• Title/Summary/Keyword: characteristics of experience

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Classification and Characteristics of Augmented Reality Contents of Fashion Brands (패션 브랜드의 증강현실(AR) 콘텐츠 유형 및 특성)

  • Lee, Hyun-Jin;Ku, Yang-Suk
    • Fashion & Textile Research Journal
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    • v.22 no.3
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    • pp.310-322
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    • 2020
  • This study investigated the classification and characteristics of augmented reality (AR) content of fashion brands. The AR contents of fashion brands were classified according to user participation space and content delivery method. Based on these types, eight case studies were conducted, along with a discussion of AR characteristics in terms of presence, interactivity, and immersion. The results showed that AR content could be divided into four types: offline visit-external information type, offline visit-internal experience type, online utilization-external information type, and online utilization-internal experience type. It was also found that there were differences in characteristics for each type of AR content. First, the offline visit-external information type requires various new content that can provide entertainment immersion to users. Second, the offline visit-internal experience type requires a powerful inducement for users to visit a specific space providing AR content and to participate in augmented environments. Third, the online utilization-external information type needs a series of AR content that can consistently incite users' curiosity about brands and products. Fourth, the online utilization-internal experience type needs effective content to improve users' shopping experience with the virtual fitting of fashion accessories, such as eyewear, hats, jewelry, and watches. Accordingly, fashion companies should create contents that can provide appropriate presence, interactivity, and immersion by AR type.

Study on the Model Development for Experiential Learning with Ubiquitous Everyday English (유비쿼터스 생활영어 체험학습장 교수-학습 모형 개발 연구)

  • Baek, Hyeon-Gi;Kim, Su-Min;Kang, Jung-Hwa
    • Journal of Digital Convergence
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    • v.7 no.3
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    • pp.49-60
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    • 2009
  • The aim of this study was to develop a model for teaching-teaming by applying Ubiquitous at a learning experience field, in which connect characteristics of both ubiquitous application learning and experience teaming, making use of them. A literature survey of concepts was conducted, with the main areas to find out relationships between ubiquitous application learning and experience learning. Experience learning by applying ubiquitous learning methods maximizes its efficiency of experience learning in considering ubiquitous learning methods's characteristics of dynamic, interaction, sharing. Also it makes communications through positive participation and active interaction, and leads to a process of internal examination. The research data suggests that critical factors of experiencing learning applying ubiquitous are acquiring information and memory, information integration and exquisiteness, emotional and social activity, producing activity, help activity.

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Analysis on the Classification standards and Characteristics of Experience Program in Government Support Rural.Mountain Villages (정부지원 농.산촌마을 체험프로그램 분류기준 및 특성분석)

  • Lee, Gyeong-Jin;Lee, Hyun-Hee;Song, Byeong-Hwa
    • Journal of Korean Society of Rural Planning
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    • v.13 no.3
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    • pp.73-82
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    • 2007
  • Recently, plans to revitalize rural areas in addition to farming are actively having been groped since given agricultural conditions destituted. One of the plan is the 'Rural Tourism' which to sell to urbanites by merchandising rural and pleasant characteristics possessed by rural areas. As a part of the rural-urban exchange, analyzed the features of the experience programs operated by each village by selecting 152 rural-mountain villages where is supporting and presented results by synthesizing above conclusion. The results acquired through such research are as following. Currently, villages operate mainly with the experience program related to general agricultural life styles by synthesizing special features of experience programs with high frequency in operations as the present status of the rural-mountain villages and showed negative trends dependant to the existing natural resources and easy in operations. Moreover, the operation of the experience which are expected to publicize the village and create large incomes were insufficient, analyzed not to be stimulate purchasing activities by lack of connections among experience programs and only simple staged experiences are mainly operated due to low operation frequency of experience programs which can be operated with special interests or professional characteristics.

A Study on The Meaning of Water In Experience Within Interior Space - Focusing on The Lobby - (실내공간에 연출된 수공간의 체험적 의미에 관한 연구 - 로비공간을 중심으로 -)

  • 문정민;박수경
    • Korean Institute of Interior Design Journal
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    • no.38
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    • pp.258-265
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    • 2003
  • The design of space, which focuses on human senses and perception, has become more prominent. It can be understood as the space needed for a field of experience. Phenomenological attitude focuses on the relations between human in the context of their environment. The experiences generated were used as a method of design. The method guides a formation of active space through phenomenological experience in interior space as well as architecture. To stimulate a phenomenological sensitive experience, the parameters for certain experiences were connected to the five senses, finally creating a concrete space. Water, light, air, vapor, and earth as architectural media are connected to the five senses and lead to intermediation from abstract to actual. In particular, water is deeply rooted in peoples subconsciousness and stimulates our instincts. Using water by effectively combining its symbols and physical characteristics will be a method to reinforce the experience with a given space. This study will examine the need for space experience and characteristics of water as an essential elements for perception experience and present possible experimental design.

