• Title/Summary/Keyword: Participation reality

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A Study on the Influence of Augment Reality(AR) Types on Brand Attachment (증강현실 광고유형이 브랜드애착에 미치는 영향에 관한 연구)

  • Eum, Seong-Won
    • Management & Information Systems Review
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    • v.38 no.2
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    • pp.241-254
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    • 2019
  • This study is a study on the consumer reaction to the augmented reality advertisement which is a recent issue. this study was conducted based on the necessity of marketing advertisement technique suitable for the 4th industrial revolution era. First, we present the types of augmented reality ads based on previous studies, and examined the effects of enjoyment and formation of brand attitudes on brand attachment on products or services based on the perceived value of consumers for these types of ads. This study is briefly summarized as follows. Hypothesis (H1) empirical value had a positive effect on pleasure, and hypothesis H2) empirical value also had a positive effect on brand attitude. Hypothesis (H3) symbolic value had a positive effect on pleasure and hypothesis (H4) symbolic value had positive influence on brand attitude. Hypothesis (H5) Practical value has a positive effect on pleasure. Hypothesis (H7) Pleasure affects positively (+) influence on brand attitude. Hypothesis (H8, H9) enjoyment affects affection and brand attitude affects affection positively. Hypothesis (H6) Practical value did not affect brand attitude positively. It can be seen that the augmented reality advertisement communicates with consumers through experience or symbolic side rather than perceive practical value by consumer. The implication of this study is that the augmented reality advertisement is highly interactive with consumers and can induce consumer participation. This means that consumers are more aware of empirical and symbolic values rather than experiencing practical value through augmented reality advertising.

A Hermeneutical Analysis of the Program Development for Extension Education in Korea (농촌지도사업 교육프로그램 개발에 대한 해석학적 분석)

  • Kim, Jin-Hwa;Joeng, Ji-Woong
    • Journal of Agricultural Extension & Community Development
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    • v.3 no.2
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    • pp.247-264
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    • 1996
  • The objective of this study was to analyze the reality of the program development process in detail accomplished by the organizations of extension education in through the hermeneutical approach. To achieve this purpose, this study tried to find answers to the following three questions : (1) how the organization of extension education develop their programs for farmers? (2) what is the programmers' awareness to the process of program development? and what is the reason for their thought and action to do so. (3) can be discussed integrally the findings for drawing some implications? The qualitative data were mainly gathered through participation observation and unstructured interview. And the qualitative data were analyzed by (1) noting pattern and themes, (2) seeing plausibility, (3) clustering, (4) making metaphors, (5) factoring, and (6) building a logical chain of evidence which hermeneutical techniques far drawing the meaning from the gathered data. The findings of this study were as follows: The programmers of this organization carried out the developing program in the technical training division at the national level and the section of fostering farm manager at the county level for the purpose of delivering the agricultural new technology and the agricultural policy. The term used formly in this organization was `curriculum development for former', and the reality of program was `instruction profile` which signified the set of the educational manin contents. At county level, Educational planning was stressed on the implement of educational administration.

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Soil sampling plan design of key facilities for denuclearization based on data quality objective process

  • Jeon, Yeoryeong;Kim, Yongmin
    • Nuclear Engineering and Technology
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    • v.54 no.10
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    • pp.3788-3794
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    • 2022
  • The possibility of denuclearization of the Korean Peninsula has been continuously debated, and the initiative participation of the Republic of Korea has necessitated preemptive measures against neighboring countries. In this study, we present a proposal for formulating a site survey plan when the amount of site information provided is insufficient and the accuracy of the information is not guaranteed. Considering a case wherein "a soil sample analysis is used to determine the presence or absence of nuclear activity" in a radiochemical laboratory, which is a typical key facility for denuclearization, the optimal soil sample collection plan is designed based on international guidelines and public information. In the event of denuclearization, a scenario that is not based on the expertise of the sample collector is set, and the data quality objective (DQO) process is applied to ensure reality. Consequently, the primary sample collection points can be derived in consideration of accessibility, and the sample collection scale can be adjusted according to the cost. By applying the DQO process to ensure sample representativeness and reality, reliable and resource-efficient soil sample collection can be achieved in radiochemical laboratories and other denuclearization facilities.

