• Title/Summary/Keyword: Fun Experience

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A Study on Storytelling Characteristic of Super-compressed Web Drama "72 seconds" (초압축형 웹드라마 <72초>의 스토리텔링 특성 연구)

  • Jung, Wonsik
    • Journal of Korea Multimedia Society
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    • v.20 no.7
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    • pp.1148-1155
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    • 2017
  • This study examined the storytelling characteristics of the super-compressed web drama "72 seconds". By analyzing all seasonal episodes of "72 seconds" and applying the various storytelling methodologies and related theories, this paper derived the main storytelling characteristics of "72 seconds" as follows. First, through the composition of the microscopic non-plot, the story value of empathy and fun is maximized, even though there is no dramatic composition compared to the general movie or drama. Second, by the specialization of everyday life, it leads to the transition from everyday experience to the new context. In other words, it provides a consensus through the cognitive expansion and interest by unfamiliarity of the ordinary experience to the audience. Third, based on the characteristics of super-compression and short theme, it utilizes fully stylistic narration like rapping. This makes the audience feel novel and further enhances the branding effect of content. And finally, based on various hybridity and variation, it uses remediation actively in all respects, especially comedy genre and comic factor.

Content production method based on OLED film and dual layer display system

  • Lee, Sang-Hyun
    • International Journal of Internet, Broadcasting and Communication
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    • v.10 no.3
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    • pp.81-87
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    • 2018
  • It is common practice to display high-quality video images on the large display among the methods of developing tourist attractions and culture in the region as experience contents differentiation is required. This paper combines the local attractions with the OLED dual layer display system and the extended image implementation and augmented interaction technique to give the experiencer a realistic space, such as directing to new experiences and beautiful sights. In this paper, we added UI layer to additional layers of images to enable users to experience sightseeing information, weather, maps, accommodation, festivals and photo materials with images. It is implemented to add fun through interlocking. We also developed transparent OLED and dual layer panel and 3-channel multi-image playback technique.

Development of VR Fire-extinguishing Experience Education Contents Using UX Design Methodology (UX 디자인 방법론을 적용한 VR 소방체험 교육콘텐츠 개발)

  • Chung, Yoo-Kyung
    • The Journal of the Korea Contents Association
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    • v.17 no.3
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    • pp.222-230
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    • 2017
  • The Ministry of Public Safety and Security plans to expand fire safety education infrastructure to provide customized fire safety education, spread fire safety culture and develop a tailored fire safety education system as a part of the 2016 Citizens' Safety Improvement Policy. This study has also been designed to improve safety problems in the Republic of Korea. Even though safety education has been given, citizens aren't still able to experience a close-to-real situation. In addition, their understanding and satisfaction with the curriculum are very low. Therefore, this study offers VR fire-extinguishing experience education contents as an effective alternative. With a goal of having the participants experience fire extinguishing and evacuation drill in a virtual space, this program has the following advantages: i) safe fire-extinguishing experience; ii) UI to create fun ; iii) useful in fire-extinguishing education; iv) budget saving. we configure the VR fire experience system structure and hardware by applying UX design methodology. We also develop for VR-specific motion recognition plug-in and controller that can be feeling in HMD environment.

Meaning of Stream Trekking Experience from the Viewpoint of Environmental Education (하천 트레킹 체험의 환경교육적 의미)

  • Choi, Su-Gyeong;Lee, Jae-Young
    • Hwankyungkyoyuk
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    • v.24 no.4
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    • pp.94-110
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    • 2011
  • The main objective of this study was to find participant's recognition about and meaning of stream trekking activities by analyzing their reports after visiting Gumgang, which was a kind of field experience combined with environmental education programs. In addition, this work suggested a few points that might help improve trekking programs, trail establishment and the overall field activities along the river. Eighty reports were collected from the participants who had joined in the Gumgang trekking programs organized by both Green Korea United in Daejeon and Gumgang Basin Environmental Office of Korean EPA. A database of texts in the reports was created for the preliminary analysis and then the results were further examined in a qualitative methodology. The results of qualitative analysis demonstrated that before experiencing the trekking activities in the Gumgang, many participants seemed uninterested in a river itself, objectified it, or simply recognized functional roles. It is found that most participants preferred crossing rapids to other activities. Crossing rapids has the eleven positive aspects as follows. First of all, crossing rapids is fun and scary experience at the same time. Secondly, it is painful, but makes people feel happy ironically. Third, rapids themselves make people reminisce about their childhood and feel freedom. Fourth, they make people feel comfortable. Fifth, crossing rapids is addictive. Sixth, rapids have life. Seventh, people can learn how to adapt to nature through the experience in them. Eighth, they can make people cooperate. Ninth, they can make people recollect their old friends. Tenth, people can extend their experience near rapids to rivers. Eleventh, they can make people reflect themselves. There ere three remarkable findings about experience in rapids. Crossing rapids was an activity that most participants preferred and could make the goal of trekking in the Gumgang effectively achievable. By crossing rapids participants can understand both lively and painful parts of the river. Participants think tour guide was an essential part to trekking along the Gumgang.

