• Title/Summary/Keyword: Sensory Experience

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Affective Interaction Technologies for Human Care (휴먼 케어를 위한 초실감 감성 상호작용 기술)

  • Kim, J.S.;Park, C.J.;Lee, K.S.;Kim, M.;Yoo, W.Y.;Jee, H.K.;Jeong, I.K.
    • Electronics and Telecommunications Trends
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    • v.36 no.1
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    • pp.43-53
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    • 2021
  • Super-realistic content technology has recently attracted attention as a core of the "new normal" that can overcome the spatial constraints caused by pandemics. It is moreover the core that allows users in remote locations to meet and engage in various social, cultural, and economic activities based on a network. Content technology is rapidly spreading beyond the existing entertainment area to various industries as an innovative tool that can be used to overcome space-time constraints and improve the productivity of industrial sites, because reality and virtual reality are now super-connected with ultra-low latency. However, existing services such as teleconferencing and tele-collaboration do not provide a level of realism that replaces face-to-face services, and various technical requirements have been proposed to overcome this. The trends in core technologies such as XR twins, hyper-realistic reproduction, sensory interaction, and emotional recognition technology, which are necessary for interactive realistic content that leads to feelings, from reproduction to experience and emotion, are explained. In this article, our aim is to present the future of realistic content that enables human care and can even overcome psychological difficulties such as the "Corona blues".

A Study on Anti-immersive Strategy and Characteristics of Digital Games (디지털 게임의 반몰입적 특성과 전략에 관한 연구)

  • Lee, Seung-Je;Bae, Sang-Joon
    • Journal of Korea Game Society
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    • v.20 no.6
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    • pp.75-88
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    • 2020
  • Some games distract the player's immersion on purpose through the progression and direction of the game, thereby giving them an opportunity for rational awareness. In this paper, we tried to analyze the characteristics and types of alienation strategies of digital games. So we investigated the anti-immersive property of the game with the effect of Brecht 's alienation and proposed three strategic types of digital games that cause the anti-immersive effect into 'disturbance of sensory information', 'reversal of narrative and overturning of genre' and 'limitation of experience'.

Perspectives on Fashion Technology during the Pandemic Era - A Mixed Methods Approach Using Text Mining and Content Analysis - (팬데믹 시기의 패션 테크놀로지에 관한 시각 - 텍스트 마이닝과 내용 분석을 중심으로 -)

  • Kim, Mikyung;Yim, Eunhyuk
    • Fashion & Textile Research Journal
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    • v.24 no.5
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    • pp.545-556
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    • 2022
  • To overcome the pandemic, a new strategy for innovation is in demand throughout the value chains of the fashion industry that emphasize the importance of fashion technology. Accordingly, as various viewpoints and fields of debate are unfolding to consider the direction of change led by fashion technology, it is necessary to make an active value judgment precedent by understanding the differences between various opinions. This study aims to derive keywords from fashion technology used during the pandemic, to infer the characteristics of each type of perspective and to understand their characteristics. For the research, this study combines text mining analysis and content analysis. Text mining analysis is used to find statistical patterns by collecting keywords from big data from online media, and content analysis is used to interpret the data qualitatively. After analyzing the results of this study, the following observations are made. First, the perspective of positive acceptance seeks to maximize the perception and sensory action of fashion through technology; this amplifies experience, an opportunity for innovation and efficiency. Second, critical vigilance highlights the side effects of radical changes in fashion technology, characterized by concerns about capital-centered polarization, threats to human rights, and infringement of creative thinking. Lastly, the perspective of gradual adoption is the gradual convergence of technologies, characterized by the pursuit of an appropriate balance.

Revitalizing Department Store Shopping Value and In-store Experiences: A Case Study on Debenhams and Selfridges

  • Claridge, Christina;Hur, Eunsuk
    • Journal of Fashion Business
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    • v.25 no.6
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    • pp.81-101
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    • 2021
  • Traditional department stores have been struggling to attract customers for several years. Many retail stores have closed in recent years, even before the COVID-19 pandemic. The reinvention of in-store shopping value and experience is imperative to attract customers and reinvigorate retail business. The purpose of this study was to discover which in-store components can improve customer experiences and loyalty while also identifying dissatisfaction issues in consumer experiences in department stores. The data was collected from two consumer groups-luxury department store (Selfridges) customers and mid-market department store (Debenhams) customers-to identify the types of value and experiences they seek most often. The findings showed that to enhance their store patronage, Debenhams should reposition their brand image in a way that allows customers to connect with their self-image and lifestyle by improving efficiency and convenience and prioritizing the utilitarian and social value types. By contrast, Selfridges should enhancetheir store atmosphere, visual merchandising and sensory experiences by maximizing slow retailing experiences and emphasizing the aspirational self-concept image for symbolic and hedonic value. This research uncovered the existence of numerous overlappingvalue dimensions, each of which contributed to the enhancement of the others. Several young customers expressed their support for ecologically responsible, cost-effective second-hand luxury products. Instead of focusing merely on conventional value dimensions, department retailers should determine how environmental and ethical objectives can be fulfilled. This study explained how department stores can craft their in-store environments to appeal to their customers' preferred value types to ensure success in a competitive market.