The Effect of Mobile MMORPG Characteristics on Flow Experience and Performance

  • LEE, Jeonghoon
    • Journal of Distribution Science
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    • v.17 no.8
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    • pp.35-44
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    • 2019
  • Purpose - This study examines the changes in the mobile MMORPG market in recent years and the factors affecting the performance of mobile games through flow experience according to the characteristics of game content. Research design, data, and methodology - This study focuses on the fact that the cause of game use behavior changes is the flow experience which influences the duration of mobile game continuation. The flow experience and the influencing factors are divided into the relationship between first, second-leading factors, and lagged factors. Results - The user's sense of challenge, skillfulness, concentration, and reality influenced the flow experience as a leading factor influencing the performance of MMORPG games. On the other hand, fun and preference were found to be the outcomes of the flow experience. This is because the game content is experienced not through passive enjoyment but by intentionally enjoying the game content. The flow experience has a positive effect on the intention of continuous use as in the previous study. Conclusions - This study found that the flow experience of game users is necessary for continuous use by organizing relationships of flow experience in mobile MMORPG users' gaming behavior.

Th e Effect of Sexuality Course on Sex - Role Stereotypes and Sexual Attitude in University Students (성 관련 강좌 이수 전후 대학생들의 성 고정관념과 성 태도의 변화)

  • Lee, Kye-Eun;Kim, Nam-Sun
    • Women's Health Nursing
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    • v.9 no.1
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    • pp.5-17
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    • 2003
  • Purpose : The purpose of this study was 1) to classify university student's attitudes toward sex, 2) to confirm the effects of sexuality course on sex-role stereotypes and sexual attitude in university student s. Method : The subjects in this study were 212 K university students in Kangwon Province between 3/7/2001 $\sim$ 6/13/2001. The instruments used for this study were the general characteristics, sexual attitude and sex-role stereotypes. The data was analyzed by frequency, percentage, mean, standard deviation, paired t-test, ANOVA, Pearson correlation coefficients, Factor analysis and Cronbach's $\alpha$ using the SPSS program. Result : 1. University students' attitude toward sex are divided into three types. Type I are called open mined : 16, 33, 28, 10, 18, 2, 30, 25, 26, 27, 22, 19, 29, 21, 9, 5 items. Type II are supporters of virginal purity : 8, 6, 31, 17, 14, 33 items. Type III express love through sexual intercourse : 20, 24, 7, 3, 15, 32 items. 2. There was a significant difference in the appearance and occupational characteristics of sex-role stereotypes before and after the sexuality course (t=2.562, p<.05). 3. In Type III, there was a significant difference in sexual attitude before and after the sexuality course (t=3.576, p<.0001). 4. The data showed the relationships between type III of sexual attitude and sex-role stereotypes (r=-.3 15, p<.0001). 5. Sex-role stereotypes according to the demographic characteristics before sexuality course were significantly different by age, gender, experience of military service, experience of sex edu cat ion an d experience of sexual intercourse. Sex-role stereotypes according to the demographic characteristics after sexuality course were significantly different by gender and experience of sexual intercourse. 6. Sexual attitude according to the demographic characteristics before sexuality course were significantly different by maj or (type I), age, grade, experience of military service and experience of sexual intercourse (type II), age, grade, gender, experience of military service, experience of sex education and experience of sexual intercourse. Sexual attitude according to the demographic characteristics after sexuality course were significantly different by religion and major(type I), age and grade(type II), age, grade, gender, religion and experience of sexual intercourse. Conclusion : This study showed that a sexuality course was effect ive in changing the sex-role stereotypes and sexual attitude of university students.

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Identifying Key Factors Affecting Mobile Market-Platform Attractiveness

  • Lee, Jeonghoon;Kim, Sookyung
    • Journal of Information Technology Applications and Management
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    • v.21 no.1
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    • pp.137-150
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    • 2014
  • The following study specially aims to market platform in the mobile circumstance. The characteristics of customers and infrastructure are handled by market platform under the new media. These characteristics will be revealed based on the unification of organizational structure and interaction of information structure in the relationship marketing. This study investigates what characteristics and impact of infrastructure of Market Platform will affect the cognitive impact on both buyers and sellers to clarify the impact on Perceived integratedness and Interactive Accessibility of the shopping process. Through this investigation, modeling for the impact that new media environment will attract Market Platform will be developed from the investigation of attractiveness of mobile market platform environment. Changes in the technical media environment gave the characteristics of the customer in the market platform, so consumers could involve not only consumed, but also manufactured. Thus, it is possible to increase the attractiveness if market must be able to not only for the convenience of shopping, but also make people to enjoy the experience of value co-creation. In other words, the new media, as a result of affecting the marketing system, mobile market platform is organized on the base of the market communication. Perceived integratedness and Interactive Accessibility, 2 properties of new media increase the co-creation experience and perceived convenience in the market platform of their customers. Therefore, the structure of market platform that enhance the co-creation experience and perceived convenience has higher attractiveness. They create beneficial experience to the customers and productive values to the producers as well.

