• Title/Summary/Keyword: nature experience

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Phenomenological Study on the Experiences of Latter-aged Elderly Suicide Attempt (후기고령노인의 자살시도 경험)

  • Lee, Gwang-Sook;Choi, Gyun
    • The Journal of the Korea Contents Association
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    • v.15 no.7
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    • pp.244-254
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    • 2015
  • The purpose of this study is to understand the deeper meaning of the experience to explore the essence of latter-aged elderly suicide attempt. To this end, by applying the technology of Giorgi phenomenology to focus on the nature of the experience was described reveal the structure of the developing. By targeting eight people aged 75 years and over in Seoul experience with suicide attempts, open the data was collected through in-depth interviews, participants were analyzed on the basis of the aforesaid materials result, late of suicide in elderly seniors experience semantics was putting down that long for the comfort at the crossroads of life. Analysis of six components were derived 'regrets the harsh years', 'desperate and pathetic beholden', 'useless worthless life', 'body of unbearable pain and lethargy', 'no place to lean loneliness', 'the last select'. Discuss these findings the suicide problem of latter-aged elderly suicide attempt, based on experience and in-depth, Elderly mental health and social welfare presented the practical implications for suicide prevention.

User Experience Design for future workplace based on IoT (IoT기반의 미래 Workplace를 위한 사용자 경험 디자인 연구)

  • Park, Namchoon
    • Journal of the HCI Society of Korea
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    • v.12 no.4
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    • pp.57-64
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    • 2017
  • The user-centered design paradigm shift and the emergence of user-experience design have also increased the importance of user experience with products and services in specific spaces. In addition, with the advent of IoT services, new changes in the future work environment are expected. This study aims to propose a new user experience design considering the context of future work space. First of all, we examined the concept and nature of IoT, and defined various factors that affect the future work environment and grasped the relation of each element. Next, user research in the current work environment was conducted to identify the context that affects the behavior of users in various types of work environments, and to insight the possibility of a new user experience in the future work environment. Based on the above analysis and insights, various context models for a new future work environment were constructed, and UX models and UX scenarios and alternatives were presented. This study will contribute to the diversity of UX design research by expanding the viewpoint of UX design from device to space and context, and it will contribute to the collaborative research with space design and service design, also interdisciplinary research with IoT service related field.

Effects of Stress Hormone (Cortisol) from the Healthy Forest Experience Program in Deogyusan National Park (덕유산국립공원 건강 숲 체험 프로그램이 스트레스 호르몬(코티솔)에 미치는 효과 분석)

  • Kim, Hee Kyung;Son, Seok Joon;Hur, Young-bum;Choi, Hyung-cheol
    • Journal of Environmental Health Sciences
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    • v.44 no.5
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    • pp.502-513
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    • 2018
  • Objectives: Stress hormone (cortisol) can be used to analyze psychological and physiological changes and healing effects before and after in blood and saliva. Here it is applied to scientifically validate the effects of the healthy forest experience in Deogyusan Mountain National Park. Methods: A healthy forest experience program was provided to college students (males and females) at Deogyusan National Park. Stress, hormones (cortisol), blood pressure, pulse, oxygen saturation and stress, anxiety, and depression were measured. This study was designed to objectively analyze the effects of stress hormones before and after. Results: Depression, stress, anxiety, and satisfaction with the forest experience program in Deogyusan National Park were very high in reliability in terms of Cronbach's Alpha: depression scored 0.910, stress 0.558, anxiety 0.934, program satisfaction 0.826, and program effectiveness 0.894. Conclusions: In this study, we utilized the Healthy Forest Experience Program and the 'Health and Medical Center Health Record Book' of the Health Forest Experience Program (Ministry of Environment's Environmental Education Certification Program). In the future, we will seek ways to utilize saliva since it is easier to collect than blood samples and apply the stress hormone cortisol as a saliva authentication program. In addition, by implementing ecological welfare programs in which nature and human beings coexist through systematic preservation and restoration, the national park management can utilize ecological, scenic and cultural services wisely. We expect to be able to provide exploration and welfare services.

A Cognitive Scale Development and Psychological Model Verification of the Pursuit of Adventure Leisure Activities (모험적 여가활동의 인지 차원 척도 개발과 모형검증)

  • Kwak, Jae-Hyun;Hong, Kyung-Wan
    • Journal of Digital Convergence
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    • v.16 no.3
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    • pp.513-525
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    • 2018
  • The purpose of this study is to explore the experience of participants in the adventurous leisure activities and to examine the structural relations of the cognitive experience, the emotional experience and adherence intention. Robust quantitative measures were developed from rich qualitative data. The five dimensions selected from two preliminary tests were being away, technical enhancement, fascination with nature, challenge, and interpersonal trust. The cognitive dimensions have a significant effect on the emotional arousal - pleasure dimension. Our study also shows a positive causal relationship between emotional experience and adherence intention. Implications of this study include 1) a developed questionnaire for measuring the cognitive experience dimension of adventure leisure and establishing a foundation for future research, and 2) an identified psychological model among cognitive, emotion, and intention. We offer opportunities to better understand the psychological factors that motivate participation in adventure leisure.