An Aesthetic Interpretation of Post-industrial Parks with a Perspective of the Sublime (숭고의 개념에 기초한 포스트 인더스트리얼 공원의 미학적 해석)

  • Lee, Myeong-Jun;Pae, Jeong-Hann
    • Journal of the Korean Institute of Landscape Architecture
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    • v.40 no.4
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    • pp.78-89
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    • 2012
  • This study aimed to interpret aesthetic properties of post-industrial parks with a perspective of the sublime. It examined the roles of the sublime related to landscape architectural history and traced aesthetic characteristics of post-industrial parks based on aesthetic issues of the sublime. In the history of landscape architecture, the sublime had expanded the scope of aesthetic enjoyment. It had operated as an alternative aesthetic category against conventional landscape design. At the same time, it had been associated with the original role of landscape architecture, which created artworks by taming wild and terrible qualities of wilderness or brown field. This study discovered sublime characteristics of post-industrial parks, inquiring into the relationship between the aged industrial infrastructures and wild plants. First, the sense of industrial structure and the sense of plants have conflict dialectically, constructing an aesthetic field of unique sensory experiences. Second, the dialectical relationship produced an uncertainty in time so that people can experience the complexity of time. Third, post-industrial parks proposed an alternative view of nature. Post-industrial parks presented healing power to restore contaminated land through ecological design strategy so that people can find the quality of wilderness in the brown field of urban landscape. As a result, an aesthetic experience of post-industrial parks produced a sublime impression.

A Study on the Relationship Between Online Community Characteristics and Loyalty : Focused on Mediating Roles of Self-Congruency, Consumer Experience, and Consumer to Consumer Interactivity (온라인 커뮤니티 특성과 충성도 간의 관계에 대한 연구: 자아일치성, 소비자 체험, 상호작용성의 매개적 역할을 중심으로)

