• Title/Summary/Keyword: 경험주

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A Reinterpretation of the Concept 'Personal/Impersonal' in Russian: On the Focus of Adversity Impersonal Sentences (러시아어에서 인칭/무인칭 개념의 재해석: 소위 '역경 무인칭문'을 중심으로)

  • 임수영
    • Russian Language and Literature
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    • no.62
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    • pp.213-235
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    • 2018
  • Данная статья посвщена проблеме русских безличных предложений, в том числе и стихийной конструкци типа Лодку унесло ветром. В русских безличных предложениях дательный и винительный Экспериенсер представляет собой пассивный деятель, лицо, которое испытывает состояние без своей воли или желания. В стихийной конструкции каузатор действия выступает в качестве стихийной природной силы, вызывающей изменения в состоянии объекта. При этом коммуникативный фокус сосредоточивается на событии, которое вызывает изменение в состоянии объекта. В конструкции с каузатором, связанным с деятельностью человека последствия его намеренного действия не совпадает с ожидаемыми результатами. Стихийная конструкция может выражать эмоциональные ощущения Экспериенсера. При этом подчеркивается динамичность испытывания эмоциональных ощущений.

Exploration of User Experience Research Method with Big Data Analysis : Focusing on the Online Review Analysis of Echo (빅데이터 분석을 활용한 사용자 경험 평가 방법론 탐색 : 아마존 에코에 대한 온라인 리뷰 분석을 중심으로)

  • Hwang, Hae Jeong;Shim, Hye Rin;Choi, Junho
    • The Journal of the Korea Contents Association
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    • v.16 no.8
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    • pp.517-528
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    • 2016
  • This study attempted to explore and examine a new user experience (UX) research method for IoT products which are becoming widely used but lack practical user research. While user experience research has been traditionally opted for survey or observation methods, this paper utilized big data analysis method for user online reviews on an intelligent agent IoT product, Amazon's Echo. The results of topic modelling analysis extracted user experience elements such as features, conversational interaction, and updates. In addition, regression analysis showed that the topic of updates was the most influential determinant of user satisfaction. The main implication of this study is the new introduction of big data analysis method into the user experience research for the intelligent agent IoT products.

Competition & Collaboration : Why people share location context information? (경쟁과 협력 : 사람들은 왜 위치 맥락 정보를 공유하는가? 위치기반 소셜네트워크서비스(LBSNS) 사용자의 공동 경험에 관한 탐색적 모형에 관한 연구)

  • Bae, Sang-Won;Lee, Hae-In;Park, Hye-Jin;Kim, Jin-Woo
    • Journal of the HCI Society of Korea
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    • v.7 no.1
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    • pp.19-28
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    • 2012
  • Why people share location context information? The purpose of our study is that why users share location context information and which factors is related to co-experiences in LBSNS. Through an exploratory approach, first, we conducted a qualitative study in order to understand experiences among people in LBSNS and analyzed according to Grounded Theory. As a result, we found concepts regarding co-experiences cooperatively and competitively in LBSNS. Second, the theoretical model of co-experience was constructed by mediating perceived empathy based on theoretical foundation. In this study, theoretically, we suggested exploratory research model of co-experiences in LBSNS. Practically, designers could adopt concepts in terms of competition and collaboration among users to build co-experience of LBSNS services as its guidelines.

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From Contemplation to Participation: Empirical Study on Effect of Audience Participation on Aesthetic Experience (관조에서 참여로: 관객참여가 미적경험에 미치는 영향에 대한 실증연구)

  • Zhang, Cheng;Um, Myoung-Yong
    • Journal of the Korea Convergence Society
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    • v.11 no.8
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    • pp.287-296
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    • 2020
  • The purpose of this study is to explore the differences in aesthetic experience according to the level of audience participation. Flow experience and aesthetic distance were utilized as proxies for aesthetic experience. A total of 70 undergraduates participated in the experiments of this study. In terms of flow experience, active participation groups were found to have relatively greater flow experiences compared to contemplation groups and passive participation groups. However, there was no difference in flow experience between the contemplation groups and the passive participation groups. In light of aesthetic distance, which means psychological distance, people in active participation groups were found to have a closer psychological distance from artwork than those in contemplation groups and passive participation groups. Also, those who belonged to the passive participation group showed a closer psychological distance than the contemplation group. The results of this study provide artists and art organizations with implications for enhancing audience attraction as well as the completeness of artwork.

A Study on the Effect of User Experience on Smartphone GUI Design Elements Research: Focused on the 20 Generation Smartphone Users in China (스마트폰 GUI 디자인 요소가 사용자경험 요인에 미치는 영향에 대한 연구 -중국 20대 사용자를 대상으로)

  • Huang, Chao;Go, Jung-Wook
    • The Journal of the Korea Contents Association
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    • v.17 no.10
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    • pp.647-656
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    • 2017
  • It is obvious that the sales of smart phones are increasing every year whereas the growth rate is decreasing year by year from 2010 through the investigation of the current situation of the smartphone market. Therefore, the GUI design of smartphones has gradually become the major design difference and selling point. In this research background, the purpose of this paper is to investigate and analyze the relationship between GUI design and user experience which takes the 20 generation smartphone users in China as the research objects, so as to understand the impact of GUI design on user experience. In this paper, five visual elements of GUI design are derived from prior study, and five essential factors of user experience are educed by using online review text analysis and KJ. Finally, this thesis makes a questionnaire survey on the 20 generation smartphone users in China, and analyzes the influence of GUI design on the user experience. Meanwhile, we put forward some suggestions for improving the user experience on the basis of the survey results.

