• 제목/요약/키워드: Feel Korea

Search Result 1,348, Processing Time 0.023 seconds

A Study on the Intention to Use of Tablet PCs by Their Owners (태블릿 PC 소유자의 사용의도에 관한 구조적 연구)

  • Lim, Yang Whan
    • Journal of Korea Society of Digital Industry and Information Management
    • /
    • v.10 no.2
    • /
    • pp.173-186
    • /
    • 2014
  • There are a variety of alternative products in the computer markets. A tablet PC, which is a small type of computer, is expanding its market share as an independent type of computer products. The purpose of this study is to find out what the factors are that led to the success of the tablet PC. A research study was carried out on the intention to use of tablet PCs by consumers. The factors that affect the intention to use of tablet PCs users were structured on the basis of attitude theory. According to the one-dimensional theory of attitude, cognitive factors affect the affective factors, which in turn affect conative factors. In the study, the relations between each dimension were set up. The hypothesis was tested by structural equation modeling. The test results are as follows. First, the values and satisfaction that the owners of tablet PCs feel from the products and the positive comments on the products from their nearby acquaintances affect in a positive way how much they like their products. Second, the products surrounding the tablet PCs did not affect the intention to use of the products. Third, the product favorability that the owners of tablet PCs feel affects the intention to use in a meaningful way. The results of the research also show that hi-tech products such as tablet PCs affect their attitude after they buy and use the products. This attitude affects intention to use of the products. The managers of companies that produce hi-tech products should consider the cognitive and affective aspects of the product owners when manufacturing and marketing products.

Multi-modal Sense based Interface for Augmented Reality in Table Top Display (테이블 탑 디스플레이 기반 증강현실 구현을 위한 다중 감각 지원 인터페이스)

  • Jeong, Jong-Mun;Yang, Hyung-Jeong;Kim, Sun-Hee
    • Journal of Korea Multimedia Society
    • /
    • v.12 no.5
    • /
    • pp.708-716
    • /
    • 2009
  • Applications which are implemented on Table Top Display are controlled by hands, so that they support an intuitive interface to users. Users feel the real sense when they interact on the virtual scene in Table Top Display. However, most of conventional augmented reality applications on Table Top Display satisfy only visual sense. In this paper, we propose an interface that supports multi-modal sense in that tactile sense is utilized for augment reality by vibrating a physical control unit when it collides to virtual objects. Users can feel the collision in addition to visual scene. The proposed system facilitates tactile augmented reality through an air hockey game. A physical control unit vibrates when it receives virtual collision data over wireless communication. Since the use of tabletop display environment is extended with a tactile sense based physical unit other than hand, it provides a more intuitive interface.

  • PDF

Empirical Analysis on the Effect of Design Pattern of Web Page, Perceived Risk and Media Richness to Customer Satisfaction (콘텐츠 제작방식, 지각된 위험, 미디어 풍부성이 고객만족에 미치는 영향 분석)

  • Park, Bong-Won;Lee, Jung-Mann;Lee, Jong-Won
    • The Journal of the Korea Contents Association
    • /
    • v.11 no.6
    • /
    • pp.385-396
    • /
    • 2011
  • Internet web pages can be classified by three major types such as texts only, images with texts and videos with texts. The purpose of this paper is to analyze how customers recognize and respond perspective of perceived risk and media richness with regard to design patterns of internet web pages. Additionally, we will examine the extent to which aforementioned factors affect customer satisfaction. Analyses with perceived risks revealed that customers feel less personal risks including performance, psychology and time/convenience when used web pages of text-images and text-videos, compared to text only based web pages. However, customers feel that web pages consisting of image-text or video-text have higher points in terms of symbolism and social presence in media richness, compared to text only based web pages. Finally, we showed that personal risk and text-based Web page negatively affect but symbolism and social presence positively impact on customer satisfaction. Therefore, this study suggests a clue that why video-based Web content did not grow different from many people's expectation.