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Korean Adolescents' Experience of Yoga Class: "Healthy Habits Beyond Exercise"

  • Lee, Ji Hye;Chae, Sun Mi
    • Perspectives in Nursing Science
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    • v.11 no.2
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    • pp.132-143
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    • 2014
  • Purpose: This study was designed to explore adolescents' experience with yoga class in South Korea. Methods: Qualitative data were collected by focus group interviews from February to March 2014. Eleven adolescents who experienced yoga class were recruited from two different schools. The interview questions investigated adolescents' experience with yoga regarding expectations before yoga class, positive changes after yoga, and advice for future yoga classes. Results: Three primary themes from the qualitative content analysis include 1) motivation to join a yoga class, 2) perceived benefits after class and 3) suggestions for school-based yoga. We found that high school students had intrinsic and extrinsic motivations to join yoga classes, and the perceived benefits included physical, psychological, cognitive and social aspects. The students also indicated the need for support by person, yoga with fun and information, yoga tailored by individual goal, simple and easy class. Conclusion: These results suggest that yoga could be an appropriate intervention for holistic health care, and school-based yoga should be applied by focusing on the various situational needs of adolescents'. Furthermore, when yoga leads to healthy habits compared to just simple exercise, a balanced development of adolescents can be achieved.

A Study on the Characteristics of Interactive Fashion Through User Participation

  • Noh, Youna;Kan, Hosup
    • Journal of Fashion Business
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    • v.19 no.6
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    • pp.42-57
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    • 2015
  • The purpose of this study is to examine a user-centered and interactivity-based user-participatory design that could be completed by users by helping them to better understand a diverse experience and be involved in a design process. The aspects of expression that were marked by direct user participation and subsequent interactivity in the areas of design, the arts and fashion were investigated to determine their characteristics. The kind of fashion that is characterized by interactivity is of significance in that it is variable according to the purpose of the users, it's possible to have sustained communication with them through their direct participation, and that the designer is consequently able to build a new, communicative relationship with the users as co-creators. This study found that the characteristics of interactivity through direct user participation are classified into four characteristics; One is playfulness. which offers a new experience and way to create fun and vale. Another is variability, which is changeability of form; the third is the convergence of technology and function. Lastly, the fourth is virtuality. This is to embody images in virtual space.

Effect of Flow on Purchase Intension (플로우(Flow) 경험이 구매의도에 미치는 영향)

  • Kim, Byung-Cheol;Choi, Soo-Ho
    • Survey Research
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    • v.3 no.2
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    • pp.17-45
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    • 2002
  • The purpose of this study is to examine the effect of the Flow experience on purchase intention. The results of this study show that (1) the purchase intention through internet is increased in proportion to the degree of cognition of users' experience. (2) The "Flow" experiences during the time of navigating internet shopping-mall sites lead to different results due to the separate motive of searching internet shopping-mall sites. (3) It should analyze the market segmentation of internet users, using Flow experience in the future based on the relationship between Flow and on-line and off-line purchase intention. (4) Finally, it should study more profoundly on "experiential" Flow and "goal-directed Flow that it has to analyze the difference in Flow experiences between separate purposes of searching internet shopping-mall sites.

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A Study on Effect of the Equity and the Cognitive Performance on the Flow Experience (보상분배의 형평성과 인지적 성과가 몰입에 미치는 영향)

  • Choi, Dong-Seong;Kim, Jin-Woo
    • Journal of Korea Game Society
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    • v.9 no.3
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    • pp.77-86
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    • 2009
  • According to the research, Personal Interaction is defined that players are solving several problem to achieve goals. And if Personal Interaction is effectively done, players can get optimal experience as fun. This study analyze what kinds of extrinsic and intrinsic reward affect player's flow experience. In the result of this study, the state of flow was felt when players were aware of opportunities for personal interaction. And the personal interaction could be motivated either to achieve the high cognitive performance or by providing the equity of distribution of the objective performance in order to examine players' cognitive performance.

