• 제목/요약/키워드: Media experience

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Analysis of the Effectiveness of Conversion of Three-dimensional Puzzles into Immersive Media based on Play Theory for Children's Experience

  • Tae-Eun Lee
    • Journal of information and communication convergence engineering
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    • 제21권2호
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    • pp.145-151
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    • 2023
  • This study aimed to determine whether there is a significant difference in play properties in the case of media conversion through the combination of analog three-dimensional puzzles and immersive media in children's experience. Based on Roger Caillois' play theory and the contents of previous research, an experience was conducted on an experimental group and control group, and a questionnaire was prepared. The results of the correlation and paired t-test analysis showed that the play properties were higher and more evenly distributed in the media conversion immersive experience. This implies that an increase in children's fun during the immersive experience further increases their immersion, suggesting that the use of immersive media may have a positive effect on children who achieve holistic development through play and experience. We hope that this study will help recognize the difference in effectiveness through conversion into immersive media and will be referenced in various media studies that consider double-play properties.

이러닝시스템의 매체풍부성, 매체유용성, 매체경험이 학습자 만족에 미치는 영향 (The Impacts of Media Richness, Media Usefulness, and Media Experience on the Leaner's Satisfaction with e-Learning Systems)

  • 최수정;강경준;고일상
    • Journal of Information Technology Applications and Management
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    • 제14권2호
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    • pp.27-47
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    • 2007
  • In an effort to apply IT to practices of learning, universities are trying to implement e-Learning systems and expanding the extent of their usage. Nowadays, e-Learning systems are not only used for conducting web-based distance learning, but also used for supporting traditional classes education by encouraging communication and information sharing between instructors and learners or among the learners. There is relatively lack of studies on the exploitation of e-Learning systems in the traditional classes, in comparison with a distance education. Specifically, howe-Learning systems could support the traditional class and/or which benefits e-Learning systems could offer in the classes are among the important issues. In this study, we suggest that e-Learning systems would be the rich media to communicate and exchange information among people who participate in a class. We derive key variables like media richness and media experience from Media Richness Theory and from Channel Expansion Theory. Moreover, Media usefulness and Satisfaction of a learner with e-Learning system is drawn from the literature on IS success. We examine the effects of perceived media richness, media usefulness, and media experience on leaner's satisfaction with e-Learning systems. In addition, we also investigate learner's media usefulness perception which is positively related to media richness and media experience. Finally, learner's experience with e-Learning systems affects perceived media richness. Based on the results of an empirical test. we first suggest that perceived media richness with e-Learning systems contributes to increase media usefulness and satisfaction of a learner. Second, media experience is an important predictor of media richness and media usefulness perception. Consequently, the result can support Channel Expansion Theory. Finally, media usefulness perception affects learner's satisfaction with e-Learning systems.

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Profiling Customer Engagement with "Snuggie" Experience in Social Media

  • Kim, HaeJung;Kim, JiYoung;Yang, Kiseol
    • 한국의류산업학회지
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    • 제15권1호
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    • pp.95-102
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    • 2013
  • In order to understand meaningful customer experience in social media, this study profiles customer engagement by exposing the essential brand experience rooms in hyper-reality contexts. This study selects Snuggie as a target brand as it uses multiple contact points, including social media, to provide meaningful experience to customers. With their unique marketing strategy, Snuggie became a popular brand among the U. S. customers beyond just a wearable blanket. Upon analyzing a total of 364 customer reviews about Snuggie in Amazon.com, five experience rooms were exposed; "Physical artifacts" and "customer involvement" are influential experience rooms which signify interactions between products and customers, while "intangible artifacts", "technology" and "customer placement" reflect a lower degree of experiential engagement. This approach suggests a theoretical foundation in understanding the customer engagement concepts by the means of brand experience dimensions in social media. The ability to create compelling engagement in social media depends on the successful facilitation of relationships and information, which lead to a creative, communicative and interactive experience.

실감미디어 기반의 다감각 가상 체감시스템 개발에 관한 연구 (A Study on the Development of Multi-sensory Virtual Reality System based on Realistic Media)

  • 이현철;박기창;김은석;허기택
    • 한국멀티미디어학회논문지
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    • 제20권9호
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    • pp.1574-1583
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    • 2017
  • This paper proposes how to develop a multi-sensory virtual reality system based on realistic media that can improve the sense of immersion and reality experienced by the user. We suggest four types of multi-sensory virtual reality system; a realistic media experience system which provides sensory experiences to user by interlocking the media file with the sensory informations and reproducing the sensory information suitable for the scene, a real image-based panorama experience system which maximizes the sense of reality, an experience ball system in which users engage themselves into the system environment to lead the story and immersion of the content through interaction with the system, and a cultural heritage experience system based on hand movement recognition. The suggested systems can be applied in a various area such as education, advertisement, culture and arts, performance, exhibition, sports, game, 4D Experience Center, and so on. We supposed that it can contribute to create a variety of sensible contents services in the realistic media industry through the convergence of media, contents, and devices.