The Effect of Socially-Prescribed Perfectionism to Depression: Focusing on Mediating effect of Ambivalence over Emotional Expressiveness and Experiential Avoidance (사회부과적 완벽주의가 우울에 미치는 영향: 정서표현 양가성과 경험회피의 매개효과를 중심으로)

  • Oh, Yeram;Song, Wonyoung
    • Journal of Convergence for Information Technology
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    • v.10 no.10
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    • pp.150-160
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    • 2020
  • The purpose of this study was to test the effect of socially-perfectionism on depression by mediating ambivalence over emotional expressiveness and experiential avoidance. For this purpose, 201 participants across the country conducted the survey, a measure of MPS, AEQ-K, AAQ-II, CES-D. The descriptive statistics, Pearson correlation, path coefficient were conducted using SPSS 23.0. The indirect effect was examined using bootstrap in PROCESS Macro. The results of the study are as follows. First, all the variables had meaningful positive correlations. Secondly, When socially-perfectionism affects depression, ambivalence over emotional expressiveness, and experiential avoidance were mediated. As a result, the implications and limitations of the study were discussed.

The Phenomenological Study of the Parental Experience of the Fathers for their Children with Brain Lesions (중증뇌병변장애인 자녀를 둔 아버지의 양육경험에 대한 현상학적 연구)

  • Kang, Sun Kyung;Choi, Yoon
    • Korean Journal of Social Welfare
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    • v.69 no.1
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    • pp.199-222
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    • 2017
  • This study examined the parental experiences of the fathers who reared their children with brain lesions. Since a brain lesion is considered a lifelong disability, children with brain lesions need the medical and social management through their entire life. Due to the lack of specialized caring services and organizations in Korea for such children, their families are forced to take care of them. For this reason, it is necessary to study about the fathers who are rearing the children with brain lesions. For this purpose, four fathers had participated in this study and data were collected through one to one in-depth interviews. Using Giorgi(2004)'s phenomenological research method, the study results were as follows. The substantial themes were "charred heart", "surviving the hardships", "the ruins of life", "attitude against reality", "the unique composition of family life", "children as fate", "father's love." Based on the these analysis results, the implications were suggested to cure the psychological and institutional difficulties and to provide supportive services for the fathers and families who care the children with brain lesions.

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A Study on the development of mobile system for younger generation based on the experience-based product development process (경험디자인을 적용한 모바일 상품 컨셉 개발에 관한 연구)

  • 이종호
    • Archives of design research
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    • v.17 no.3
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    • pp.421-430
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    • 2004
  • The aim of this research is to develop communication model and tools that would help in incorporating user experience into information appliance product development. To do so, this research suggested three major modelling techniques, including user-experience model, design strategy model and experience product model. Using these modelling tools, any members in design teams (investigator and designers) will be able to communicate their own ideas and research results each other at any period of the product development process. Each tools have distinct factors that would help identify elements in the user research stages, idea generation stages and product development stages. To verify the efficiency of these models, the case study was conducted with final year students at their studio class. As a result, the benefit of using these tools were identified as 1) these tools accelerate the communication between user researchers, designers and engineers and 2) evaluation process of the product is much more dearer that before. and 3) various user research techniques can be explored.

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Relationships among Learner's Satisfaction, Self-Directedness and Flow Experience in Computer e-Learning (컴퓨터 이러닝에서 학습만족도와 자기주도성, 플로우(Flow)경험 간의 관계)

  • Jang, Phil-Sik
    • Journal of the Korea Society of Computer and Information
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    • v.17 no.2
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    • pp.69-76
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    • 2012
  • The purpose of the study is to identify the relationship among the variables related learner's satisfaction, flow experience and self-directedness and verify the path model of causal relationship among those variables in web based computer e-learning. Based on the theoretical rationale, we hypothesized the path model including learner's satisfaction as outcome variable, flow experience and self-directedness as causal and mediating variables. A total of 193 students were participated in this study and the main results showed as follows: 1. Learner's self-directedness showed significant (p<.01), indirect effect on learner's satisfaction mediated by flow experience and the flow experience showed significant (p<.01), direct effect on learner's satisfaction; 2. Among 7 constructs of self-directedness, 'creative approach', 'love of learning', 'self-confidence as a learner' showed significant (p<.01), indirect effects on learner's satisfaction mediated by 'clear goals' construct among flow experience.

The Effect of Presence and Interactivity of Digital Signage Using 3D Virtual Reality on Brand Experience and Attitude (3D 가상현실을 이용한 디지털 사이니지의 실재감과 상호작용성이 브랜드 경험과 태도에 미치는 효과)

  • Han, Kwang-Seok
    • Journal of Digital Convergence
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    • v.17 no.4
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    • pp.299-307
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    • 2019
  • In this study, we experimented with experience of digital signage using Virtual Reality technology, and the difference between presence and interactivity in brand experience and digital signage attitude. We conducted a two-way MANOVA analysis with cognitive presence, emotional presence, and media presence as the independent variable and interactivity level(high vs low) as dependent variables and the brand experience and attitude as dependent variables. First, cognitive presence was found to be most effective through behavioral experience when low interactivity. Second, emotional presence also has a positive effect on emotional experience when the level of interactivity is low. Third, media presence has a positive effect on emotional experience if the level of interactivity is low. This study suggests a communication strategy to communicate presence according to the characteristics of media strategy and technology through appropriate level of interactivity when using digital technology. Future research requires a qualitative approach rather than a quantitative one in terms of interactivity.