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A Study Funology for Reformatting to App Book: Focused on 'Moo, Baa, La La La!' of App Book (앱북(App Book)으로의 매체 전환을 위한 퍼놀로지(Funology)에 관한 연구: '무, 바, 라라라!(Moo, Baa, La La La!)' 앱북(App Book)을 중심으로)

  • Kwon, Jieun;Kim, Boyoung
    • Cartoon and Animation Studies
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    • s.30
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    • pp.221-243
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    • 2013
  • Recently, traditional books based on printing on the paper have expanded to e-book media in smart device because of developing digital technology. Especially, app book applied application makes users' experience increase and provides immersion to them, because it allows them basically delivering information, educational effect and fun elements with multimedia technology. There are various experimental trials to make enhance effect of reformatting for application media. The purpose of this study is to analyze reformatting effect for app book with funology which is convergence of digital technology and a fun. Then this article would provide design guide and be applied to new application contents. For this research, the first of all, we would discuss concept and elements of funology by publication including thesis, articles, and books. Secondly, this article will be focused on 'Moo, Baa, La La La!' which is reformatting application for iPad to analyze type of funology. Thirdly, we would make sure that app book makes users get emotional effect comparing original book by FGI(Focus Group Interview). In conclusion, sensitive funology used the sound allows user emotional effect and they prefer to intuitive and immediate motion and response of interactive funology. In other way, funology of fun in itself which is strong concept in original book diminishes in app book. Then users concentrate interactive factors like game structure. This results make that app books could be created by strength of original contents and advantage of funology. Therefore this makes us expect the possibility of reformatting effect with funology and we need to discuss the points of issue that there are considerations and limitations to successful app book for users.

A study on the impact of online contents characteristics on customer loyalty - Mediated effect of flow perspective - (고객충성도에 영향을 미치는 온라인 콘텐츠 특성에 관한연구 -몰입(Flow)의 매개효과를 중심으로 -)

  • Shin, Young-Chul;Jeong, Seung-Ryul
    • Journal of Internet Computing and Services
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    • v.14 no.5
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    • pp.101-117
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    • 2013
  • As the number of online game user has been rapidly increased thanks to the recent vitalization of online contents market, not only new business opportunity but also the opportunity to create high profits have been provided as well. However, the increase of the number of online game user and the rapid expansion of the market evoke a cutthroat completion among online game service providers, and also high barriers to entry to online game market have been erected. Thus, what kinds of efforts need for the business success and sales increase in online game market? In lots of researches regarding online contents business, the deepening of loyalty was considered as a critical factor for the business success. According to the study on user's behavior in online environment, users would experience the Flow while using online service, and then, if they were in state of the Flow, they would use the service constantly. High customer loyalty to online game means high will to use the online game too. The purpose of this research was i) to examine what factors enable users to be naturally immersed in online game while playing it, ii) to examine what properties of online game can make game more interesting and exciting, iii) to verify that such factors are critical in deepening customer loyalty, and iv) to suggest some essential factors to be fun and exciting games, on where the focus should be put, and the directionality for the development for sales expansion of online game developer or online game service provider. The research results are as below: First, the involvement and the perceived quality which were characteristics of brand appeared to be factors most affecting Flow. This shows that once game user get interested in online game that user has played frequently, even though new games are released, user will continuously flow the game not moving to new games, and also shows that users not only get more interested but also put more trust in games in the site to where users are frequently going than games in other sites, and consequently user can increasingly flow the game. Second, the compensation and graphics which are the characteristics of contents appeared to be factors affecting Flow. Proper compensation which is given to game users triggers fun and interests in game and makes them flow more and more. And graphics make users to feel game space as if real space and let them flow in game with more reality. Third, challenges, support, and the stability which are technical characteristics appeared to be factors affecting Flow. Challenges enable users to not only experience new virtual world but also solve various difficulties and obstacles. Once users feel fun and interests through this challenge, they can naturally flow games. In addition, the stability of network provides reliability in security and hacking. By doing so, it can induce users to flow more and more. Lastly, when aforementioned characteristics including contents characteristics, technical characteristics, and brand characteristics are organically combined each other, game users feel fun and total minutes are naturally increased, so that game users experience Flow, and consequently the customer loyalty will be deepened as well.