• Title/Summary/Keyword: experiential case study

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A Case Study of Digital Media Usage Applied Experiential Elements - Focused on Beauty Brand Marketing - (체험적 요소가 적용된 디지털 미디어 활용 사례 연구 - 뷰티 브랜드 마케팅 중심으로 -)

  • Kim, Ah-rham;Kim, Bo-yeun
    • Journal of Communication Design
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    • v.55
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    • pp.240-249
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    • 2016
  • This study focused on cases about user experience using digital media as a marketing. The recent convergence of various types of media is resulting in new types of content. In a situation where approaching consumers through digital and virtual means is no longer an alternative or an option but a necessity, customers must be influenced and stimulated using various types of digital media. Because modern consumers prefer to participate actively rather than to be passively exposed to information, there is a need to maximize and optimize the consumer's experience using digital media. In this research, consumer experiences that utilized digital media were examined, and these case studies were analyzed from an experiential marketing perspective. How the 5 different types of Experiential Marketing proposed by Bernd Schmitt and Digital medias were combined in the digital marketing campaigns was examined. The case studies analyzed in this research were chosen out of widely popular digital marketing campaigns ran by beauty brands that used various experimental marketing types, such as 'Make-up Genius' of L'Or?al, 'Google Glass Tutorials' of Yves Saint Laurent and 'Digital Runway Bar' of The Burberry Beauty Box. This study classified that case samples into paid media, earned media and owned media based on sense, feel, think, act and relate that are the strategic experiential modules of Bernd Schmitt. This study could be confirmed various customer experience as a sense, feel, think, act and relate through that cases using digital media technology and marketing element of digital media. Through the process of examining which digital media types each marketing campaign utilized and how these types of digital marketing were combined, this research is significant in that it helps for the understanding of the current state of digital marketing and in that it can serve as the foundation for future research of efficient digital marketing.

A Study on the Planning Characteristics of a Healing Complex applying the Concept of Healing - Focusing on major complexes that have been constructed and operated in Korea - (치유개념을 적용한 치유단지의 계획특성 연구 - 국내 조성되어 운영되고 있는 주요 단지를 중심으로 -)

  • Park, Hoon;Chai, Choul-Gyun
    • Journal of the Architectural Institute of Korea Planning & Design
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    • v.35 no.3
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    • pp.79-90
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    • 2019
  • There are more and more citizens suffering from severe fatigue, and they wish to escape from it and spend their leisure time for healing. As a result, buildings and complexes are being constructed nationwide with healing as their theme. Particularly, they tend to build facilities with concepts like a spa, beauty, healing, meditation, nature, or forest healing. The purpose of this study is to examine the concept of healing environment and the nationwide tendencies of building facilities with healing as their theme and also investigate the planning characteristics of complexes and architecture with three representative complexes as examples. Complexes intended for healing have immersion into nature being freed from one's routine as their concept. When planning the flow of human traffic within the complexes, they try to obtain the autonomy of choice as well as the diversity of space and experiential factors in order to provide opportunities for experiencing nature. In the complexes selected for a case study here, they have planned the factors of physical environment that are associated with one another based on architectural education programs using red clay, programs specializing poetry, and healing programs using food. Typically, this is centered around outdoor experiential space, indoor meditation and education space, or fitness space. Also, it is characterized by the planning of physical environment and the complex operation of programs. Particularly, public space is divided into communal space, resting space, and health and treatment space, and health/resting space is mainly intended for health and exercise, for example, fitness, spas, or jjimjilbang (Korean dry saunas). Also, it is characterized by the planning of pitched roofs harmonized with nature and also facade planning that can positively adopt the factors of natural environment.