  • Kim, Moon-Tae;Ock, Jung-Won
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.4
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    • pp.157-194
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    • 2008
  • The popularity of communities on the internet has captured the attention of marketing scholars and practitioners. By adapting to the culture of the internet, however, and providing consumer with the ability to interact with one another in addition to the company, businesses can build new and deeper relationships with customers. The economic potential of online communities has been discussed with much hope in the many popular papers. In contrast to this enthusiastic prognostications, empirical and practical evidence regarding the economic potential of the online community has shown a little different conclusion. To date, even communities with high levels of membership and vibrant social arenas have failed to build financial viability. In this perspective, this study investigates the role of various kinds of influencing factors to online community loyalty and basically suggests the framework that explains the process of building purchase loyalty. Even though the importance of building loyalty in an online environment has been emphasized from the marketing theorists and practitioners, there is no sufficient research conclusion about what is the process of building purchase loyalty and the most powerful factors that influence to it. In this study, the process of building purchase loyalty is divided into three levels; characteristics of community site such as content superiority, site vividness, navigation easiness, and customerization, the mediating variables such as self congruency, consumer experience, and consumer to consumer interactivity, and finally various factors about online community loyalty such as visit loyalty, affect, trust, and purchase loyalty are those things. And the findings of this research are as follows. First, consumer-to-consumer interactivity is an important factor to online community purchase loyalty and other loyalty factors. This means, in order to interact with other people more actively, many participants in online community have the willingness to buy some kinds of products such as music, content, avatar, and etc. From this perspective, marketers of online community have to create some online environments in order that consumers can easily interact with other consumers and make some site environments in order that consumer can feel experience in this site is interesting and self congruency is higher than at other community sites. It has been argued that giving consumers a good experience is vital in cyber space, and websites create an active (rather than passive) customer by their nature. Some researchers have tried to pin down the positive experience, with limited success and less empirical support. Web sites can provide a cognitively stimulating experience for the user. We define the online community experience as playfulness based on the past studies. Playfulness is created by the excitement generated through a website's content and measured using three descriptors Marketers can promote using and visiting online communities, which deliver a superior web experience, to influence their customers' attitudes and actions, encouraging high involvement with those communities. Specially, we suggest that transcendent customer experiences(TCEs) which have aspects of flow and/or peak experience, can generate lasting shifts in beliefs and attitudes including subjective self-transformation and facilitate strong consumer's ties to a online community. And we find that website success is closely related to positive website experiences: consumers will spend more time on the site, interacting with other users. As we can see figure 2, visit loyalty and consumer affect toward the online community site didn't directly influence to purchase loyalty. This implies that there may be a little different situations here in online community site compared to online shopping mall studies that shows close relations between revisit intention and purchase intention. There are so many alternative sites on web, consumers do not want to spend money to buy content and etc. In this sense, marketers of community websites must know consumers' affect toward online community site is not a last goal and important factor to influnece consumers' purchase. Third, building good content environment can be a really important marketing tool to create a competitive advantage in cyberspace. For example, Cyworld, Korea's number one community site shows distinctive superiority in the consumer evaluations of content characteristics such as content superiority, site vividness, and customerization. Particularly, comsumer evaluation about customerization was remarkably higher than the other sites. In this point, we can conclude that providing comsumers with good, unique and highly customized content will be urgent and important task directly and indirectly impacting to self congruency, consumer experience, c-to-c interactivity, and various loyalty factors of online community. By creating enjoyable, useful, and unique online community environments, online community portals such as Daum, Naver, and Cyworld are able to build customer loyalty to a degree that many of today's online marketer can only dream of these loyalty, in turn, generates strong economic returns. Another way to build good online community site is to provide consumers with an interactive, fun, experience-oriented or experiential Web site. Elements that can make a dot.com's Web site experiential include graphics, 3-D images, animation, video and audio capabilities. In addition, chat rooms and real-time customer service applications (which link site visitors directly to other visitors, or with company support personnel, respectively) are also being used to make web sites more interactive. Researchers note that online communities are increasingly incorporating such applications in their Web sites, in order to make consumers' online shopping experience more similar to that of an offline store. That is, if consumers are able to experience sensory stimulation (e.g. via 3-D images and audio sound), interact with other consumers (e.g., via chat rooms), and interact with sales or support people (e.g. via a real-time chat interface or e-mail), then they are likely to have a more positive dot.com experience, and develop a more positive image toward the online company itself). Analysts caution, however, that, while high quality graphics, animation and the like may create a fun experience for consumers, when heavily used, they can slow site navigation, resulting in frustrated consumers, who may never return to a site. Consequently, some analysts suggest that, at least with current technology, the rule-of-thumb is that less is more. That is, while graphics etc. can draw consumers to a site, they should be kept to a minimum, so as not to impact negatively on consumers' overall site experience.

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A Survey on the Attitude of Grade-schoolers Without Disabilities Toward Children With Disabilities (초등학교 고학년 학생의 장애아동에 대한 인식 조사)

  • Kim, Bo-Ram;Kim, Ho-Young;Son, You-Ra;Oh, Jin-Ju;Yoon, Seul-Ki;Lee, Hyo-Jeong;Chang, Moon-Young
    • The Journal of Korean Academy of Sensory Integration
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    • v.9 no.1
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    • pp.1-9
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    • 2011
  • Objective : The purpose of this study was to investigate attitude of grade-schoolers toward children with disabilities. Methods : The subjects of this study were grade-schoolers who have not received an inclusive education in Gim-hae. The study was surveyed from October second to 17th in 2008. The survey was categorized into three parts; comradeship, activity, and study. Each part of the survey consists of 10 questions. Data were analyzed by SPSS (version 12.0). Results : The results were as follows; First, the attitude of girls toward disabled students was non-significant compared to boys. Second, the order of attitude degree in grade of students was 4, 6, and 5. The attitude toward children with disabilities showed statistically significant difference according to grade(F=3.546, p<0.05). Third, the attitude of students who have experience of contact with people with disabilities was non-significant compared to non-experienced students. Conclusion : In conclusion, therefore peer groups in lower class levels showed more positive attitude toward the children with disabilities. The result will be useful information for understanding disabled children and making positive attitude. Also it is expected that occupational therapists help disabled children to participate in school life successfully using these information.

