• Title/Summary/Keyword: Media Experience

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A Study on the Emotional Space Expression Characteristics applying Digital Media - Centered on the Experience of a Cognitive Process - (디지털 미디어를 적용한 감성 공간 표현 특성에 관한 연구 - 인지 과정의 체험 중심으로 -)

  • Jung, Eun-Ha;Kim, Kai-Chun
    • Korean Institute of Interior Design Journal
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    • v.18 no.6
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    • pp.115-123
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    • 2009
  • The change of digital technology caused not only the whole human life but also the change of a thinking form and an expression method of human beings. Also, the interactive communication structure became to form in space structure, and space users also get changed to an active system. The interaction between a human being and space, which uses digital media as a medium, makes a human being experience sensitivity through a cognitive process of a human being. The present research aimed to find out characteristics and expression of emotional space applied with digital technology based on the relationship between media space and cognitive functioning and to realize new emotional space. The research method was to define on digital media and experience by cognition of a human being through a literature research and a precedent research and to consider on approach to emotional space through experience of a cognition process like this. Based on the theory like this, the present research progressed by focusing on dramatized characteristics of experience in the digital media space and emotional space expression by induced characteristics. Through the analysis like this, the space applied with digital media could appear as a field of communication that can experience by forming mutual relation through perception of a human being. Additionally, the space induces active participation of a human being through various productions of media and responds to movement, and thus, this suggested infinite possibility as emotional space that can try new experience by stimulating a sense as effect of a cognitive process of a human being.

Converged Study of Influencing Consumer Factors on Hologram Media Experience (홀로그램 미디어와 경험을 유도하는 소비자 성격과 동기의 융합연구)

  • Chin, HongKun;Kim, Min-Jung
    • Journal of the Korea Convergence Society
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    • v.8 no.1
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    • pp.149-154
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    • 2017
  • The purpose of this study is to investigate the possibility of Hologram media as Advertising media in terms of comsumer communication. First, Motivation and Personality Traits was set variables that drive consumer media experience and, also examined the impact on eWOM and Purchase Intention structurally. As the result, it Found that Intrinsic and Social motivation of consumers have a positive impact on the media experience, eWOM and PI. In the case of Personality Triats, Openness to the motivation, Openness and Extraversion had an impact of positive to the degree of eWOM. Furthermore, eWOM influence on PI positively. This result can be considered the need for the Media MIX Strategy or IMC.

A Study on Positive User Experience Design for Customer to Participate as a Unexpectedness (적극적인 고객 참여를 위한 사용자 경험으로서 의외성에 관한 연구)

  • Lee, Kyu Tae;Kim, Sung Hoon
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.6 no.4
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    • pp.171-182
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    • 2010
  • The precent, many outdoor advertisements in the media has such experience. Looking at the trend of outdoor advertising media, visual stimuli, causing extreme curiosity, stimulate emotion, expression, such as illogical to consumers using a variety of unexpectedness "surprising expression" attempt to give a strong impression on consumers appears to can. In this study, outdoor advertising media, outdoor advertising is now through the case study to evaluate the characteristics of the media in the unexpectedness, in the process based on components derived extraordinariness configure Tetrad Map and extraordinariness factors of outdoor advertising media Analysis of the key elements to configure the user experience factor that has the purpose of identifying the characteristics extraordinariness. As a result of analysis of outdoor advertising media element to configure the Visual / Installation / Technology / Story of the most important factors acting Visual elements were found to be leveraging. Components, as well as factors was higher than the interest factor involved. So now with the development of outdoor advertising media, the unexpectedness expression appears in the flow, limited to the visual aspect of extraordinariness factors that could be seen being used. Characteristics of outdoor advertising media in the past did not deviate more as consumers look to stimulate the technical attributes of a visual form that could be seen to be extended.

Effects of Task Characteristics and Medium Experience on Perceived Media Richness and Social Presence (과업과 특성과 매체 경험이 인지된 매체 풍요도와 사회적 존재성에 미치는 영향)

  • Suh, Kil-Soo
    • Asia pacific journal of information systems
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    • v.8 no.3
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    • pp.119-134
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    • 1998
  • Among several theories to explain how different communication media affect task performance, media richness theory(MRT) is one of the most frequently cited. Recent studies related to the use of communication media, however, have raised the question of the effectiveness of the MRT as a predictor of media choices or of individual effectiveness. The objective of this research is to examine the assumptions of the MRT. MRT proposes that the properties of media are objective in other words, they are inherent and physical attributes recognizable by users. This study experiments on the effects of task characteristics and medium experience on the perceived media richness and social presence. The results of this study did not support the assumptions of the MRT. There was an interaction effects of task characteristics and medium experience on both the perceived media richness and social presence. While the inexperienced computer-mediated communication(CMC) group perceives their medium richer for the unequivocal task, the experienced CMC group perceives their medium equally for the equivocal and the unequivocal task.

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Media Experience in multi-Layered Space through Media Art (미디어아트 기반 다층공간에서의 미디어 경험)

  • Kang, Yoon Jeong
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.3
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    • pp.635-641
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    • 2024
  • Based on Merleau-Ponty and Lakoff's research on the inseparability of body and mind, this thesis seeks to explore the impact of experiences in multi-layered spaces based on media art on the understanding of human existence. The sensory experience provided by media art strengthens the viewer's physical presence and induces a new perception of reality by blurring the boundaries between reality and virtuality. Through this, it shows that it is possible to newly recognize and explore the deep relationship between human existence and the world. This paper analyzes how media art can be an important means of expanding existential experience through the connection between body and mind, and explains how the combination of art and technology contributes to ontological understanding.