Computer use experience of nurses working in hospital

  • Kim, Jung-ae;Cho, Eui-young
    • International Journal of Internet, Broadcasting and Communication
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    • v.10 no.1
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    • pp.31-39
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    • 2018
  • The purpose of this study was to examine the meaning and structure of nurses' computer using experience. To do this, we conducted a total of three interviews with 11 nurses working between the ages of 26 and 48. Interview data were interpreted using Giori method (1985) and Lincoln & Guba method (1985). As a result, 112 semantic units were derived, and then 18 sub-components were divided into 5 final components. As a result of the analysis, the computer experience that the nurses used in the hospital consisted of 'used for almost every task', 'usefulness', 'important', 'convenience', 'burden', 'anxiety', desire', simple work level', 'no problems', 'eye, muscle and movement discomfort', 'depends on task', 'more complex', 'accuracy', 'organize contents', 'simple', 'incomparable', and 'easy'. Based on the above conclusions, the nurses' experiences of using the computer in the hospital could be concluded as follows. Currently, almost all nursing jobs in hospitals are using computers. However, most of the tasks related to simple computer tasks related to the ability to use the computer was low, and because of this, the computer did not work properly, or when new programs were introduced to feel the burden and anxiety, want more systematic computer education Found. Especially, according to the career, the difference between computer and hand work was different, Nurses over 20 years said that computers can handle simple tasks that are a bit more complicated than manual tasks, whereas emotional tasks were handicapped, in the 10 to 20 years of experience, computer work was more accurate and appropriate to organize content, Nurses under 10 years were not only easy to work with computers but also have no experience in manual work, they could not compare the computer and the hand work. This study suggests that the use of computers in nurses' work is essential and that more systematic computer-based education should be provided. In addition, due to the nature of the nursing service, the professional opinions of the nurses should be reflected in the development of programs for the emotional nursing work.

A Study on the Emotional design approach in the Therme Vals designed by Peter Zumthor (피터 쥼터의 썸 발즈에 나타난 감성 디자인 접근에 관한 연구)

  • Woo, Ji-Yeon
    • Korean Institute of Interior Design Journal
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    • v.19 no.3
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    • pp.77-85
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    • 2010
  • The Therme Vals is a hotel and spa which combines a complete sensory experience designed by Peter Zumthor. This study aims to find emotional design approaches of the Therme Vals through references, observation from site visit, interview and discussion related to this topic. This space was designed for visitors to luxuriate and rediscover the ancient benefits of bathing. The combinations of light and shade, open and enclosed spaces and linear elements make for a highly sensuous and restorative experience. The study observed the emotional design characteristics of the Therme Vals through space approach, aesthetic and experiential sides. For space approach side, emotional experience in gradual process to approach the space was mentioned, for aesthetic side, mystical combination of light, stone and water was observed, for experiential side, 5 senses experience and space programing for adjusting the density of the space were observed. This study found that the spa has the quality of spiritual, soul-touching delight like religious experience. The fascination for the mystic qualities of a world of stone within the mountain, for darkness and light, for light reflections on the water or in the steam saturated air, pleasure in the unique acoustics of the bubbling water in a world of stone, the ritual of bathing-all these notions were explained in Peter Zumthor's construction details. In the result of the interview and discussion, people love the space and praised it highly for the emotional design regardless of space experience, age, sex or ethnicity. Emotional design approaches based on human nature, materiality, and memory of the places is more powerful than other emotional design ideas with technical devices, special themes, digital effects, vivid colors and shapes.

The Effects of Forest Experience Activities for Developing a Moral Sense on Moral Development of Children (도덕성 함양을 위한 숲 체험 활동이 유아의 도덕성 발달에 미치는 영향)

  • Kang, Young-Sik
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.4
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    • pp.2486-2494
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    • 2015
  • This study is intended to look into the effects of forest experience activities for developing a moral sense on moral development of children. To achieve this, forest experience activities were performed to 40 5-year-old children from H kindergarten in Chungnam area through April 7 to July 25, 2014. They were classified into an experimental group(9 male children and 11 female children) and a control group(9 male children and 11 female children). Forest experience activities and Nuri curriculum-related forest experience activities were performed to the experimental group and the control group 10 times, respectively. The results were as follows. First, forest activity education had an effect on improving children's moral judgment. Second, moral behaviors showed that the experimental group improved in order, courtesy and moderation, which forest experience activities had a significant effect on improvement in their moral behaviors. As stated above, children's forest activities will valuable education to enhance moral development that identifies the preciousness of life through communion and interaction with nature along with peers, and order, manners and self-control by joint cooperative activities between peers.

