• Title/Summary/Keyword: 경험공간

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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.

A Case Study on Application of Realistic Content to Space Design (실감형콘텐츠의 공간디자인 적용사례연구)

  • Kang, Jae-Shin
    • Journal of Digital Convergence
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    • v.15 no.6
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    • pp.369-376
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    • 2017
  • In a digital multimedia environment with various experiences and communication, We live in an age where it is possible to experience from imagination to reality realizable by imagination. The remarkable technology based on ICT has been attracting attention as next generation video service technology from 3DTV, UHD TV, and hologram. These media, combined with space design, are able to offer us amazing and diverse experiences. In addition, now, there is a demand for more differentiated contents using human five senses recognition technology. We analyzed the application of realistic contents to space design. As a result, we have come to the conclusion that creative production which can express more fun and convenient will be an important issue.

A study on activation method of beacon service in cultural art space (문화예술 공간의 비콘(Beacon) 서비스 활성화 방안 연구)

  • Jung, Ran-gun;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.16 no.2
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    • pp.287-292
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    • 2018
  • The purpose of this study is suggest the guideline by analyzing and categorizing the case of trends of Beacon technological development and Beacon-Based service in culture and art space of domestic and overseas. I did some literature research followed with theoretical background of beacon service, also did case study of beacon service application in domestic and overseas culture space. The result indicate that beacon technology can provide a variety services in a wide space. Through domestic and overseas case studies, it was found that beacon service in domestic exhibition space should be given as experience-oriented services beyond benefit-oriented services. As this point of time, this study will become a good resource for various communication services through beacon service in Korea.

The Relationship Between MMORPG Players' Leadership-related Game Experience and Offline Leadership (MMORPG 내 리더십 관련 경험과 오프라인 리더십의 상관관계 연구)

  • Jang, Yei-Beech;Ryu, Seoung-Ho
    • Journal of Korea Game Society
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    • v.10 no.5
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    • pp.87-94
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    • 2010
  • This research investigated the relationship between MMORPG players' leadership-related game experience and offline leadership using online survey samples(N=664). According to the correlation results, MMORPG players' leadership-related game experience, age, game usage time and offline leadership exhibited a significantly positive relationship. When players had more leadership-related game experience, they reported higher offline leadership scores. In terms of "spillover effect", more valuable implications of using MMORPGs are discussed in conclusion.

A Study on the Formation Process of Placeness of the Game Space from the view of Simularcre (시뮬라크르로 바라본 게임 공간의 장소성 형성과정 고찰)

  • Jeong, Ji-Yun;Sung, Jung-Hwan
    • Journal of Korea Game Society
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    • v.21 no.3
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    • pp.25-38
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    • 2021
  • This study examines the possibility of development into a place of existential human meaning and the process of formation of placeness based on the Simulacre theory of digital game space. First of all, the game space related to humans was reinterpreted into the Simulacra theory of Plato, Jean Baudrillard, and Gilles Deleuze, and typified into three simulacra of spaces. The formation process of placeness in the game space is presented by linking the simulacra of space, place theory, and the user's game experience that were reinterpreted. It is hoped that this will contribute to exploring the aspect of the placeness of digital game spaces for authentic experiences of various media.

The Taoist Approach to 'Place' and 'Experience' as Seen by Anthropogeographers: Focusing on Jeff Malpas and Lao-Zhuang Thought (인문지리학자의 '장소'와 '경험'에 대한도가적 접근 - 제프 말파스와 노장사상을 중심으로 -)

  • Kim, Dug-sam
    • Journal of the Daesoon Academy of Sciences
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    • v.33
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    • pp.351-379
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    • 2019
  • In this paper, the approach to 'Place' and 'Experience' typically adopted by anthropogeographers will be reconsidered in light of the Taoist perspective to these phenomena. In order to develop the discussion more specifically, this exploration will be based on Jeff Malpas's philosophical theories rather than geography, and the Lao-Zhuang (Laozi and Zhuangzi) perspective will also come into pace as place and experience are examined. In this paper, I have divided place and space on the basis of their dictionary meanings and have reconsidered each via Malpas and Lao-Zhuang views. I then discuss place in terms of 'Place' and 'Place experience.' Experience is what Malpas emphasizes as having Place in regards to place. Through this, I check the placing of place and examined the characteristics of place, while comparing the views mentioned in Lao-Zhuang with those of Malpas and considered their meanings. In this study, I look at why a place should be a place, what experience in a place means, and what view and position Lao-Zhuang Thought has on this matters. Place is a meaningful subject for both the East and the West. Based on this work, I hope that Asian place theory can emerge anew.

