• Title/Summary/Keyword: experiential contents

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Presence Experience & Effect of the Experiential Exhibition Content (체험형 전시 콘텐츠의 프레즌스 경험과 효과에 관한 연구)

  • Yeonsu Seol;Chungmin Joo
    • Smart Media Journal
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    • v.13 no.1
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    • pp.76-85
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    • 2024
  • This study examined the Presence experience, resulting effects, and re-viewing intentions of visitors to experiential exhibition content. For this purpose a survey was conducted targeting 246 visitors to experiential exhibition content based on Hyecho's travel story and SilkRoad cultural heritage. As a result of the survey, understanding and interest in the content material and similar exhibition viewing experience did not affect Presence experience. In addition the higher the Presence experience of exhibition content, the greater the awareness and emotion that is the effect of Presence. And among the effects of Presence, emotion had a positive effect on revisiting intentions. Therefore, it was confirmed that future experiential exhibition contents require planning, production, and exhibition that allow users to experience Presence.

A Study on the Plan of Activation of Library by Utilizing the Virtual Reality and Augmented Reality

  • Noh, Younghee;Shin, Youngji
    • International Journal of Knowledge Content Development & Technology
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    • v.12 no.1
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    • pp.85-104
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    • 2022
  • In this study, in line with the era of the fourth industrial revolution, general concepts, technologies, trends, and examples of virtual reality and augmented reality were examined, and based on this, a plan that could be applied to libraries in the future was proposed. As a result of the study, first, it is necessary to construct a smart space as an experiential play space that can satisfy cultural desires transcending time and space by providing immersive contents using 4th technology such as VR and AR. Second, it is necessary to expand experiential cultural support services through VR, AR and MR. Third, to develop educational contents based on augmented reality technology. In order to apply and activate virtual reality and augmented reality in libraries in the future, based on a survey of librarians and users of public libraries, a survey on the application status, satisfaction, and demand of current public libraries should be conducted.

Effects of Festival Experiential Factors on Festival Satisfaction and Behavioral Intention - With Focus on Muju Firefly Festival - (축제 체험요인과 축제만족, 행동의도와의 영향관계 - 무주반딧불축제를 중심으로 -)

  • Hyun, Hye-Kyung
    • The Journal of the Korea Contents Association
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    • v.14 no.9
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    • pp.494-502
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    • 2014
  • The purpose of this study was to analyze the effects of festival experiential factors on festival satisfaction and behavioral intention by questionnaires to 550 experience program participants in the Muju Firefly Festival. And the hypothesis verified by 493 valid questionnaires with AMOS 18.0. The result of analysis showed that educational experience, escapist experience and entertainment experience except esthetic experience had positive effects on the festival satisfaction. Based on standardized coefficients showed that entertainment experience had the greatest impact on the festival visitor's satisfaction. And it showed that the satisfied visitors with the festival experience programs are the more likely re-visit and recommendation of visitors to subsequent festivals.

Development of story-based growth type content using 3D printing (3D프린팅을 활용한 스토리 기반 성장형 콘텐츠 개발)

  • Lee, Young cheon
    • The Journal of the Convergence on Culture Technology
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    • v.4 no.1
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    • pp.27-32
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    • 2018
  • Recently, diverse bio-growth and object production experience learning contents have been developed for AR-based storytelling. In this paper, we will develop a storytelling-based growth type content using 3D printer which can add interest in and motivation of experiential learning. It is possible to increase the value of the characters produced by 3D printer as they can be used as personal collections. The bio-growth type content enables the learners and users to experience the local culture, history, and tourism ecology, which can enhance the educational effect by promoting their understanding in a fun way. The purpose of this study is to develop an application for experiential learning contents which creates a virtual environment in an object smart device where you can experience the culture and ecology of a learning community, and then produce the output using the 3D printer to keep as a personal souvenir. The developed contents application for experiential learning can be utilized not only for students but also for tourists. It is expected to serve as a source for further development of various contents through 3D printing technology.

Development and Effect Analysis of Experiential Electrical Safety Education System Based on Virtual Reality (가상현실 기반 체험형 전기안전 교육 시스템의 개발 및 효과 분석)

  • Jeon, Jeong-Chay
    • The Transactions of The Korean Institute of Electrical Engineers
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    • v.65 no.10
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    • pp.1767-1773
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    • 2016
  • Every year, lives are lost due to electrical safety accidents that could have been prevented with proper education and awareness of electrical safety. To prevent such accidents, experiential education is more effective than indoctrination education. This paper describes the electrical safety education system based on virtual reality (VR) and evaluates effect of the proposed system. Users operated the experiential electrical safety education system, and they were provided electrical stimulation in an electric shock experience using a haptic device. Appropriate stimulation values were calculated according to age (children vs. adults) and gender through experiment. The scenario in which participants experience electrical safety in the home environment was structured, and related educational contents was produced. A total of 68 healthy elementary students evaluated the educational effect of the system. The results showed that the educational effect and the sustainability of effect of the proposed system are superior to those of existing multimedia learning methods. By implementing electrical safety education stimulating the senses of human, the learning effect was promoted and this experiential education would be able to prevent electrical accidents.