Engineering College Students' Experience of Online Discussion Activities Using the Visual Dashboards (공과대학 학생들의 시각적 대시보드를 활용한 온라인 토론활동 경험)

  • Jin, Sung-Hee;Yoo, Mina;Kim, Tae-Hyun;Kim, Seong-Eun;Yi, Hyunbean;Choi, Haknam
    • Journal of Engineering Education Research
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    • v.24 no.1
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    • pp.24-33
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    • 2021
  • As online learning continues to be extended, many engineering colleges are engaged in online learning activities. One of the core competencies required of engineering students in a knowledge-convergence society is communication skills. Online discussion activities are frequently used in educational field to improve communication skills. Efforts are being made to provide visual dashboards in online discussion activity systems to more effectively support online discussion activities. However there is less qualitative studies on students' experience in discussion activities. The purpose of this study is to explore the experience of engineering students participating in discussion activities using online discussion systems and visual dashboards. We interviewed 15 students who participated in online discussion activities to achieve their research objectives about their experience in utilizing the online discussion system, their perception of visual dashboards, and their experience in discussion activities. As a result of the study, students' perception of the use of the online discussion activity system, the visual dashboard, and the perception of a sense of social presence were understood. To be more effective in providing tool support, such as discussion activity systems and visual dashboards in online discussion activities, instructors need to understand the nature of learners' online discussion activities.

Role of Public Owner for Delivery of Public Experience Facility Construction Project (공공 체험시설 건설사업 발주를 위한 공공 발주자 역할에 관한 연구)

  • Song, Hyunjang;Lee, Seunghoon;Jin, Zhengxun;Hyun, Chang-Taek
    • Korean Journal of Construction Engineering and Management
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    • v.23 no.1
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    • pp.28-36
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    • 2022
  • Since the establishment of a large-scale public experience facility in Korea, the construction project of public experience facilities has recently changed to a form where local governments or local education offices place delivery alone or agreements. In particular, due to the low frequency of delivery and the nature of delivery organization that do not have specialized organizations specializing in Delivery Framework, the role of enhanced Public Owner is needed. In response, this study investigated the current status and operation status of public experience facility construction projects in Korea and derived problems and directions for improvement of the current role of Public Owner. In addition, the study proposed the improvement of the role of public Owner in public experience facilities, which are composed of the promotion stage and functions reflecting the factors and attribute information of the business characteristics.

Comparison of Experienced and Inexperienced Consumers' Utilisation of Extrinsic Cues in Product Evaluation: Evidence from the Korean Fine Arts Market

  • Kim, Yoonjeun;Park, Kiwan;Kim, Yaeri;Chung, Youngmok
    • Asia Marketing Journal
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    • v.17 no.3
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    • pp.105-127
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    • 2015
  • This study compares experienced and inexperienced consumers' patterns in cue utilisation in product evaluations in the arts market. Borrowing the notion of high- and low-scope cues introduced by the cue-diagnosticity framework, we differentiate between the two most readily discernible extrinsic cues in the fine arts market - an art gallery's brand reputation (a high-scope cue) and certificates of authenticity (a low-scope cue). These two cues are different in nature; the former is more abstract, intangible, and rich in content, so is more difficult to interpret than the latter. Given the differences in experienced and inexperienced consumers' information processing styles, we hypothesise that experienced arts consumers form perceived credibility of and purchase intentions towards artworks based on high-scope cues, whereas inexperienced consumers do so based on low-scope cues. To test our hypothesis, we conducted a consumer intercept study at Korea's two most representative art fairs. The survey participants were categorised into either experienced or inexperienced consumers based on their prior purchase experience, and their responses to a set of attribute combinations about two artworks created by the same artist were collected. The results indicate that experienced participants show higher purchase intentions when an art gallery's reputation is very high, whereas inexperienced participants show higher purchase intentions when artworks are accompanied by certificates of authenticity. This congruency effect between prior experience and cue type is mediated by the perceived credibility of the artworks. The findings suggest a correspondence between a consumer's prior experience and the types of extrinsic cues that are important in product evaluations. To the best of our knowledge, this study is the first attempt ever to investigate the role of prior experience in determining when to use high- or low-scope cues. It also provides a useful frame of reference to advise marketers on the effective sales approach based on a client's prior purchase experience.