• Title/Summary/Keyword: interactive experiences

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Students' Perception of Smart Learning in Distance Higher Education (스마트러닝에 대한 원격대학 학습자의 인식)

  • Choi, Hyoseon;Woo, Younghee;Jung, Hyojung
    • The Journal of the Korea Contents Association
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    • v.13 no.10
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    • pp.584-593
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    • 2013
  • The purpose of this research is to analyze students' perception of smart learning focusing on its definitions, roles and values in distance higher education. In the online survey, 1,950 students of 'A' open university were participated. The results show that the students viewed the smart learning to be more 'absorbing', 'interactive' and 'collaborative' than the existing e-learning, as it compiles their experiences into learning. However, the respondents' perceptions of smart learning varied among different age groups: more students in their 40s and 50s responded that smart learning was 'customized', 'humanlike', 'interactive', 'comfortable', 'stable', 'familiar', 'unstressful', and 'practical' than students in their 20s and 30s, and they tend to view the main feature of smart learning to be the compilation of learner experiences.

The Poetics of Exile in Cristina García's Dreaming in Cuban

  • Park, Geum Hee
    • Journal of English Language & Literature
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    • v.58 no.6
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    • pp.1119-1142
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    • 2012
  • This article examines how Cuban-American writer Cristina García interweaves all possible experiences of Cubans through Dreaming in Cuban in terms of Bakhtin's concepts of heteroglosssia, hybridization, and the chronotope. In so doing, it reaffirms the applicability of these concepts as tools for interpreting speech genres while reevaluating and reexamining the novel in terms of Bakhtinian narratology. García identifies a sociopolitical cacophony in both America and Cuba from an open-minded perspective, striving to maintain a balance between them despite undesirable experiences with her patriotic mother and individuals in the Miami community where she worked as a journalist. In practice, she projects sociopolitical ideas onto her heroines' depictions, representing their consciousnesses in a process of interaction with others. In particular, García allows her three generations of heroines, Celia del Pino, her daughters Lourdes and Felicia, and her granddaughter Pilar Puente to live as staunchly political figures. In this way, García creates a unique novelistic situation by opposing or juxtaposing all aspects of her heroines and pitting them in a dynamic interaction with their environments. As they repeatedly tease, contradict, refute, and do battle with each other, her heroines expose various problems with the sociopolitical ideologies in both the Cuban and American contexts. García succeeds in her attempt by introducing Bakhtin's model of the "becoming" hero and depicting her heroines in dynamic interaction without her own interference. In particular, the devouring inner monologues of Pilar and her Cuban aunt Felicia are presented as the products of their extraordinarily developed self-consciousnesses, through which García attempts a multilateral approach of showing, rather than telling, her heroines' interactive inner worlds as well as introducing sociopolitical contexts. Generic factors such as epistles, diary entries, and ads copy are hybridized into Celia's and Lourdes' stories, serving the heroines' interactive contexts while filling in the many narrative gaps that result from the approach to Cuban and American history. The Bakhtinian perspective permits the interpretation that this generic hybridization enables García to cover narrative gaps resulting from the expansion of chronotopes.

Economic Growth, Total Factor Productivity, and Institution Quality in Low-Middle Income Countries in Asia

  • NGO, Minh Ngoc;NGUYEN, Loc Duc
    • The Journal of Asian Finance, Economics and Business
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    • v.7 no.7
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    • pp.251-260
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    • 2020
  • The purpose of this paper is to investigate the impact of total factor productivity (TFP), institutional quality, and interactive variable between them on economic growth in 13 low-middle income countries in Asia for the period 2000-2018. The paper uses the difference Generalized Method of Moments (GMM) to explore the dataset provided by the World Bank. The empirical results show that TFP and the interactive variable positively impact on the economic growth, while the institutional determinants have a negative influence. The negative effect is explained by the weak institutions in these low-middle income countries. The findings of the study suggest two points. First, the government should continue to improve TFP, which is associated with the application of technical advances, technological innovations, improvement of management methods, and skilled workers. Second, far more important, is that the authorities should pay special attention to implement institutional reform and strengthen the governance in the future. The successful experiences from Japan, Korea and Singapore will help other governments in Asian low-middle income countries to build developmental state. Probably, the developmental state actively interfere in the market to promote and realize the development goals. By doing so, these economies might overcome the so-called "middle-income trap".