User's Emotional Experience in the Contemporary Emotional Designs : Focused on the Analysis for Basic Aspects and Related Components of Emotional Experience for Design Programming (현대 감성디자인에서의 사용자 감성체험 : 감성디자인의 프로그래밍을 위한 감성체험의 기본범주 및 관련요소)

  • Lee, Jeongmin
    • The Journal of the Korea Contents Association
    • /
    • v.13 no.12
    • /
    • pp.184-200
    • /
    • 2013
  • In post-industrial society, the ability to feel and express emotion is becoming ever more important. In diverse areas of our lives such as economic, social, political and cultural activities, we are witnessing an increased application of the emotional dimension. This paper deals with the human experiences in emotional designs. Literature reviews and case analyses have been used as the main research methods. I first examine the aspects of emotional experience in designs, and then go on to analyze the components of each aspect. Emotional experience in designs has three basic aspects : (a) initially there exist user's emotional needs (b) then these emotions are delivered through design, (c) finally, emotions expressed in designs are experienced by the user. Followings are the related components for each aspect : (a) Physiological, psychological, social and cultural factors cause one to feel emotional needs. (b) Emotion is delivered either through visual symbols, experience, interaction and participation. (c) Emotion is experienced by sensing, feeling, thinking, acting and relating.

The effect of Yukjabaegi (six bit song) on overcoming grief through empathy sung by Hyang-ryun An pepped us up on YouTube (https://youtu.be/04RRMyOGW90)

  • Ko, Kyung Ja;Hwang, Sung Yeoun
    • CELLMED
    • /
    • v.6 no.4
    • /
    • pp.26.1-26.3
    • /
    • 2016
  • The purpose of this article is to argue that Korean music, Yukjabaegi (six-bit songs), helps us overcome grief. It is not untrue to say that Yukjabaegi is among the greatest types of music in Korea. This is a testament to the prominence of this statue among Han Ak (Korean music, 韓樂). Empathy is an inherent human quality involving all parts of the brain which is also linked to feelings of love. Empathy is created the moment we imagine ourselves in someone else's situation. Moreover, if empathy is good for us, the generation of empathy may actually mobilize our strength. Koreans have superior strength in overcoming grief and difficult situations by singing together. Often Koreans feel that their lives and labors are difficult, they start singing Yukjabaegi because they consider grief and anxiety wear on a person more than hard work. Listening to and singing Yukjabaegi can cheer up people who feel as limp as a rag after hard labor. Tackling reality and venting the experience via creative expression is bound to be healthy. Under a change of the rhythm pattern, Yukjabaegi thus becomes a major form of amusement for those suffering from difficult situations and comes as a true friend to share in our grief with us. Singing together via Yukjabaegi is a time to share grief. Thus, this, author believes that it is related to empathy. It helps us overcome grief by means of music therapy.

Haptic Rendering Technology for Touchable Video (만질 수 있는 비디오를 위한 햅틱 렌더링 기술)

  • Lee, Hwan-Mun;Kim, Ki-Kwon;Sung, Mee-Young
    • Journal of Korea Multimedia Society
    • /
    • v.13 no.5
    • /
    • pp.691-701
    • /
    • 2010
  • We propose a haptic rendering technology for touchable video. Our touchable video technique allows users for feeling the sense of touch while probing directly on 2D objects in video scenes or manipulating 3D objects brought out from video scenes using haptic devices. In our technique, a server sends video and haptic data as well as the information of 3D model objects. The clients receive video and haptic data from the server and render 3D models. A video scene is divided into small grids, and each cell has its tactile information which corresponds to a specific combination of four attributes: stiffness, damping, static friction, and dynamic friction. Users can feel the sense of touch when they touch directly cells of a scene using a haptic device. Users can also examine objects by touching or manipulating them after bringing out the corresponding 3D objects from the screen. Our touchable video technique proposed in this paper can lead us to feel maximum satisfaction the haptic-audio-vidual effects directly on the video scenes of movies or home-shopping video contents.

