• 제목/요약/키워드: Place Experience

검색결과 978건 처리시간 0.027초

삼림내(森林內) 경험(經驗)이 자아실현(自我實現)에 미치는 영향(影響) (The Influence of Forest Experience on the Self-Actualization)

  • 신원섭
    • 한국산림과학회지
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    • 제78권3호
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    • pp.274-279
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    • 1989
  • 삼림내(森林內) 경험(經驗)이 Maslow가 주장(主張)한 자아실현(自我實現) 욕구(慾求)에 긍정적(肯定的)인 영향(影響)을 끼친다는 설(設)이 대두되고 있다. 본(本) 연구(硏究)는 5주간(週間)의 임간학교(林間學校) 과정이 참가자(參加者)의 자아실현(自我實現)에 대한 어떠한 역할(役割)을 하는가 조사하기 위해 실시되었다. 1987년 미국 Wyoming주의 Rocky산에 있는 임간학교(林間學校)((NOLS)에서 301명의 참가자(參加者)를 대상으로 '전후통제집단(前後統制集團) 비교(比較)'를 통하여 자료(資料)가 수집되었다. 5주간의 임간(林間) 교육(敎育) 후(後)에 자아실현(自我實現) 수준의 증가(增加)가 뚜렷이 발견(發見)되었다. 그러나 참가자(參加者)의 개인적(個人的) 특성(特性)들은 그 변화(變化)에 영향(影響)을 주지 못하였다.

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친환경농산물 가공식품 소비 활성화를 위한 구매속성 분석 (Analysis of Purchasing Attributes for Consumption Activation of Environment-friendly Agricultural Processed Foods)

  • 황정서;정다은
    • 한국유기농업학회지
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    • 제31권1호
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    • pp.29-44
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    • 2023
  • The activation of consumption of environment-friendly agricultural processed foods means not only the growth of environment-friendly agriculture, but also the development of related industries. Therefore, it is necessary to identify and apply the needs and purchasing attributes of environment-friendly agricultural processed food consumers. For this, survey was conducted to adult men and women in their 20s and 60s and a total of 200 copies were used for empirical analysis. In this study, the average difference between importance-satisfaction for purchase attributes of environment-friendly agricultural processed food was verified, and the IPA Matrix was prepared based on this. As a result, in terms of purchasing importance and satisfaction, it was found that those with no experience in purchasing environment-friendly agricultural processed foods regarded product, price, place, promotion as more important than those with experience in purchasing. In case of IPA, product and price factors were all important and satisfactory regardless of purchasing experience. On the other hand, it was found that the key factors for promotion were neither important nor satisfied with consumers regardless of their purchasing experience. Therefore, it is mainly necessary to focus on marketing and mass media promotion. At the same time, various domestic and foreign best practices should be benchmarked and a 4P marketing strategy should be established and promoted.

Co-occurrence 네트워크 분석을 활용한 외국인 관광객의 제주 문화관광자원 경험구조: 글로벌 OTA의 온라인 리뷰 및 평점을 대상으로 (Foreign Tourists' Experience Structure Visiting Cultural Tourism Resources in Jeju using Co-occurrence Network Analysis: Focused on Online Review and Grade of Global OTA)

  • 윤희정
    • 아태비즈니스연구
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    • 제15권1호
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    • pp.273-287
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    • 2024
  • Purpose - This study conducts the co-occurrence analysis, one of the social network analysis using global OTA's online reviews and grades in order to understand the experience structure of foreign tourists visiting cutural tourism resources in Jeju, Korea. Design/methodology/approach - For this purpose, this study selects 6 cultural tourism resources in Jeju as the study sites, and collects qualitative review data (noun, adjectives, and verb) and quantitative grade data. Findings - The co-occurrence network analysis between words and grade of market and street shows that the grade of 5 appears the most simultaneous with pork, buy, lot, try, fresh, black, food, price, seafood, local, market, good, street, etc. and the grade of 1 connects with small, dish, better, taste, etc. And the co-occurrence network analysis between words and grade of tradition and folklore shows that the grade of 5 appears the most simultaneous with village, place, museum, visit, time, life, culture, women, diver, use, lot, etc. and the grade of 1 connects with minute, spend, room, recommend, honey, etc. Research implications or originality - The above research results are relevant in order to find out the core experience of foreign tourists using online review and grade generated by foreign tourists and use as the important information to develop the strategies related to the planning and management of cultural tourism resources.