The Research on the Concepts and Expression methods of the Meanings of Light expressed in Architectural Space (건축공간에 표현된 빛의 의미들의 개념과 그 표현방법에 관한 연구)

  • Yoo, Young-Heui
    • Korean Institute of Interior Design Journal
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    • v.17 no.4
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    • pp.42-49
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    • 2008
  • Design concepts of light can be divided into two respects, visual plastic and metaphysical meaning. The current research focuses on the second respect. The meaning of light is abstract characteristics(for example, divinity, spirituality, or image) ultimately expressed by visual plastic. Because it makes architectural space abundant, it have been expressed frequently in architectural space until now. The purpose of this paper is to conceptualize and explain and arrange the meanings of light in the category that have been expressed in architectural space from ancient to current. The method of this study is content analysis and case study, and this is supplement by theoretical consideration on the meaning of light(relationship between perception and meaning, elements to form meaning etc.). This study consists of three steps. Firstly, through the content analysis of existing literature and documents, 17 meanings of light are confirmed. Secondly, these 17 meanings are defined and explained in 3 categories(symbolic, esthetic, and experiential character). Thirdly, they are additionally explained and articulated by case study. In the result, various meanings of light that have been fragmentarily expressed in architectural space until now is clearly arranged at a glance. Those suggested design concepts will be basic conferential material, available to the interior designers and students who want to utilize the organised study concepts.

A Study on the Identity of Place in a New Community (뉴커뮤니티에서 장소의 아이덴티티에 관한 연구)

  • 조극래
    • Journal of the Korean housing association
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    • v.13 no.6
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    • pp.67-77
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    • 2002
  • The purpose of this study is to clarify the identity of place expressed by people living in a new community. First of all, this study defines the concept of place and then grasps what the identity of place means through the documentary studies, and experiential levels of the identity of place are examined as well. Through the field survey on a new community as a case based on interviews and cognitive maps, the identity of place is analyzed in terms of physical features, activities and meanings with relation to levels of visibility, cognition and value, and besides, attractive places and unattractive places are examined for enhancing the identity of place in a new community.

A Study on Warrant Rearrangement Using Efficiency Analysis of Reversible Lane (가변차로제 효율성분석을 통한 설치기준 재설정에 관한 연구)

  • Oh, Sei-Chang;Choi, Bo-Hyuk
    • Journal of Korean Society of Transportation
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    • v.22 no.1 s.72
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    • pp.7-18
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    • 2004
  • To solve the urban traffic congestion problem, Seoul and other major cities have operated the reversible lanes as Transportation Systems Manage-ment(TSM) method since 1981. However, few studies have been conducted to measure the effectiveness of reversible lane implementation and operation, and the reversible lanes have been implemented based on the experiential warrants rather than the study-based warrants. In this Paper the effect of reversible lanes operation has been analyzed by using the average delay and the fuel consumption. Four factors such as in and out flow of directional v/c, the ratio of directional volume, the number of reversible lanes and left-turn treatment(prohibition of LTs or protected LTs) were used to estimate the implementation effect of reversible lane operation by using TRANSYT-7F simulation package. In the case of six-lane urban arterial, the lower ratio of directional volume was found to warrant the reversible lanes when the simulation-based method was applied compared with the current experiential warrants.

Research and Implementation of An Experiencing Fairy Tale Content for Young Inpatients using Augmented Reality (어린 입원 환자들을 위한 증강현실 체험 동화 콘텐츠 연구 및 개발)

  • Jo, Min-hwa;Jung, Jun-young;Choi, Kyu-ri;Cho, Sae-Hong
    • Journal of Advanced Navigation Technology
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    • v.25 no.1
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    • pp.102-107
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    • 2021
  • In the case of long-term hospitalization for young patients, 'Hospital Schools' are operated to pursue school classes and to develop social and emotional abilities for them. However, face-to-face classes at hospital schools have been completely prohibited, and the untact or limited contact environment has been strengthened even for young patients due to the COVID-19 in recent years. Augmented Reality(AR) technology enables the development of experiential content with virtual environments, objects and characters similar to real life. The developed contents should revitalize the imagination of young patients living only in hospitals and allow them to experience, not only acquiring knowledge, but also improving interpersonal skills and sociality. This study is intended to provide diverse adventures and in-depth choice experiences to young patients who are struggling in an environment of untact and limited contact by creating experiential fairy tale contents using AR technology. In addition, long-term hospitalized children will be able to cultivate the will to overcome illness with positive emotions through the augmented reality experience fairy tale content studied and implemented in this study.

