• Title/Summary/Keyword: process of experience

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A Study on the Emotional Space Expression Characteristics applying Digital Media - Centered on the Experience of a Cognitive Process - (디지털 미디어를 적용한 감성 공간 표현 특성에 관한 연구 - 인지 과정의 체험 중심으로 -)

  • Jung, Eun-Ha;Kim, Kai-Chun
    • Korean Institute of Interior Design Journal
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    • v.18 no.6
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    • pp.115-123
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    • 2009
  • The change of digital technology caused not only the whole human life but also the change of a thinking form and an expression method of human beings. Also, the interactive communication structure became to form in space structure, and space users also get changed to an active system. The interaction between a human being and space, which uses digital media as a medium, makes a human being experience sensitivity through a cognitive process of a human being. The present research aimed to find out characteristics and expression of emotional space applied with digital technology based on the relationship between media space and cognitive functioning and to realize new emotional space. The research method was to define on digital media and experience by cognition of a human being through a literature research and a precedent research and to consider on approach to emotional space through experience of a cognition process like this. Based on the theory like this, the present research progressed by focusing on dramatized characteristics of experience in the digital media space and emotional space expression by induced characteristics. Through the analysis like this, the space applied with digital media could appear as a field of communication that can experience by forming mutual relation through perception of a human being. Additionally, the space induces active participation of a human being through various productions of media and responds to movement, and thus, this suggested infinite possibility as emotional space that can try new experience by stimulating a sense as effect of a cognitive process of a human being.

A Study on the Effect of Experience Types of Experience Economic Theory on the Revisit Intention of Healing Agricultural Participants: Focused on the Mediating Effect of Satisfaction (체험경제이론의 체험유형이 치유농업참가자의 재방문의도에 미치는 영향에 관한 연구: 만족도의 매개효과 중심으로)

  • Lee, Sang-Hyuk;Heo, Chul-Moo
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.16 no.6
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    • pp.213-227
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    • 2021
  • The purpose of this study is to identify factors that are causal and intention to revisit healing agricultural facilities and to identify the relationship between factors. the effect of experience type was analyzed on revisit intention by using facility experience satisfaction as a meditator for healing agriculture participants. The sub-variables of experience types were divided into educational experience, devious experience, entertainment experience, and aesthetic experience. 259 questionnaires collected from the people who experienced healing agriculture programs in the whole country were used for empirical analysis. The PROCESS macro v3.4 and SPSS v22.0 were used to analyze based on the singular simple mediation model which contains a single mediator. First, all types of experience had a positive (+) effect on satisfaction. Second, satisfaction had a positive (+) effect on revisit intention independently of experience type. Third, all types of experience had a positive (+) effect on revisit intention. Fourth, satisfaction mediated between experience type and revisit intention except for deviating experience among experience types. As a follow-up study, it is necessary to study for the adjustment of mediators other than the mediator introduced in the study or the controlled mediated analysis through the conditional process model in which the moderator variable is introduced.

A Study on Improvement Direction of Onboarding Process Design for Elevating Early User Experience of Online Games (온라인 게임의 초반 사용자 경험 향상을 위한 진입 과정 디자인 개선 방향 연구)

  • Yang, Seung Hee;Yoo, Seung Hun
    • Design Convergence Study
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    • v.18 no.4
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    • pp.1-15
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    • 2019
  • As the game industry is steadily becoming the spotlight industry, the importance of user experience design in game industry is increasing. This study tried to approach game from the viewpoint of user experience design and aimed to analyze the onboarding process focusing on user accessibility and retention in an online game. First, through literature review, onboarding process was devided into three stages. Then each stages were analyzed into experience design, game design elements to derive the key UX factors. Second, based on the UX elements, the game experience and cognitive element analysis frame was presented. With this frame, five domestic online games were qualitatively analyzed and cognitive elements of each game's onboarding process were derived. Key cognitive factors in each stages were, selective attention in the discovery stage, working memory and active learning in the learning stage, and participation and motivation in the immersion stage. Finally, improvement direction were presented, focusing on the key cognitive factors. These studies highlight the importance of the user entry process in online games and suggests improvements to lower entry barriers.