여성 베이비부머세대의 직업훈련학습과 취업동아리 경험에 관한 내러티브 연구 (Narrative Study on Job Training Education and Job Club Experience of Female Baby-Boomer Generation)

  • 이병준;김지현;한현우
    • 수산해양교육연구
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    • 제29권3호
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    • pp.878-887
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    • 2017
  • This study performed a qualitative research on the transformative learning cases in vocational education for female baby-boom generation. The baby-boom generation that recently starts retirement is participating in vocational education for their re-employment. Even though their first goal of education was to find a job, they experienced in finding themselves through the actual education. Especially, female baby-boom generation learners were finding their own identity as an entity of social participation, getting out of the existing identity as wife, mother, and housewife. Such a learning experience was the process of recovering themselves, and in this process, new meanings of life were formed. In the results of the study, first, the learning experience in vocational education was the transformative learning to find themselves. They newly created themselves by critically introspecting their negative experience and perception of themselves, and then rearranging/cognizing the accumulated experiences. Second, the immersion in the transitional process to learner increased the motivation for learning and also drew learning about learning. Especially, they reinterpreted their educational methods and contents based on their learning experience in the vocational activity. Through the process, they learnt their past learning experience again. Third, the educational volunteer activity through learning club was a place for study to practice learning. Through this, the research participants realized that theories could not be separated from practice.

이용자의 도시적 공간체험을 유도하는 도서관 공간 특성 연구 (A Study on the Characteristics of the Library Space for Introducing Urban Experiences)

  • 문은미
    • 한국실내디자인학회논문집
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    • 제23권4호
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    • pp.240-247
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    • 2014
  • This study is aimed to examine the characteristics of library space, in which user experiences and social networking are central in its design. Today, a library is a place to provide diverse accesses and experiences to information networks, where various individuals and user groups come and share mutual understanding and experiences. Library users developed social ties and a sense of community through library experiences. As a multipurpose space of a community, a library has the characteristics of urban public space like sidewalks and plazas. The eight case studies of libraries are analyzed from the viewpoint of each factor of library experience, including landscape, sidewalk, and plaza experience. The study drew its conclusions as follows. First, a library is a regional landmark for the users. Thus, it tends to be designed to allow transparency on its surface which introduces inner and outer landscape into the inside of the building. Second, the users experience a library similarly as they experience an urban street where they interface, browse, and interact with people and information. As they interact and share experiences, they develop solidarity and social ties among them. A library is designed to preserve continuity to adjacent streets, which increases accessibility to the building and hosts street activities into the building. Third, a library today is designed to be a flexible open space with information networking as well as community networking which allows library users diverse activities within it. For example, a multipurpose grand stairs in the middle of the main circulation of a building allows the users diverse activities. A large open stack with reading areas gives the users the feeling of an urban plaza where they can move vertically and horizontally. In conclusion, all findings of this study imply a user-oriented design for a library building.

체험경제이론(4Es)을 적용한 대통령기록관 어린이 체험전시관 프로그램 개발에 관한 연구 (A Study on the Development of an Experiential Exhibition Program for Children about Presidential Archives Based on the Experience Economy (4Es))

  • 송나라;장효정;최효영;김종혁;김용
    • 한국기록관리학회지
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    • 제16권1호
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    • pp.9-40
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    • 2016
  • 대통령기록관 전시관을 방문하는 이용자 중 유치부와 초등학생들의 누적 인원이 전체 이용자의 절반에 가깝지만 이들을 위한 공간이 부족한 실정이며, 대통령기록관에서 실시하는 프로그램은 전시관람 및 현장 견학 수준에 머물러 있다. 아동발달이론에 근거하여 이들을 대상으로 대통령 기록물의 가치를 효과적으로 전달하기 위한 하나의 방법이 체험전시임을 고려할 때, 최근 주목받고 있는 체험경제이론(4Es)이 제시하는 체험요소인 엔터테인먼트(Entertainment), 교육(Education), 현실도피(Escapist), 그리고 미적(Esthetic) 4가지를 적용하여 대통령기록관의 어린이 체험전시관 프로그램을 제안하고자 한다. 어린이 체험전시관을 통해 대통령기록관은 전 시대를 아우르는 문화소통의 장으로 거듭나는 계기가 될 것이다.

메타버스를 이용한 뷰티 브랜드 경험 사례에 대한 고찰 (A Study of the Beauty Brand Experience Case Using Metaverse)