A Study on the Revitalization of Tourism Industry Using Experience Game (체험형 게임을 활용한 관광산업 활성화 방안에 관한 연구)

  • Jung, Mi-A;Kim, Ki-Suk;Jung, Hyung-Won
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.3
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    • pp.1-12
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    • 2019
  • The 4th industrial revolution has become a topic of 'experiential games' that utilize technologies such as virtual reality, augmented reality, and complex reality, and they are promoting various experiential game contents to attract tourists in the tourism industry have. The trend of tourism is the concept of the healing which aims to enhance the quality of life of the individual in the concept of simple travel, that is, the consumer is not satisfied with the sight, There are many changes in the form of tourism. In this study, domestic and foreign cases that utilized the fun and experience of tourism in the game were examined using case study methods. In domestic case, although service was provided by using smart phone, there is a problem that simple information is provided, mission quest method is not continuously provided, and the story is limited. I tried to find out the solution through this case. Developing and applying various experience contents, utilizing active investment and various stories for continuous service, and utilizing new technology such as virtual reality, it will bring about improvement of domestic tourism industry and satisfaction.

Serve as You Learn: Problem-Based Service-Learning Integrated into a Product Innovation and Management Class

  • Kim, Eundeok;Lee, Yoon-Jung
    • International Journal of Costume and Fashion
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    • v.18 no.2
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    • pp.29-43
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    • 2018
  • Service-learning is a form of experiential education in which students participate in organized activities and develop a sense of civic responsibility while acquiring content knowledge of the discipline. The purpose of this study was first, to examine the underlying theories and principles of service-learning, and second, to present a case of systemic implementation of problem-based service-learning into a Product Innovation and Management class in higher education. The New Product Development for an E-Commerce Small Business project was developed for a community partner, BevShots, reflecting the needs of the firm, and was tightly woven into the course content. Students' participation in the project had a significant effect on increasing their awareness of the needs in the community and identifying their roles as citizens as well as enhancing their content knowledge learning. The community partner also received benefits for his business by participating in the project. Through this study, we aim to inspire fashion design and merchandising educators to implement service-learning projects/classes in the curriculum.

A Case of Development of Experiential Game Tourism Program Using Korean Classical Literature (한국고전문학을 활용한 체험형 게임 관광프로그램 개발 사례 : 중인가객 김수장과 『해동가요』를 대상으로)

  • Park, Bo-Yeon;Kim, Tai-Woong
    • The Journal of the Korea Contents Association
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    • v.21 no.12
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    • pp.748-756
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    • 2021
  • In this study, as the first attempt to develop an experiential game tourism program using Korean classical literature, the primary research was conducted on Kim Soo-Jang and his anthology "Hae Dong Ga Yo". To this end, a theoretical review of the value of hands-on games and Korean classical literature as tourism content was conducted first. Afterwards, the consumers for the program were set up into three categories: family unit, MZ generation including lovers, and foreigners. A survey was conducted to confirm the program preference of each group. According to the analysis framework, the main value of each historical and cultural resource in "Hae Dong Ga Yo" and seven sijo pieces created by Kim Soo-Jang was discovered and, based on the survey, the preferences of the consumer related to the target were analyzed. Accordingly, the narrative structures were organized differently for each group. An adventure plot was designed for the family unit, a love plot for MZ generation and lovers, and a mixture of adventure and love for foreigners. Utilizing stories from Kim Soo-Jang and his works, which are rarely used despite their value, this study attempted to develop them into hands-on game tourism programs to create new outlets in terms of both Korean classical literature and the tourism area. In the future, if various Joseon literati are discovered and their storytelling is continued, we can expect the vitalization of the travel product line with the concept of classical literature travel.

An exhibition case study applying game design elements in the design of immersive display exhibition (몰입형 디스플레이 기반 체험전시 디자인에서의 게임기획 요소 적용 사례 연구)

  • Kim, Na-Young
    • Journal of Digital Convergence
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    • v.19 no.12
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    • pp.435-441
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    • 2021
  • In recent years, with thedevelopment of digital media technology immersive experiential exhibitions that provide realistic and realistic exhibition experiences to the audience are increasing In this study, the representative cases of these immersiveexperiential exhibitions were analyzed with a focus on the elements of the exhibition design. We also introduced the exhibition case of 'A Hero's Adventure' which was held and operated by applying game design elements to thethe directing planning of an immersive experience exhibition. In addition, the effects and utilization methods of the exhibition that applied game planning elements such as challenges goals conflicts rules and wins and losses were considered.