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Study of Validity and Interrater Reliability of Korean Version of the Peabody Developmental Motor Scale 2 (한글판 Peabody Developmental Motor Scale 2의 타당도와 검사자간 신뢰도 연구)

  • Lee, Ji-Ho;Kim, Kyeong-Mi;Chang, Moon-Young;Hong, Eunkyoung
    • The Journal of Korean Academy of Sensory Integration
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    • v.17 no.3
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    • pp.14-25
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    • 2019
  • Objective : This study aims to verify the content validity and inter-rater reliability of the Korean version of the Peabody Developmental Motor Scale 2 (PDMS-2) and to identify the concurrent validity by comparing it with the Korean version of the Bruininks-Oseretsky Test of Motor Proficiency-2 (BOT-2). Methods : PDMS-2 was translated by the researcher and an eighth-year clinical occupational therapist. The content consistency of the Korean version of the PDMS-2 was verified by three professors with experience using it. After the verification of the content consistency of the PDMS-2 by the five clinical occupational therapists and the additional revision, the Korean version of the PDMS-2 was completed. The researcher and another occupational therapist evaluated the Korean version of PDMS-2 in 50 children and measured the inter-rater reliability. Concurrent validity was measured by comparing the results of the Korean version of PDMS-2 and Korean version of BOT-2. Results : The content consistency test showed overall agreement of mean 3.45, and the content understanding test showed a high level of understanding of mean 3.69. The inter-rater reliability and concurrent validity of the Korean version of the PDMS-2 showed a statistically significant correlation. Conclusion : The Korean version of the PDMS-2 showed high content understanding, reliability, and validity. It can assist clinicians and researchers who work in fields related to child treatment or development.

Validating the Korean Translation of the Behavioral Pediatric Feeding Assessment Scale (Behavioral Pediatric Feeding Assessment Scale(BPFAS)의 번안 연구)

  • Son, Cho-Rok;Kim, Kyeong-Mi;Kam, Kyung-Yoon;Jung, Hyerim
    • The Journal of Korean Academy of Sensory Integration
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    • v.18 no.2
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    • pp.29-41
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    • 2020
  • Objective : This study was conducted to verify the validity of the content of the Behavioral Pediatric Feeding Assessment Scale (BPFAS) following its translation into Korean, to allow the instrument to be used in Korea. Methods : The BPFAS was translated by the researcher and a pediatric occupational therapist with 12 years' experience. To validate the contents of the translated instrument, it was reviewed by three professors in the Department of Occupational Therapy who have taught how to evaluate instruments or conducted related research. The BPFAS was then translated back into English by a professional translator whose native language is English but who is fluent in Korean. The contents of the instrument were verified by using it to survey five parents with normally developed children aged between 9 and 72 months. The BPFAS instrument was successfully revised for use in Korea. Results : The content validity index (CVI) of the Korean version of the evaluation of children's eating behavior was an average of 0.9 points in the fluency area, an average of 0.8 points in the semantic area, and an average of 1 points in the technology area, and the overall average was 0.8 points or more. The average of the content understanding score was 3 points or more. Conclusion : It was confirmed that the Korean version of the BPFAS is an evaluation tool with high content validity and can be usefully used to gather data in clinical trials and research in Korea.

A Study on Landscape Characteristics of Flower-viewing Sites through Historical Literatures in the Late Joseon Dynasty (문헌을 통해 본 조선후기 꽃놀이 명소의 경관 특성)

  • Lee, Jaei;Sung, Jong-Sang
    • Journal of the Korean Institute of Traditional Landscape Architecture
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    • v.34 no.2
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    • pp.35-44
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    • 2016
  • This study targets flower-viewing sites appearing in "Kyungdojapji" and talks about the seasonal customs and tourist attractions of the later Chosun; Pilundae, Bukdun, Outside of Dongdaemun, Cheonyunjeong and near Seodaemun etc. Through related poetry, paintings and maps, it looks into what scenic elements each attraction was made of and how the elements were felt by visitors. It sub-divided and analyzed scenic features into objective objects, subjective emotions and experienced behaviors. As a result, representative objective objects were flowers and there were also scenes where people enjoyed poem-writing meetings along with drinking-related physical elements such as liquor, liquor glasses, liquor bottles etc. Through drawing out scenes, where users gave meaning to objective objects, it tried to interpret what space meant to them, through which the meaning of flower-viewing attractions is first and foremost a space to enjoy artistic taste. Each space is used as the center of cultural creation such as literary people gathering, viewing flowers, drinking and having poetry-writing meetings. Second, as shown in scenes viewers depicted in each space, visitors were confirmed to enjoy scenes through multi-sensory appreciation. By this, flower-viewing attractions were confirmed to be not just flower-viewing but also venues of sensory experience. This study, which drew out the scenic features of traditional flower-viewing attractions, is expected to be basic material in tracing the flower-viewing enjoyed by our ancestors as a pastime and its spatial meaning and in planning Korea-unique flower-viewing attractions.