  • 김나영;김규리
    • 산업융합연구
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    • 제20권11호
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    • pp.185-190
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    • 2022
  • COVID-19 이후 산업 전반에 디지털 전환이 이루어지고 언택트 서비스로 메타버스가 주목받는 상황에서 본 연구는 국내·외 뷰티 브랜드를 대상으로 메타버스를 이용한 브랜드 경험 마케팅 사례에 대해 알아보고, 그 필요성에 대해 제시하고자 한다. 본 연구는 메타버스 마케팅, 뷰티 브랜드 마케팅 관련 선행 연구 고찰을 진행하였으며 연구결과, SK-II와 크리스찬 디올은 VR기술을 이용하여 이용자들에게 브랜드 제품과 관련된 콘텐츠와 경험을 제공하고, 로레알, 세포라, 라네즈는 AR기술을 사용하여 가상 메이크업 어플리케이션을 제공하는 등 오감을 자극할 수 있는 체험 마케팅을 전개하였다. 이러한 체험마케팅은 고객의 구매의도에 긍정적인 영향을 끼치고 소비트렌드에서 중요한 Z세대를 겨냥하기 위해 그 중요성이 더욱 커질 것이라 사료된다. 본 연구가 뷰티 브랜드의 메타버스 및 체험 마케팅에 있어 관련 자료로 사용될 수 있기를 기대하며, 뷰티 분야에서도 메타버스 마케팅에 대한 연구가 지속적으로 이루어져야 할 것이다.

다니엘 리베스킨트 건축공간에 나타난 잠재적 선에 관한 연구 (A Study on the virtual line on Daniel Libeskind Architecture Space)

  • 이영선;윤상영;윤재은
    • 한국실내디자인학회논문집
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    • 제22권2호
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    • pp.89-99
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    • 2013
  • The comtemporary architecture has not an discourse on form and representative style, but a new architectural concept of the generative process through the various relationship of the urban context, the continuity of the time and the experience of the people. This architectureal concepts make new and various architectural attempts to have a virtuality. The viruality is a reality to coexist with the present in contemporary philosophy. Daniel libeskind makes various arhcitectural experimentative attempts to reveal his virtuality through his memory as the Jews and his unconscious virtuality. The 'line' has the connotation of architectural reality and virtuality. Every line drawn becomes architectural form for example, walls, windows and makes spaces, and reveal a boundary as a connection. Architecture's visibility understates and structures its invisible aspect, so that the visible and the invisible make the architecture together. Daniel libeskind maks the virtual lines having the invisible of unconsious, time, and place. He no longer divide the form of architecture, its spatiality from all the implications which it adresses beyond its own particular built time and place and public unconsious mind. He demands the 'virtual line' that remembers distress and the past and reveal the virtuality of time and place. The virtual line is the sentimental communication of architecture.

공간디자인 분야에서 디지털 기술기반 연계교육 시스템에 대한 기초연구 -센서 인터페이스 기술과 제 3의 공간을 중심으로- (A Basic Study of the Interdisciplinary Education System Based on Digital Technology in Spatial Design -Focused on Sensor Interface Technology and The Third Place-)

  • 천세근
    • 한국콘텐츠학회논문지
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    • 제6권8호
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    • pp.114-123
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    • 2006
  • 유비쿼터스적 디지털 기술에 의한 제 3의 공간의 실용적 가치가 급속도로 상승하고 있는 현실에서, 시대적 변화에 부응하는 선도적 공간디자이너를 양성하기 위하여 디지털 융합기술 영역과의 교류를 기반으로 한 '학제간 연계 교육'이 필수적인 상황이다. 이에 본 연구에서는 새로운 통합적 공간연출에 대한 고찰과 해외사례분석을 통해, 기술적 측면에서의 감성공간구현을 위한 Interdisciplinary Teaching Form으로서 디지털 상호작용 기술, 디지털 통합 기술, 디지털 창작 기술의 3가지 교육영역을 정하고, 시범적으로 교육현장 적용 과정을 거침으로써, 이상적이고 미래지향적인 공간디자인 교육의 기초적 형태와 그 차별화 된 결과물을 제시하였다.

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시뮬라크르로 바라본 게임 공간의 장소성 형성과정 고찰 (A Study on the Formation Process of Placeness of the Game Space from the view of Simularcre)

  • 정지윤;성정환
    • 한국게임학회 논문지
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    • 제21권3호
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    • pp.25-38
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    • 2021
  • 본 논문은 현대인의 생활에서 많은 비중을 차지하게 된 디지털 게임 공간에 대해 시뮬라크르 이론에 따라 인간 실존적 의미의 장소(place)로의 발전 가능성과 장소성(placeness) 형성 과정에 대해 알아본다. 우선 인간과 관계 맺음 하는 디지털 게임 공간을 플라톤, 장 보드리야르, 질 들뢰즈의 시뮬라크르 이론을 바탕으로, 혼재될 수 있는 세 가지의 시뮬라크르 공간 양상으로 해석했다. 게임 공간에서 장소성이 형성되는 과정을 앞서 재해석한 시뮬라크르 공간과 장소 이론, 그리고 사용자의 게임 경험을 연결 지어 제시하였다. 이를 통해 다양한 매체의 진정성 있는 경험을 위한 디지털 게임 공간의 장소 양상을 탐구하는 데 이바지하길 기대한다.