Interactive Experience Room Using Infrared Sensors and User's Poses

  • Bang, Green;Yang, Jinsuk;Oh, Kyoungsu;Ko, Ilju
    • Journal of Information Processing Systems
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    • v.13 no.4
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    • pp.876-892
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    • 2017
  • A virtual reality is a virtual space constructed by a computer that provides users the opportunity to indirectly experience a situation they have not experienced in real life through the realization of information for virtual environments. Various studies have been conducted to realize virtual reality, in which the user interface is a major factor in maximizing the sense of immersion and usability. However, most existing methods have disadvantages, such as costliness or being limited to the physical activity of the user due to the use of special devices attached to the user's body. This paper proposes a new type of interface that enables the user to apply their intentions and actions to the virtual space directly without special devices, and test content is introduced using the new system. Users can interact with the virtual space by throwing an object in the space; to do this, moving object detectors are produced using infrared sensors. In addition, the users can control the virtual space with their own postures. The method can heighten interest and concentration, increasing the sense of reality and immersion and maximizing user's physical experiences.

Linkage between Value of Digital Fashion Products and Purchase Behavior of Potential Consumers on the Metaverse Platform

  • Jae-Min LEE
    • The Journal of Industrial Distribution & Business
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    • v.14 no.8
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    • pp.1-8
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    • 2023
  • Purpose: This research aims to identify positive connections between digital fashion product value and consumer purchase behavior. The research tries to offer valuable insights and implications for fashion industry practitioners, enabling them to harness the power of the Metaverse to enhance customer engagement, drive sales, and stay ahead in this ever-evolving digital landscape. Research design, data and methodology: The research design for this study is a systematic literature review. A systematic and rigorous approach was adopted to ensure the reliability and validity of the research findings. By conducting this kind of approach to achieve the purpose of the study, this research aims to comprehensively analyze existing academic articles, peer-reviewed journals, and relevant publications related to the topic. Results: According to various academic search engines, the results revealed several dimensions of value associated with digital fashion products on the Metaverse platform, which significantly influence consumer perceptions. These dimensions of value extend beyond traditional tangible attributes and are uniquely shaped by the immersive and interactive nature of the virtual environment. Conclusions: All in all, the findings highlighted the significance of experiential value in driving purchase behavior. Creating immersive and interactive virtual shopping experiences emerged as a crucial strategy for fashion industry practitioners to engage potential consumers effectively.

Potential of an Interactive Metaverse Platform for Safety Education in Construction

  • Yoo, Taehan;Lee, Dongmin;Yang, Jaehoon;Kim, Dohyung;Lee, Doyeop;Park, Chansik
    • International conference on construction engineering and project management
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    • 2022.06a
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    • pp.516-524
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    • 2022
  • The construction industry is considered the most hazardous industry globally. Therefore, safety education is crucial for raising the safety awareness of construction workers working at construction sites and creating a safe working environment. However, the current safety education method and tools cannot provide trainees with realistic and practical experiences that might help better safety awareness in practice. A metaverse, a real-time network of 3D virtual worlds focused on social connection, was created for more interactive communication, collaboration, and coordination between users. Several previous studies have noted that the metaverse has excellent potential for improved safety education performance, but its required functions and practical applications have not been thoroughly researched. In order to fill the research gap, this paper reviewed the potential benefits of a metaverse based on the current research and suggested its application for safety education purposes. This paper scrutinized the metaverse's key functions, particularly its information and knowledge sharing function and reality capture function. Then, the authors created a metaverse prototype based on the two key functions described above. The main contribution of this paper is reviewing the potential benefits of a metaverse for safety education. A realistic and feasible metaverse platform should be developed in future studies, and its impact on safety education should be quantitatively verified.