Proposal of Location-aware Interface using Empirical Metapo Element (경험적 메타포 요소를 활용한 위치 인식 인터페이스 제안)

  • Kim, Daun;Song, Jinkyung;Shin, Yejin;Jeong, Garam;Park, Su-e
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.10a
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    • pp.145-147
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    • 2018
  • As mobile devices increase use, users are forced to recognize and navigate their own location and virtual space within a given small display. Unlike trains and buses, this study aims to select a space inside a subway train that is difficult to transfer location information to and suggest an interface to reduce cognitive differences to users. First, observe the actual environment and then derive the empirical factors. Second, by using Metapo which is an act of understanding or experiencing specific targets that are not familiar with familiar objects, the interface is designed according to the UX principle after converting the experience element into metapo. Finally, usability will be assessed through user experience evaluation and problem elicited and supplemented in future studies. This study expects the use of spatial interfaces to be increased and applied as a variety of services by using metaphors through experience elements to help users easily recognize their location within the mobile interface.

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Appeared on the Metaverse Platform Typing the Interface Properties of the Extended Space (메타버스형 플랫폼에 나타난 확장공간의 인터페이스 특성 유형분석)

  • Jang, Jinha;Lim, Kyungran
    • The Journal of the Korea Contents Association
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    • v.22 no.4
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    • pp.94-105
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    • 2022
  • This study looks at the recently increasing metaverse platform from the perspective of users. Therefore, to understand the metaverse concept as an extended space, we looked at the spatial theory and looked at the paradigm from the perspective of lifestyle and technological change. The case was viewed as 'big tech', and it was shown to be developing in various forms. simulation, Immersense, It is reclassified into Tranconnect and Explorience interfaces to suggest directions for use in various fields.

A Study on the Relationship between Space and Space Experience (공간과 공간경험의 관계에 대한 연구)

  • 오창섭
    • Korean Institute of Interior Design Journal
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    • v.13 no.2
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    • pp.91-99
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    • 2004
  • This study aims to embody material and non-material factors forming space and to explain our experience in space. Space is formed by material factors and their disposition. One space becomes a new space by such factors 'arrangement. Nevertheless, one space is never swayed by material factors and their disposition. Space is a reflection of social relations and historical process, and is also affected by its users. Space can not neutrally exist, for it compels its users to keep a specific life style. Space users have experience in space by practice. Practice enables its users to experience various relationships space makes, and as well it allows them to have creative experience in space by twisting them and inducing a new relationship.

Gender Roles, Accessibility, and Gendered Spatiality (성역할, 접근성, 그리고 젠더화된 공간성)

  • Kim, Hyun-Mi
    • Journal of the Korean Geographical Society
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    • v.42 no.5
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    • pp.808-834
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    • 2007
  • This study attempts to elucidate manifold dimensions of gendered accessibility experiences. How gender roles(household responsibilities) differentiate accessibility experiences between women and men is explored through the comparison of married dual-earner couples' parental status, using the US Portland activity-travel diary dataset with GIS-based geocomputation results of(time-geography based) space-time accessibility. First, this study shows how gender division of labor within the household still permeates current society, despite the widespread belief of the social change toward a gender-egalitarian society. Then, the study pays special attention to the way gender roles structure individual accessibility experiences of women and men differently, and, in turn, the way such accessibility experiences take a form of gendered spatiality. Gendered spatiality is examined through the analysis of accessibility space as well as activity space in order to ascertain women's home-attached and spatially entrapped characteristics. More household responsibilities throughout a day and, even more, the time constraint of picking up children at the daycare centers after work lead women's possible activity space to be more home-centered. The analysis of the spatio-temporal context of accessibility space makes gendered spatiality visible. However, the findings suggest that behavioral outcomes should be understood with an explicit awareness of constraints individuals face. It is because the revealed activity spaces can be not only an outcome of constraint but also an outcome of choice. Behavioral outcomes should not be treated as a straightforward expression of the level of constraints. It is problematic to expect that behavioral outcomes directly mirror the level of constraints. It is also problematic to suppose that the level of constraints can be straightforwardly elicited from revealed behavioral outcomes.