Narrative Study on Job Training Education and Job Club Experience of Female Baby-Boomer Generation (여성 베이비부머세대의 직업훈련학습과 취업동아리 경험에 관한 내러티브 연구)

  • YI, Byung-Jun;KIM, Ji-Hyun;HAN, Hyun-Woo
    • Journal of Fisheries and Marine Sciences Education
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    • v.29 no.3
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    • pp.878-887
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    • 2017
  • This study performed a qualitative research on the transformative learning cases in vocational education for female baby-boom generation. The baby-boom generation that recently starts retirement is participating in vocational education for their re-employment. Even though their first goal of education was to find a job, they experienced in finding themselves through the actual education. Especially, female baby-boom generation learners were finding their own identity as an entity of social participation, getting out of the existing identity as wife, mother, and housewife. Such a learning experience was the process of recovering themselves, and in this process, new meanings of life were formed. In the results of the study, first, the learning experience in vocational education was the transformative learning to find themselves. They newly created themselves by critically introspecting their negative experience and perception of themselves, and then rearranging/cognizing the accumulated experiences. Second, the immersion in the transitional process to learner increased the motivation for learning and also drew learning about learning. Especially, they reinterpreted their educational methods and contents based on their learning experience in the vocational activity. Through the process, they learnt their past learning experience again. Third, the educational volunteer activity through learning club was a place for study to practice learning. Through this, the research participants realized that theories could not be separated from practice.

Attitudinal Type on Delivery for College Women (분만에 대한 여대생의 태도유형)

  • 여정희
    • Journal of Korean Academy of Nursing
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    • v.31 no.6
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    • pp.1088-1097
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    • 2001
  • This study was formed to propose a theoretical background trying to create a positive delivery experience by understanding college women's subjective accounts (their view and attitude) on delivery. Method: Q- methodology was used to appreciate the highly abstract concept in an objective manner, since delivery can be assessed differently with each experience. Result: There were three types of opinions about the delivery in college women. The first type (matured type) understood delivery to be a precious experience that enables women to gain the value of life through labor pain, and granted then more appreciation to their own mothers. The second type (will type) recognizes delivery as an option rather than an obligation for women. They think women chooses whether or not to experience the process, especially since delivery requires a great deal of responsibility. The third type (positive type) takes delivery as a valuable, worthwhile, and marvelous process that they wish to experience. They are not even afraid of giving birth multiple times. Conclusion: The study explains and allows us to understand college women's overall opinion and attitudes about delivery. Thus this study aids the seizure of an opportunity to build a theoretical base for delivery management.

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The Effect of Service Emotional Experience on Relational Performance in the Family Restaurant (패밀리 레스토랑의 서비스 감성체험이 관계적 성과에 미치는 영향)

  • 이은수;정원희
    • Culinary science and hospitality research
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    • v.9 no.3
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    • pp.197-211
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    • 2003
  • It is widely agreed that customers' purchase are strongly influenced by their emotions. despite the obvious importance of eliciting positive emotional responses from customers, we find no record that family restaurants have ever measured or used customers' emotions as a management tool. This study aimed to verify the importance of the customers' emotion in the relational performance of family restaurant business. In order to achieve the object of the study, the effect of emotional factors on service satisfaction, revisit, word-of-mouth were analysed. The data were collected from 450 customers who had visited five family restaurants in Seoul more than once during the last three months from September 20 to October 5, 2002. Emotional variables in service experience process were grouped as three factors; in the middle of having food, in entering and leaving restaurant and in the waiting line. It is proved that customers had different emotions in each process of family restaurant service experience. Multiple regression analysis was employed to explore the influence of three emotional factors on relational performances such as satisfaction, revisit and word-of-mouth. It was found that customers were influenced by emotional factors in entering and leaving restaurant, secondly influenced in the waiting line and least influenced in the middle of having food. Finally, the findings indicated that customers' emotional factors in whole service experience process from entering to leaving the restaurant should be successfully cared by service staff. Future research is recommended to find out which specific emotional factors affected on relational performance of family restaurant.