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AR Gardening system with an interactive learning companion (AR Gardening : 상호작용형 증강 에이전트 기반 증강 원예 체험 시스템)

  • Oh, Se-Jin;Woo, Woon-Tack
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.168-173
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    • 2008
  • Recently, many researchers have studied on agent-based edutainment systems to improve students' learning experience. In this paper, we present AR Gardening which makes users experience interactive flower gardening with a bluebird, a learning companion agent, squatting in an augmented picture. The proposed system augments the animated bluebird to support interactive edutainment experiences. The bluebird perceives users' actions as well as environmental situations. It then appraises situational information to provide participants with problem-solving guidelines. Moreover, the bluebird responds like a companion than an instructor through anthropomorphic expression. To demonstrate our work, we exhibited the implemented AR Gardening and reviewed participants' responses to the system. In this exhibition, we could find that the learning companion-like bluebird helped users experience how to properly grow the flower in our educational setting. Ultimately, we expect that an augmented peer learning agent is one of the key factors for developing effective edutainment applications.

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Interactive LED light: A practical study of Interactive Design Dimensions through an Ambient Information System for Public (공공 공간에서의 앰비언트 인포메이션 시스템을 위한 디자인 요소의 실제적 활용: 인터랙티브 LED 조명)

  • Kim, Moon-Jung;Hahn, Min-Soo
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.976-983
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    • 2009
  • Ambient Information System is an expanded term from Ambient Displays that are aesthetically pleasing displays of information which sit on the periphery of a user's attention. It describes a large set of applications that publish information in a highly non-intrusive manner[4]. Recently, as importance of the media that affects human senses and individuals' experiences increases, the role of an Ambient Information System for Public is also increase. Therefore, in this paper, the emphasis is on finding a suitable form of the Ambient Information System based on some design dimensions and we sampled possible 13 design dimensions of the practical application of an Ambient Information System for Public. For verifying the validity of our findings, we installed "Follwingflow", an interactive LED illumination and carry out an experiment on the dimensions.

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Research on toy design based on children's education and experience (교육 및 체험 기반으로 한 어린이 장난감 디자인에 관한 연구)

  • Wang, Zheng;Hong, Dongsik
    • Journal of the Korea Convergence Society
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    • v.13 no.5
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    • pp.119-127
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    • 2022
  • Based on the theory of interactive experience in children's toy design, this paper analyzes and explores the interactive experience of education children's toys. Based on the basic elements of product design, a case study of the popular children's educational toys in the Korean sales rankings was carried out. In addition, according to the user experience model, a questionnaire survey was conducted on the popular children's educational toys sold in Korea. The results show that the top three children's educational toys by sales are smart toys. Satisfaction is highest for feeling, feeling, thinking, acting, and related experiences. It provides a theoretical basis for the interactive experience design of children's smart toys. Design experiential toys that are more suitable for children's physical and mental health and more suitable for children's psychological development.

A Study on the Influence of Customer Experience on the Intention to Stay in Store -The Moderating Role of Self-Construal Levels- (고객경험이 매장 내 체류의도에 미치는 영향에 관한 연구 -자기해석수준의 조절효과를 중심으로-)

  • Suh, Mun-Shik;Hur, So-Ram
    • Management & Information Systems Review
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    • v.38 no.3
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    • pp.211-225
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    • 2019
  • In recent years, consumers emphasize the various sensory experiences in the process of shopping rather than the practical value of shopping results. In order to satisfy consumers' diverse needs, retailers transform their offline stores into experiential spaces to encourage consumers to experience diverse and enjoyable experiences. This study divided the sub-factors of customer experience into hedonic experiences, functional experiences, and social interaction experiences, and investigated the effect of sub - factors of customer experience on consumers' enjoyment and intention to stay in off-line store. In addition, it is assumed that there will be a difference in the influence of three levels of customer experience on enjoyment according to the consumer's self-construal levels. As a result of this study, all of the hypotheses were supported except hypothesis 1 that the customer's hedonic experience has a positive effect on pleasure. In addition, as a result of verifying the moderating effect of self-construal levels, the self-construal level of consumers has no significant effect on the path of hedonic experiences on pleasure, but significant moderating effects of self-construal levels were identified in the pathways of functional and social interactive experiences on pleasure. The results of this study will be helpful in identifying and utilizing differentiated experience marketing strategies in the off-line stores that only offline channels can have in the fierce competition due to the diversification of distribution channels.