The Influence of Trans Media Experience on Brand Image, Preference and Purchase Intention (트랜스미디어 경험이 브랜드 이미지와 선호도, 구매의도에 미치는 영향 -박카스 셀프스캐너 사례를 중심으로-)

  • Kim, Shinyoup;Kwon, Seungkyung;Baek, Jihee
    • The Journal of the Korea Contents Association
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    • v.17 no.3
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    • pp.643-653
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    • 2017
  • The purpose of this study is to analyze the influence of Trans Media Brand Experience on Brand Image, Brand Preference, and Purchase Intent. Trans Media experience refers the act of enjoying contents by crossing a number of different media. With the advance of digital convergence, brand experience communication has become more diverse. This study focuses on one particular Trans Media case, Bacchus Self-Scanner by using Smart PLS to analyze 119 participants on a structural equation model. The result shows that 1) brand experience has a positive impact(+) on brand image and purchase intent, 2) brand image has a positive impact(+) on Brand Preference and Purchase Intent, and 3) Brand Preference has a positive impact(+) on Purchase Intent. As the result shows, the empirical proof that Brand Experience affects not only the indirect-effect of Brand Image and Brand Preference but also Purchase Intent as the direct-effect, and that Brand Image can affect Brand Preference and Purchase Intent, will serve as strategic implications for Brand Experience and Brand Image.

A Study of the Influence of Digital Media's Consumer Experience on Brand Equity and Purchasing Intention -Focused on Interactive Digital Media Consents using Iris Recognition Techniques (디지털 미디어를 통한 소비자 경험이 브랜드 자산 및 구매의도에 미치는 영향에 관한 연구 -홍채 인식 기술을 이용한 디지털 콘텐츠를 중심으로 -)

  • Kim, Shinyoup;Baek, Jee Hee
    • The Journal of the Korea Contents Association
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    • v.14 no.10
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    • pp.677-684
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    • 2014
  • The purpose of this study, due to recent increase of digital outdoor media, is to analyze the consumer experience of interaction with digital media. Through this study it was found that experience factor consisting of cognitive, emotional, and interactional factors has a mediating effect on brand preference and brand reliability which in turn influence consumers' purchasing intention. On the other hand, it was verified that the consumer satisfaction of the experience does not directly influence purchasing intention, but only through the mediation of brand reliability. This research has implications on the academic field as well as in work-level practices, as a study based on an actual operating digital media, not a laboratory simulation that verifies the importance of digital media experience in forming brand equity through immediate influence on brand preference and brand reliability.

The Determinant Factors of Media in Solving Performance Assessment Task of Elementary and Middle School Students (수행평가 과제 해결에 있어 초·중학생의 매체 결정 요인에 관한 연구)

  • Lee, Seung-Min;Lee, Byung-Ki
    • Journal of Korean Library and Information Science Society
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    • v.48 no.3
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    • pp.131-152
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    • 2017
  • The purpose of this study was to investigate the relationship between media richness, media usefulness, media experience and media decision in order to identify factors that determine the media of school library in solving performance evaluation tasks. For this purpose, 132 primary and middle school students were surveyed and their structural equation was set up by hypothesis setting, validity test, and causal model. As a result, it was confirmed that media experience of school library is a major factor in media decision. Also, media richness and media experience appeared to influence media decision through media usefulness. The analysis implies that school library is centered on teaching - learning process and evaluation, so information literacy education should be carried out in school curriculum and school library is required to provide students experience on media as the center of school education.

Dementia Prevention Game that Focuses on Entertainment Experience (사용자의 유희적 경험을 중시한 모바일 치매 예방 게임)

  • Park, SeoYoon;Ko, Eunbi;Park, Siwon;Lee, SeungAh;Choi, JongIn;Park, SuE
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.05a
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    • pp.137-139
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    • 2022
  • Dementia is known as the most feared disease by the elderly. As Korea becomes an elderly society, the importance of preventing dementia has increased. However, most games to prevent dementia focus only on the function of prevention. Therefore, this study proposes a mobile dementia prevention game focusing on the user's entertainment experience by selecting those in their 60s as the user class. A survey of user interests and related literature was conducted, and based on the survey, a prototype was produced by applying the theme of barista job experience. As a result, users can experience the entertainment value according to their interests while improving four cognitive abilities effective in preventing dementia through games. Through this, this study expects an entertainment experience of preventing dementia for users in their 60s.

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Meta-representation of Video Game through the Cross-media Storytelling: Focusing on the Animated Motion Picture Game Over (크로스미디어 스토리텔링을 통한 비디오 게임의 메타적 재현 : 애니메이션 <게임오버>를 중심으로)

  • Cho, Eun-Ha
    • Journal of Korea Game Society
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    • v.12 no.3
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    • pp.25-36
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    • 2012
  • Cross-Media Storytelling(CMS) is the new method of media representation. It picks the features and the elements in one media, and uses them in another media. 'Remediation' in digital era uses the content of old media in new form based on new technology. But 'CMS' represents the basic elements of the media experience in each unique style of media. It changes the focus from the technology to experience. So CMS is the new strategy of the media not based on the new technology. Adam PESapane's (2006) is a example for this strategy. It takes the game media as a subject matter. But it expresses the meta-representation of game experience in the "stop motion animation" Especially it emphasizes the narrative chain between the usual phenomenon and the visual imagination. And it shows the possibility of representation of new media experience in the old media genre. So it suggests the conditions of CMS.