A Study on the Types of College Class Perception among College Students (대학생의 수업인식에 관한 주관성 연구)

  • Shim, Tae Eun;Lee, Song Yi
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.21 no.3
    • /
    • pp.180-189
    • /
    • 2020
  • The purpose of this study is to demonstrate the subjective structure of classes for college students. This study was conducted using the Q-methodology, and 33 various items were selected through a comprehensive review and revision process. Forty college students were selected for the P sample. The results showed four types of perception regarding college classes: Type 1 (Substantial Class-Focused Type) includes those who want to be a mature person through college classes; Type 2 ( Practical Class-Focused Type) includes those who have an interest in college classes to develop their work skills; Type 3 (Educational Environment-Focused Type) includes those who feel class size, communication with teachers, and the educational system itself are important; and Type 4 (Personal Competence-Focused Type), which includes those who feel that the right to take classes in order to increase their competence without mandatory classes is very important. Therefore, this study aims to investigate the types of individuals in terms of college class perception, as well as to provide reference materials to improve educational innovation for college students.

Effects of Treatment Program for Drug Abusers in Prison (마약류 수용자의 처우 프로그램 효과)

  • Park, Seong-Su;Kim, Woo-Jun
    • The Journal of the Korea Contents Association
    • /
    • v.10 no.4
    • /
    • pp.348-358
    • /
    • 2010
  • The purpose of this study is estimate the effects of treatment program as it stands for drug abusers in prison. For this study, 46 drug-related prisoner were surveyed in January, 2008 at Jinju prison which has provided special treatments for drug-related offenders. This study shows that the present treatment systems or programs don't work effectively than expected. Prisoner feel present programs won't be very helpfully after release. And they feel correction officers don't have enough concern about prisoners or treatment to them. The result also emphasizes that family members or friends' support and belief is essential to prevent recidivism and to decrease such a possibility. According to this survey result, special concern to youth abuser is necessary. And it can give more effectiveness when authorities provide more medical or physical treatments than just based on routine lecturing. Furthermore, small group treatments would be more successful comparing with large member group based program. Drug abusers want more experience study or work study programs. Finally authority's, family's, friends's and colleague's interest or concern toward prisoners could contribute to raise up the possibility of rehabilitation.

Movie Audience's Ego (영화 <사도> 관객의 '자아')

  • Kim, Guyl-Hun
    • The Journal of the Korea Contents Association
    • /
    • v.16 no.12
    • /
    • pp.233-243
    • /
    • 2016
  • The movie offers a chance to observe the social signifier and the sensitivity of audiences who feel sympathy with the tragic history of crown prince Sado. While watching the movie, the audience halts between ideas whether to go back to "primary ego", or to play the unconscious hypocrisy or the ingrained social behavior which is to resolve the internal conflicts while they face two contrary opinions; one is the obedient subject to obey fatherness, as a symbol of historic value and convention in a society, and the other is the resistant body to break the bond of convention. The audience may feel some ambivalent feelings of the moral values between the paternal authority and the existential philosophical value of 'self'. This study will observe the audience's response of Sado toward the moral norms of the society when they face the signifier of father in the movie with experience the conflict between their resistant ego and madness. Also the study will discuss that the social landscape such as norms, order, and legal system is ever-changing and open to be subverted by the future even though audience hope that the present moral value with which we are content ever-last.

Study on the impact of volunteers' participation motives and interpersonal relationship on the volunteer satisfaction - Fucusing on ○-gun in Chungcheongbuk-do - (자원봉사자의 참여동기 및 대인관계가 자원봉사활동 만족도에 미치는 영향 - 충북 ○군을 중심으로 -)

  • Kang, Hee-Jin;Cho, Sung-Je
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
    • /
    • v.8 no.1
    • /
    • pp.1-11
    • /
    • 2015
  • In this study we investigate how motive and personal relations of volunteers impact their volunteering satisfaction. The objects were 313 members of a volunteer group in ${\bigcirc}$-gun, central region. We conducted survey from 2014 April 2 to August 31. The data were analyzed by correlation analysis, t-test, multiple regression analysis, through SPSSWIN 18.0 program,(empirical analysis verification : significance level of 5%). The results are as follows: First, with the general characteristics, we found that females, the educated, and the married get more satisfaction. Second, with the local characteristics, long-term residents and the members, who think volunteer activity contribute to the local development, feel more satisfaction. Third, volunteer who has high participation motives, has strong volunteering satisfaction. Finally, volunteers feel more satisfaction when they maintain a good relationships in interpersonal relationship. This study implicates that volunteer activity participation motives and personal relations have a great impact on volunteering satisfaction, to be the basis for volunteer's satisfaction improving policy in the future.