Relationships between Middle and High School Students' Experience of Viewing Media Sports Violence and the Imitation Behavior

  • Song, Young-Ung
    • International Journal of Internet, Broadcasting and Communication
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    • 제14권2호
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    • pp.199-205
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    • 2022
  • The purpose of this study is to investigate the causal relationship between the variables related to media sports violence viewing experience, negative emotion, aggression and violent imitation behavior of middle school students and high school students. The subjects of 240 middle school students and 240 high school students were surveyed for 2 months. Among the collected data, 64 samples judged to have low reliability were excluded from the analysis, and the final 416 data were used. The questionnaire used in this study consisted of four potential variables including experience of watching media sports violence, negative emotion, aggression, and violent imitation behavior. Among the sub-variables of experience of watching media sports violence, exogenous potential variables except frequency, period and time and questions that are endogenous potential variables were composed of a questionnaire of 5-point Likert scale. results of this study were analyzed using the AMOS statistical program, which was used to identify the causal relationship between watching media sports violence and negative emotion, aggression, and violent imitation behavior. There was no significant difference in violent imitation behavior according to school grade. The causal models for media sports violence viewing experience, negative emotions, aggression and violent imitation behavior were found to be appropriate. It was found that there was a significant causal relationship between the viewing experience of sports violence and the violent imitation behavior. Therefore, in order to reduce the imitation behavior of adolescents, it is necessary to be more careful about the production and viewing of sports violence programs at the institutions and homes that produce media.

디지털 공간에서 나타나는 사용자 경험의 확장을 위한 적용 요소에 관한 연구 (A Study on Applied Elements fo the Extension of User Experience in Digital Space)

  • 김세영
    • 한국실내디자인학회논문집
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    • 제23권1호
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    • pp.52-60
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    • 2014
  • The purpose of this study is to analyze about the extension of user experience in the digital space. Through the digital technology and virtual space, the city's new environment is being changed. it makes people activate their aesthetic experience. Simultaneously, it elevates satisfaction levels regarding people's aesthetic experience. Research methods and settings of the range to study on the Extension of User Experience are as follows: First, establish digital space's characteristics comparing digital space at the structural change-points in modern society. Second, experience's approch way through the digital media in the contemporary space. And understand the concept about a variety of User Experience. Third. to classify the elements of access control for the user experience. Experience is being expanded through the generation process. Fourth, investigate analysis of the case studies, focused on the architecture and space design_Media installations that appear in the city park, the city's landmark buildings facade, the building facade by offering commercially applied for brand marketing_ announced through the media recently. Also, it is to look at the physical elements through digital media and to analyze the applicability of the public space. Therefore, the new approach to digital implementation shall be determined by looking in the direction of the user approaches.

인터랙티브 미디어 체험전시의 요소와 관람객 선호도에 관한 연구 -라스코전시관 공룡체험전의 사례중심으로- (A Study on Interactive Media Experience Exhibition & Visitor's preference)

  • 강재신;이영주
    • 디지털융복합연구
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    • 제17권1호
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    • pp.319-325
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    • 2019
  • 광명시에서 주최한 라스코전시관의 '공룡체험전'은 관람객의 호응에 힘입어 전시기간을 연장할 정도로 인기를 얻고 있다. 이에 본 연구는 체험전시와 인터랙티브 미디어 체험전시의 요소를 분석하고 관람객의 선호도를 파악하고자했다. 먼저 문헌자료를 통해 인터랙티브 미디어와 체험전시에 관해 이론적으로 고찰하였다. 다음으로 전략적 체험 모듈을 기반으로 체험요소를 체험가치에 따라 세부항목을 구분했다. 이를 통해 인터랙티브 미디어 체험전시의 요소는 관람객에게 어떤 영향을 미치는지 파악하였다. 연구결과 체험전시요소를 많이 포함한 프로그램일수록 관람객의 참여율이 더 높고, 체험시간이 더 길다는 것을 알 수 있었다. 또, 다수가 함께 체험하는 인터랙티브 미디어 체험전시가 가치항목을 더 가지고 있는 것으로 나타났다. 다만, 관람객이 머문 시간만으로 관람객의 선호도를 파악하기에는 부족하다는 점에서 한계점을 가진다. 본 연구는 인터랙티브 미디어가 다양한 체험전시에 활용됨으로서 관람객 스스로가 흥미를 가지고 적극적인 참여를 통해 전시 콘텐츠를 이해하고 즐길 수 있는 환경을 마련하는데 그 시사점이 있다.