Opportunities and Future Directions of Human-Metaverse Interaction (휴먼-메타버스 인터랙션의 기회와 발전방향)

  • Yoon, Hyoseok;Park, ChangJu;Park, Jung Yeon
    • Smart Media Journal
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    • v.11 no.6
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    • pp.9-17
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    • 2022
  • In the COVID-19 pandemic era, non-contact services were demanded and the use of extended reality and metaverse services increased rapidly in various applications. In this paper, we analyze Gather.town, ifland, Roblox, and ZEPETO metaverse platforms in terms of user interaction, avatar-based interaction, and virtual world authoring. Especially, we distinguish interactions among user input techniques that occur in the real world, avatar representation techniques to represent users in the virtual world, and interaction types that create a virtual world through user participation. Based on this work, we highlight the current trends and needs of human-metaverse interaction and forecast future opportunities and research directions.

Life-sports Revitalize Plan for after COVID-19 (포스트 코로나 시대 생활체육 활성화 방안)

  • Jang, Jun-min;Kim, Taehong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.10a
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    • pp.170-171
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    • 2021
  • Experts predict that even after the COVID-19 virus is completely over, it will be difficult to return to the pre-COVID state. As the non-face-to-face trend continued due to the prolonged COVID-19 crisis, sports activities were contracted and the amount of exercise of the people decreased. Demand for non-face-to-face services is increasing as the use of multi-use facilities is gradually restricted due to the higher level of social distancing. This study examines the actual conditions of participation in life sports and considers ways to revitalize sports for life suitable for the post-corona.

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A Study on Contextuality in Contemporary Arts (현재 조형예술의 정황성에 관한 연구)

  • Kang, Tai-Sung
    • The Journal of Art Theory & Practice
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    • no.6
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    • pp.7-25
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    • 2008
  • The following thesis has been composed with the inspiration attained from Paul Ardenne's conception on Contextual Art. In Europe and in the United States, there is a group of artists who emphasize in the importance of artist's participation in social, political, economical, environmental and moral issues. Since the 1960's, these artists have pondered on Modernism's ideas where art is contextually separated from humanly issues whereas the manners of such artists put on emphasis in the intent to participate in the real human social and ethical issues. Forerunner in this field of art such as Wolfgang Leib display hybrid or meta style in their work. His work displays a quadrilateral form of pollen which represents the simultaneous blending of two mixed ideas such as the abstract from the real. Thus heterogeneous style and philosophy which includes a range of medias and today's trend is observed in Contextual Art. Such art form is also found in landscapes where it is not seen as an observable object but rather an interactive object. It is correlated to Arte Povera of the Italian Art Movement, Support-Surface of the French Art Movement and lastly to the Fluxus. Through these art movements, we find a mutual antipathy towards putting art for sales in the capitalism market and reflect the social role of art in postmodern era.

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Research on Participation Plans of Professional Consultants by Staege to Prevent Defects in Stone Constructions (석재공사의 하자예방을 위한 전문 컨설턴트의 단계별 참여방안에 관한 연구)

  • Kim, Jong-Phil;Kim, Geun-Hwan;Jang, Kil-San
    • Proceedings of the Korean Institute of Building Construction Conference
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    • 2017.05a
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    • pp.258-259
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    • 2017
  • As the use of advanced quality materials in constructions has been increasing since 1980 with the improvements in the quality of life and economic scale, there has been drastic increase in constructions using stones for the internal and external construction materials. However, the reality is where many problems rise due to improper construction and management of uncertified stones which shorten the expiry date of the stones and act as the factor causing defects in buildings. Such defects not only bring economic losses but also influence consumer choice and act as risk factors to demand expansion of stone market. Therefore, the object of this study lies on proposing plans to prevent personal and economical losses due to repetitive defects by deriving the types of defects generated by process in stone constructions and identify the causes. Also, proposing construction process management plans as the measure for defect prevention, analyzing problems of stone constructions followed by the whole proves of design, construction and maintenance of stones, and solving such problems through appropriate participation of professional consultants depending on situations.