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Principles and Methodologies for STI Strategy Development: Experience and Best Practices from the Republic of Korea

  • Lee, Jeong Hyop
    • Asian Journal of Innovation and Policy
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    • v.7 no.3
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    • pp.411-437
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    • 2018
  • This paper articulates the STI strategy development principles and methodologies that have been elaborated through iterative processes of STI strategy development cases for the past ten years. The consultation cases include poverty traps in Nepal and Laos, African health challenges in Nigeria and Tanzania, and ASEAN global challenges in Indonesian Water, Vietnamese Green Energy, and Filipino Food, in partnership with some multilateral agencies.The iterative elaboration process has continued with consultation activities on Thailand and on Cambodia, Laos and Myanmar in planning partnership with Thailand. The principles were originally conceptualized from the benchmarking process of the Korean STI development experience. They were further incorporated as methodologies with which relevant planning bodies are guided to address individual and regional challenges through science, technology and innovation strategies. The methodologies are strong in providing plausible holistic perspective scenarios by which various stakeholders can be engaged in the planning and implementation process. But it is heuristic in nature and can be learned only through on-the-job training process. This is the structural limitation for scaling up.

IMC Strategy Based on Consumer's Purchase Decision-Making Process : LG Hausys Brand Z:IN Case Study (소비자 구매의사결정과정 기반 IMC전략 : LG하우시스 브랜드 Z:IN 사례)

  • Lee, Jae-Jin
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.43 no.3
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    • pp.135-142
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    • 2020
  • In this study, the case of brand IMC communication of LG Hausys' total interior solution brand Z:IN was dealt with. The target consumer of the Z:IN brand is a general end consumer and also shows the character of industrial goods. Accordingly, there should be a unique aspect that brand management and communication methods must be made from more angles. For many companies which are active in the industry, this case study should be significant. This case study was researched in terms of consumer's purchase decision-making process and consumer participation and experience. Brand Zi:in developed a brand communication strategy following the flow of the consumer purchasing decision process. And the brand actively induces consumer experience and participation so that consumers can communicate more closely with the brand. Brand communication from the perspective of consumer purchasing decision-making and consumer experience and participation is a crystal that fully considers LG Hausys' products, markets, and competitors, and will be an effective strategy to continue to preoccupy the market not only in the present but in the future.

A Study on the Applicability of the Architectural design process using the Metaverse Experience and Technology - Case studies of Metaverse Platforms (메타버스의 경험과 기술을 활용한 건축설계 프로세스의 적용가능성에 관한 연구)

  • Chun, Soo-Kyung;Cha, Seung-Hyun
    • Journal of KIBIM
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    • v.13 no.2
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    • pp.16-28
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    • 2023
  • The concept of the Metaverse has been around not only for play but also for daily use. The interest in Metaverse is increasing, and various industries such as medicine, media, and financial started to use the new technology for diverse purposes. In addition, interest in the Metaverse is increasing in the architectural industry, but not much research has been done yet. Recently, some studies started to study focusing on the architectural design of Metaverse and the technological characteristics of Metaverse. However, there are limited studies about the utilization of the Metaverse in the architectural design process or construction process. From this perspective, the study aims to analyze the applicability of the Metaverse in the architectural design process through Metaverse case studies. In order to accomplish the research goal, the study classified user experience and technology of Metaverse in the literature review and Metaverse use in other industries such as commercial, medical, media entertainment, and construction industry. Then, this study analyzes six representative Metaverse platforms according to the application of Metaverse in the architectural design process. Finally, this study discussed the future direction and potential of Metaverse application in the Architectural design process.

A Study on the Development Process of New Standing Spray Designs based on the Service Design Approach

  • Kim, Naeri;Kwon, Hye Jin
    • Journal of People, Plants, and Environment
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    • v.23 no.1
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    • pp.23-33
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    • 2020
  • This study starts from the awareness of the problem that consumers are isolated from the standing spray product planning, and thus suggests effective designs and methods to the new standing spray design process. The ultimate purpose of this study is to suggest practicable new standing spray design outputs. Service design is based on customer experience, and thus it is intangible, process-centered and based on various relations. Applying the service design to the development of new standing spray designs has the following significance. (1) Service design is an effective method for maximizing customer-centered experience. The customer-centered method of service design promotes practicability of new standing spray design. (2) Service design solves various problems by mediating opinions among various stakeholders. Effective and practicable solutions could not be found for new standing spray design despite various efforts that had been made for a long time. Since each step of the process is approached separately, it is necessary to take an overview of the whole process like service design. (3) Service design lays stress on process in which stakeholders participate. Participation and collaboration among stakeholders in the new standing spray design process will improve their satisfaction and enthusiasm to implement the new system.