Effect of Experience-Value and Color Marketing of HMR Products on Consumers' Repurchase Intention (HMR 제품의 경험가치와 컬러 마케팅이 소비자의 재구매 의도에 미치는 영향)

  • Kim, Doogi;Choi, Jinkyung
    • Journal of the Korean Society of Food Culture
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    • v.33 no.3
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    • pp.243-249
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    • 2018
  • The home meal replacement (HMR) food industry began in 1980, and it has grown rapidly as a major food business for both consumers and the food industry since the development of industrialization and societal changes. Many researchers investigated a variety of HMR food product characteristics. On the other hand, previous studies have focused only on topics in limited study areas. Therefore, this study examined the effect of color marketing and the value of experience on the consumer behaviors. This study used a survey to collect the respondents' opinions about HMR food products. The study results showed that the characteristics of color marketing and the experience value of the HMR products influenced the consumers' attitudes. Moreover, consumers' attitudes affected their repurchase behavior. The results suggest that marketers of HMR food products should use colors that show the characteristics of products to appeal to consumers. In addition, HMR products should be developed in line with what consumers value the most; for example, consumers value their previous experience with the products and the characteristics of the products.

Characteristics, Motivation of Choice and Childbirth Experience of Women Who Selected Delivery at Midwifery Clinic (조산원 분만을 선택한 여성의 특성, 선택동기 및 출산경험 조사)

  • Lee, Sun Hee;Lee, Mi Ok
    • Korean Parent-Child Health Journal
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    • v.16 no.1
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    • pp.1-10
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    • 2013
  • Purpose: This study is descriptive research to identify characteristics and childbirth experience of women who selected delivery with midwives. Methods: The research methods included structured questionnaires, open questions and charts and data were collected from March 2009 to May 2010 at one midwifery clinic. The 108 data of primipara and multipara were analyzed using descriptive statistics and grouping in same meaning. Results: The general characteristics of participants were age of 31~35, housewife, college or university graduate, religion 'yes', and economic state 'middle'. The obstetric characteristics of participants were abortion rate of 23.1%, none complication to pregnancy and delivery of 97.2%, and none postpartum complication. This study was analyzed using positive experiences of 3 categories, that is 'comfortable and natural childbirth', 'satisfaction and trust to personal care of midwives', and 'experience of baby-and-family-centered childbirth' and negative experiences of 3 categories, that is 'improvement of healthcare environment', 'insufficient facilities and nursing care', and'burden of cost'. Conclusion: This study is significant, since it investigates in the absence of domestic research on the characteristics of women who delivered at midwifery clinic. Thus, this study provided basic data on the characteristics of women who delivered at midwifery clinic.

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Experience Innovation and Business Strategy : Design for User Experience(UX) in New Product Development(NPD) (경험 혁신과 경영 전략 : 신제품 개발 과정에서의 사용자 경험 디자인(Design for User Experience))

  • Shin, Youngsoo;IM, Chaerin;Lee, Sunwha;Kim, Jinwoo
    • Journal of Information Technology Services
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    • v.14 no.2
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    • pp.231-251
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    • 2015
  • User Experience (UX) and Experience Innovation have been emphasized in the process of New Product Development (NPD). However, previous works which were conducted within the theme of UX mostly focused on the fragmentary aspects of user's experience in a specific usage-context only. For this reason, it is always hard to deal with questions on how to define the abstract concept of UX and how to apply this important keyword in actually NPD process both for satisfying potential users and for setting a market strategy. To address this issue, we focused on the fact that UX has an aspect of composition like pattern and structure. It means that we can understand the context of UX with clarifying characteristics of relations between user and experiential objects. Also, we referred to two sub-concepts of Complexity, Density and Centrality, as representative characteristics of relations in usage-context. Based on this theoretical background, we attempted to find UX design principles and concepts for NPD from the actual example cases of products and services in the real market. From these whole study process, we expect that our findings could have implications for academic and practical areas within the theme of Human-Centered Innovation.