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Funology Characteristics of High Concept in Contemporary Fashion (현대 패션에 나타난 하이컨셉(high concept)의 퍼놀로지(funology) 특성)

  • Lew, Chahyang;Suh, Seunghee
    • Journal of Fashion Business
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    • v.21 no.2
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    • pp.1-15
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    • 2017
  • This study aims to identify the special features of high-concept funology observed in fashion products and expressional media by exploring funology in an era of high-concept, the emotional paradigm of the 21st century. High-concept funology in today's fashion can be explained as follows: First, 'virtual reality', which is often seen in fashion shows and fashion commercials, enhances consumer participation and involvement with blurred boundaries between the real world and the virtual world. With the expansion of various forms of real-time communication with consumers, positive images of the brand are being projected to the consumers. Second, 'form transformability', which is often found in fashion products, promotes customers' purchase desire as they are able to present themselves in a more versatile way in the fashion product that is changeable in various designs. Third, 'integration of different fields', which is easily found in various fashion goods, engages consumers in a mutual interaction under an entertaining setting with the product that is made to satisfy their needs attuned to their digital lifestyle. Fourth, 'interactive responsiveness', which is mainly recognized in fashion stores and commercials, is characterized by its interactive playfulness that encourages consumer participation through entertainment contents and promotes brand intimacy, eventually adding more value to its name.

Availability of Mobile Art in Smartphone Environment of Augmented Reality Content Industrial Technology (증강현실 콘텐츠 산업기술의 스마트폰 환경 모바일 아트 활용 가능성)

  • Kim, Hee-Young;Shin, Chang-Ok
    • The Journal of the Korea Contents Association
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    • v.13 no.5
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    • pp.48-57
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    • 2013
  • Smartphones provide users with environment for communication and sharing information and at the same time play an important role of mobile technology and mobile art development. Smartphone technology-related researches are being accelerated especially with the advent of mobile Augmented Reality(AR) age, but the studies on user participation that is essential for AR content industry were insufficient. In that regard, the assistance from mobile art area that has already developed these characteristics is essential. Thus, this article is to classify mobile art that has not been studied a lot domestically into feature phone usage and smartphone usage and to analyze each example case with the three most used methods. The usage of feature phones which use the sound and images of mobile devices can be divided into three: installation and performing methods, single channel video art method and five senses communication method. On the other hand, the usage of smartphones that use sensors, cameras, GPS and AR can be divided into location-based AR, marker-based AR and markerless AR. Also, as a result of examining mobile AR content utilization technology by industries, combined methods are utilized; tourism and game-related industries use location-based AR, education and medicine-related industries use marker-based AR, and shopping-related industries use markerless AR. The development of AR content industry is expected to be accelerated with mobile art that makes use of combined technology method and constant communication method through active participation of users. The future development direction of mobile AR industry is predicted to have minimized HMD, integration of hologram technology and artificial intelligence and make the most of big data and social network so that we could overcome the technological limitation of AR.

An Examination of 'Fun' that the Audience Have Watching Reality Audition Programs : Focusing on the Application of the 'Fun Evolving Model' to K-POP STAR(Season 3) (리얼리티 오디션 프로그램 수용자들이 느끼는 '재미(fun)'에 대한 고찰 : K-POP STAR(시즌3)의 재미진화모형 적용을 중심으로)

  • Choi, Young jun
    • The Journal of the Korea Contents Association
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    • v.15 no.6
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    • pp.13-23
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    • 2015
  • A study on the 'FUN' of TV reality audition programs. "Why are the audience so enthusiastic about the survival audition programs?" "What fun do the audition program audience have?" In order to find the answers for such questions, this study applied 'the 4-step fun evolving model' and thereby, categorized audience's fun-seeking behavioral modes, and therewith, examined how such fun-seeking behavioral modes would change by step over time. As a result, it was found that the audition program audience had faithfully followed the 4 fun types (watching, having, doing and becoming), and that their fun-seeking behavioral modes had changed by step over time in SBS "K-POP START" (Season 3) in 2013. Such findings suggest that the audition program fans accommodated 'the fun evolving model.' Their step of 'watching' evolved gradually into the step of 'having' both on-line and off-line (support of participants/malicious or good-will replies, participation in blogs/twitters, photo materials collection activities) and that of 'doing' (application for the jury group, organization of fan club, crazy fan activities, participation in phone voting, etc.), while increasing their fun.