가정, 학교, 대중매체의 식생활교육 경험이 식품 소비자정보 리터러시에 미치는 영향 (Effect of Dietary Education Experience (Home, School, and Mass Media) on Food Consumer Information literacy)

  • 김지은;최경숙
    • 대한지역사회영양학회지
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    • 제24권5호
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    • pp.363-373
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    • 2019
  • Objectives: This study examined the effects of dietary education experience (home, school, and mass media) on food consumer information literacy. Methods: The study subjects were 454 adult consumers who answered a structured questionnaire. The questionnaires addressed the subjects' demographics, dietary education experience (home, school, and mass media), and food consumer information literacy. The data were analyzed through frequency analysis, mean, standard deviation, t-test, ANOVA, Pearson's correlation, and multiple regression analysis using SPSS Win 24.0. Results: First, the scores of mass media education experience were 3.41 ± 0.64, which was the highest, and 3.15 ± 0.74 for school education experience, which was the lowest. Second, the level of sub-literacies (task definition, information seeking strategy, location and access, use of information, synthesis, and evaluation) showed scores of 3.20 ± 0.72 ~ 3.47 ± 0.68, which were slightly higher than the median. The synthesis literacy was the highest, as opposed to the information seeking strategy literacy, which was the lowest. The location and access and synthesis literacy were higher in women. Third, a significant positive(+) relationship was observed between all sub-literacies and each of three dietary education experiences (home, school and mass media). According to multiple regression analysis, the major variables influencing the sub-literacies of food consumer information literacy were home education, mass media, and school education in that order. Conclusions: The dietary education experience was the highest through mass media. The factor that showed the highest food consumer information literacy was synthesis. The factors influencing the food consumer information literacy were dietary education experience through home, school, and mass media.

미디어 교육 경험과 미디어 리터러시가 비판적 사고 성향에 미치는 영향 : 중고등학생의 사례를 중심으로 (The Effects of the Experience of Media Education and the Media Literacy on Critical Thinking Disposition)

  • 이원섭
    • 한국콘텐츠학회논문지
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    • 제14권10호
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    • pp.795-809
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    • 2014
  • 이 연구는 청소년의 미디어 소비가 급증하고 있는 상황에서 미디어 교육 경험과 미디어를 제대로 이해하고 활용할 수 있는 능력인 미디어 리터러시가 비판적 사고 성향에 어떠한 영향을 주는지에 초점을 맞추고 있다. 연구 결과, 미디어 교육 경험은 비판적 사고 성향에 긍정적 영향을 미치는 것으로 나타났다. 특히 학교에서의 미디어 교육 경험은 비판적 사고 성향의 모든 하위 영역에 긍정적인 영향을 미쳤고, 가정에서의 미디어 교육 경험도 진실 추구성을 제외한 모든 영역에 긍정적인 영향을 미쳤다. 그리고 미디어 리터러시 구성 요소 중에서 산업적 동기는 비판적 사고 성향의 모든 하위 영역에 영향을 주는 것으로 나타났다. 기술적 활용 능력은 체계성을 제외한 나머지 영역에 영향을 미치는 것으로 나타났고, 자아 표현은 탐구성, 객관성, 체계성, 자기 신뢰성에 영향을 주었다. 수용자는 개방성, 체계성, 자기 신뢰성에 영향을 미치고 있었으며, 미디어 언어는 진실 추구성, 개방성, 객관성에 영향을 주는 것으로 나타났다.

웹미디어의 중독적 이용 경험과 개인의 자아정체성에 관한 연구 (A Study of Relationship of Webmedia addictive Experience and Self-identity)

  • 김성벽
    • 한국언론정보학보
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    • 제28권
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    • pp.7-41
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    • 2005
  • 본 연구는 웹 미디어 이용에 대한 성찰성을 강조하기 위한 것이다. 미디어 매개적 경험의 확산은 인간의 경험을 축소하고 상실케 함으로써 개인의 자아정체성 인식에 부정적으로 작용할 수 있다는 문제가 제기되고 있다. 특히 최근 증가하고 있는 웹 미디어의 중독적 이용경향은 심각한 우려를 자아내고 있다. 이러한 논의를 규명하기 위해, 본 연구는 웹 미디어의 중독적 이용경험과 자아정체성의 관계를 살펴보았다. 조사대상자를 이용량과 중독적 몰입도를 중심으로 9개 집단으로 구분했고, 이들의 자아정체성을 비교했다. 연구결과, 웹 미디어 중독적 이용경험과 자아정체성간에는 높은 유의미적 상관성이 제시되었다. 특히 웹 미디어 중독적 이용경험의 정도가 높은 집단이 낮은 집단에 비해 자아정체성이 상대적으로 낮게 나타남으로써 웹 미디어의 중독적 이용경험에 대한 우려를 실증해 주었다. 또한 웹 미디어에 대한 단순한 이용량보다는 중독적 몰입정도에 따라 자아정체성의 차이에 더 큰 유의미성이 나타났다.

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