The Effects of Experiential Consumption Characteristics in the Hotel Business on Customers' Revisiting and Switching Intention (호텔의 경험적 소비특성이 재방문의도와 전환의도에 미치는 영향)

  • Lim, Hyunjeong
    • The Journal of the Korea Contents Association
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    • v.16 no.4
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    • pp.301-312
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    • 2016
  • The purpose of this study is the findings of the effects of the experiential consumption characteristics in the hotel business on customers' revisiting and switching Intention. Also, this study is to examine revisiting and switching intention in accordance with visit frequency. For this study, the author analyzed empirically 534 copies of questionnaires. The first finding of this study discovered that playfulness, symbolism, usefulness and aesthetics had positive effects on revisiting intention. Second, symbolism, usefulness and aesthetics had negative effects on switching intention. Especially, symbolism had more significant effect on revisiting and switching intention than other variables. And finally, visit frequency had moderating effects between the experiential consumption characteristics and revisiting intention, switching intention. The hotel companies are possible to obtain several strategic implications on the basis of this empirical results.

Patterns of Observation Type of Elementary Science-gifted Students in Visit Activities of the Science Museum (과학박물관 탐방활동에서 나타난 초등 과학 영재 학생들의 관찰 유형 분석)

  • Kim, Mimoa;Jeong, Jinwoo;Kim, Hyoungbum
    • The Journal of the Korea Contents Association
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    • v.15 no.3
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    • pp.57-67
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    • 2015
  • The aim of this study was to categorize and analyze the patterns of the observation type in the experiential learning through the science museum for elementary gifted students in science. Ten science-gifted students were included and analyzed in this study and during experiential learning in the science museum, the participants freely expressed their observation of their own languages and all observations and dialogue were recorded. The results are listed below. The cognitive aspect, especially question and response activity without their personal opinion, was the most frequently used item. Among the affective aspects, item for 'recommendation' was often used. In accordance to observation type, most participants overall observed single object independently of time. Also, participants mostly observed objects visually using qualitative method without manipulation. Therefore verbal interaction through question might have a positive effect on frequency and diversity of observation. Project learning, such as particular exhibition hall, exploratory time of concentration by students, or study paper will be capable of creating a effective observation learning in order to induce a variety of observation of science gifted students in the experiential learning through the science museum.

Experiential Marketing Exploratory Study for Application of the Festival (체험마케팅의 축제적용을 위한 탐색적 연구)

  • Lee, ik-su
    • Proceedings of the Korea Contents Association Conference
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    • 2011.05a
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    • pp.399-400
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    • 2011
  • 본 연구는 최근 활발하게 연구되어지고 있는 체험마케팅을 중심으로 이론적 내용을 살펴봄과 동시에 지역축제 적용을 위해 요인분석을 통한 축제적용 가능성을 살펴보았다. 연구결과 체험마케팅을 구성하고 있는 요소중 감각마케팅, 감성마케팅, 인지마케팅으로 구분되는 것으로 나타났다.

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The meaning of experience and immersion to the diffusion of digital contents and consumption behavior based on arousal (디지털 콘텐츠의 확산과 공감 기반 소비행동에서의 경험과 몰입의 의미)

  • Kim, Yeonjeong
    • Journal of Digital Convergence
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    • v.11 no.12
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    • pp.387-392
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    • 2013
  • The purpose of this study investigate the main factors of the diffusion of digital contents and consumer's participation behavior, consumption culture and examine the experiential perspective to consumer's information selection behavior. In digital network, the social presence, challenge, self-presentation, arousal and emotional feeling were significant variables to flow experience. Experiential perspectives focused on the search of identity and self-determination were main basic perspective to explain the diffusion of digital contents, consumer participation. This research result applied to media and device strategy to up-coming digital convergence and adapted to product planning and development, user friendly navigation and emotional human-centered service module.

Analysis of Implementing a Multicultural Experiential Learning Program in Philippines based on APEC Edutainment Exchange (APEC 에듀테인먼트 교류 기반의 필리핀 다문화 체험학습 프로그램 적용 분석)

  • Jun, Young-cook
    • The Journal of the Korea Contents Association
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    • v.16 no.5
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    • pp.561-574
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    • 2016
  • The purpose of this study is to enhance the quality of APEC Edutainment Exchange Program (AEEP) that was developed for Korean multicultural students and implemented in Philippines. Based on literature review and data analysis, we designed and developed edutainment-based contents for their team projects. The participants of the AEEP which was carried out between Aug 12th and 19th in 2012 were 34 elementary and secondary school students with program coordinators. Data collection included survey, video, interview, report and episodes. The data analysis of AEEP activities revealed the features of global experiential learning and edutainment in the K-pop and cooking projects where the Korean-Philippino students exchanged their cultural activities with joyful cooperation. The data also confirmed the Korean students' positive changes toward multi-cultural understandings and attitudes.