in metaverse were identified through a heuristic methodology and literature review, to evaluate the metaverse, a two-to three-dimensional virtual world platform. A measurable system was established by subdividing 20 items in 5 fields, including user control, information structure, design and content, and usage environment, derived through Delphi technique. Based on this, after experiencing the actual contents of major metaverse platforms such as Roblox and Zepeto, usability was evaluated and comparative verification was conducted. As a result, it was estimated that metaverse user experience could be improved as its utility was derived relatively high in terms of user control and content. This study constitutes a theoretical contribution by extending the usability evaluation system, which has been widely used in the field of service design, to the fields of extended reality and mixed reality. At the same time, it has practical key findings of providing basic judgment standards to stakeholders in the metaverse field, as well as policy implications for digital capability enhancement and industry revitalization.

PRELIMINARY STUDY OF MENTAL REPRESENTATIONS OF PRESCHOOL CHILDREN EXPERIENCING SINGLE, SEVERE TRAUMA (심한 정신적 외상 경험을 한 학령 전기 아동의 정신적 표상에 대한 예비연구)

  • Eon, So-Yong;Song, Won-Woung;Oh, Kyung-Ja;Choi, Eui-Gyum;Shim, Eun-Ji;Shin, Yee-Jin
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
    • /
    • v.15 no.1
    • /
    • pp.61-74
    • /
    • 2004
  • Objectives:This study was performed to introduce a psychoeducational family therapy model for the families of schizophrenic patient and to investigate the effect of this model on the changes in coping style and depressive symptoms of the family members, and in perception of emotional support by families and depressive symptoms of patients. Methods:Nine preschool children, 3-5 years old, experiencing physical injuries caused by attack from a psychotic patient at kindergarten, were evaluated for psychological assessments;Intelligence test, MSSB(MacArthur Story-Stem Battery), H-T-P test(House-Tree-Person test). And their parents completed rating scale, KPI-C(Korean Personality Inventory for Children about children’s psychological conditions). Results:With respects to the contents and emotional reactions of MSSB, 9 preschool children showed generally high levels of anxiety, depression, avoidance, aggression, probably related to the traumatic experiences. Even though children couldn't verbally report directly about their traumatic experiences, in both MSSB, structured play narrative assessment tool, and HPT, free drawing and association test, they demonstrated psychiatric problems through reenactment plays, regardless of clinical diagnoses. Conclusion:Present study allowed us the chance to see beyond the outer pathological behaviors of PTSD in preschool children, through deeper evaluations of their mental representation. These preliminary data suggest deep understanding of internal representation would be of help for thorough evaluations and treatment plan for preschool children, experiencing severe trauma.

  • PDF

A Study on the Classification of Rural Tourism Resources through a Card Sorting Test -Focused on Rural Amenity Resources Database- (카드분류법을 통한 농촌관광자원 유형 분류 -농촌어메니티자원 DB를 중심으로-)

  • Kang, Young Eun;Park, Mee Jeong;Kim, Sang Bum;Kim, Eun Ja
    • Journal of recreation and landscape
    • /
    • v.6 no.2
    • /
    • pp.63-71
    • /
    • 2012
  • As the interest in rural tourism has been increasing since the late 1990s, the research associated with rural tourism has increased, including research on the classification of rural tourism resources. The research classifying these resources has proved useful to many other studies. Although such studies have been conducted for a long time, they have expressed only experts' perspectives and been supported by statistics, without reflecting on users' opinions. Given this background, this study aims to classify rural tourism resources by focusing on the rural activities for tourists who use those tourism resources. To achieve this, each study participant proceeded to collect tourism resources by using a rural amenity resources database, and a card sorting test was conducted. Thirty-two people who had previously gone sightseeing in the rural areas were chosen as participants in the card sorting test. After the card sorting test was complete, the results were reviewed by experts. These results yielded six categories: doing nature activities, eating and cooking local dishes, putting up (overnight stays), going sightseeing/appreciating the landscape, enjoying leisure activities, and doing artistic activities. In the doing nature activities category, there were four subcategories: experiencing local resources, experiencing nature, experiencing tradition, and harvesting. This study was conducted to improve the satisfaction and understanding of the tourists who visit rural areas. Thus, the classification of rural tourism resources developed by this study will be widely used to establish the framework or contents of websites, applications, and so on, for promoting rural tourism resources and local resources.