• Title/Summary/Keyword: 여정

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The Literati's Travels to Mt. Chungryang in the Chosun Dynasty Reflected in Travel Accounts (유산기로 본 조선시대 사대부의 청량산 여행)

  • Jung, Chi-Young
    • Journal of the Korean association of regional geographers
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    • v.11 no.1
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    • pp.54-70
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    • 2005
  • The purpose of this study is to clarify motives, itinerary and general patterns associated with the traveling of the upper class in the Chosun Dynasty based on twenty travel accounts of Mt. Chungryang. In addition, previous studies were referred to in order to compare these trips to Mt. Chungryang with those which were undertaken to Mt. Kumgang so as to identify the unique characteristics of those involved with the trips to Mt. Chungryang and of these trips in themselves. Through this process, unique characteristics, such as the travelers' academic backgrounds and place of origin, as well as how these travelers' relationship with their teachers influenced the motivation for these trips were uncovered, as were the processes through which travel schedules and companions were selected. Moreover, the researcher identified similarities and differences between the travel of Mt. Chungryang and Mt. Kumgang in terms of the travelers' motivation for the trip, the transportation methods they employed, and the kind of accommodation they sought. Moreover while similarities were also uncovered with regards to the travel practices of the literati class during this time, differences emerged in terms of their travel dates and schedules.

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A study of Growth motif realization on Digital game (디지털 게임의 성장 모티프 구현 연구 -MMORPG를 중심으로-)

  • Lee, Jin;Jang, Jeong-Woon
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.527-533
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    • 2008
  • 본 연구는 기존 RPG에서 주요한 재미 요소로 기능하던 성장 모티프가 MMORPG(Massive Multi-user Online Role Palying Game)에서 어떤 식으로 변형되어 나타나는 지 살펴본다. 성장과 역할 수행을 통해 재미를 얻는 게임인 MMORPG는 성장 서사에서 많이 나타나는 구조인 여정형 혹은 탐색형의 구조를 보편적으로 차용하고 있다. 그러나 기존 서사물에서 성장 모티프가 정체성 찾기와 같은 내면적인 변화를 나타내기 위해 구조를 차용하는 반면, 게임에서는 위의 구조를 통해 얻은 성장의 결과물을 수치의 증가나 외적 형태의 변화를 통해 나타낸다. 즉, 경험치나 아이템을 통해 성장이 수치화되어 나타나는 것이다. 이는 여정형 탐색담이라는 성장 서사의 보편적 구조에서 게임적인 특수성이 더해진 것이라 할 수 있다. 성장 소설만의 서사적 유형이란 바로 주인공의 변화 양상이 미숙에서 성숙으로, 불완전에서 완전으로, 결핍에서 충족으로 변화하는 과정을 담고 있는 이야기적 특질을 의미한다. 그러한 미숙하고 불완전한 존재가 변화하게 되는 계기와 과정, 그리고 그 결과로 구조화된 유형적 특질을 갖고 있는 소설 양식이 성장소설이라 할 수 있는 것이다. 이러한 구조화된 유형적 특질은 신화나 민담에서는 탐색담이나 여행담으로 나타난다. 게임에서의 성장은 캐릭터의 성장과 직결된다. 본격적으로 플레이어와 동일시되어 성장을 대리 경험적으로 체험하는 것은 D&D 온라인을 거쳐, 현재 MMORPG의 형태를 구현해낸 울티마 온라인이 이후부터이다. 세부적으로 구현된 세계와 온라인을 통해 생성된 방대한 네트워크 안에서 플레이어는 자신과 동일화된 캐릭터를 플레이하면서 대리경험을 하게 된다. 즉, 플레이어가 캐릭터의 성장에 작용하는 여러 가지 변수를 선택하고, 조작해가면서 자신만의 캐릭터를 생성해 나가면서, MMORPG가 구현하는 게임 세계에 구성원이자 일원이 되는 것이다. MORPG는 기존의 RPG의 선형적인 성장에 비해 복합적인 양상을 보여준다. 문화에서의 성장 서사에서 일반적으로 발견되는 여정형의 탐색담은 개발자 서사인 배경 스토리에서 나타나며, 레벨시스템과 이에 따른 공간의 배치에 따라 플레이어에게 직접적인 영향'을 끼친다. 영속적인 세계와 플레이어 간의 상호작용을 통해 일어나는 사용자 서사는 완결된 형태의 캐릭터를 무의미하게 만든다. 플레이어는 비선형적인 성장을 끊임없이 계속하게 되는 것이다.

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A comparison of the types and characteristics of the purchase channel journey of fashion products in the MZ generation (MZ세대의 패션상품 구매채널여정 유형화와 특징 비교)

  • Lee, Jung-Woo;Kim, Mi Young
    • The Research Journal of the Costume Culture
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    • v.30 no.5
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    • pp.656-674
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    • 2022
  • The purpose of this study is to reveal and compare the differences in the types and characteristics of purchase channel journeys of MZ generation consumers. In this study a survey was conducted on the purchase channel journey of 20 women in the MZ generation using the ethnographic method of in-depth interviews and observations. As a result, three purchase channel journeys were identified: mobile, multi-channel, and offline. These were variously subdivided according to the characteristics of the MZ generations. Gen Z's journey was categorized into types: fashion platform app, Youtube, multi-channel supplement, multi-channel non-planned store visit, offline loyalty store, and impulsive offline store. Gen M's journey was categorized as: an online community bond, portal site, online loyalty store, multi-channel brand involvement, multi-channel efficiency, a multi-channel conversion, offline efficiency and offline task. The difference in mobile journey between generations was found in the time and length of the purchase. Gen M recognized both online and offline search processes to be tiring, while Gen Z enjoyed the search process using the online path. In the offline journey Gen Z began with their own intention to purchase, while Gen M sometimes recognized that purchasing fashion products necessary for work was a cumbersome task.

System Journey Map Based on Touch Point (터치포인트를 기반으로 한 시스템 여정 맵)

  • Yoo, Jae Yeon;Pan, Young Hwan
    • Design Convergence Study
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    • v.14 no.2
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    • pp.17-32
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    • 2015
  • The perspectives of customers and providers as for the services have the same objective; however, perspectives and objective are distinctly different. But the existing methodologies have mostly pondered only based on the customer-centric perspective or separately from the perspective of providers. It would be necessary to take these two perspectives as a whole by combining them into one perspective since they not only have differences but also common points. Therefore, in this study suggested the System Journey Map in terms of internal staff based on the customer's task in service. System Journey Map is consists of four parts : a customer journey map, thus the performance of internal staff, internal staff satisfaction evaluation, and finally the performance of internal staff assessment of the senior staff. After releasing a service, with customers and internal staff made a point of contact to identify specific behavioral patterns and whether any part of the problem so that this toolkit gives us an expectation to be a useful map, which is the intangible being placed in service, not just visualize and understand for identifying problems.

Digital Customer Experience of Home Appliance Purchase: Analysis of Online Purchase Journey Process (가전제품 구매의 디지털 고객 경험: 온라인 구매 여정 프로세스 분석)

  • Sung Kwon Kang;Eun Yu;Jaemin Jung
    • Information Systems Review
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    • v.21 no.1
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    • pp.61-90
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    • 2019
  • From the digital perspective, customer journey and customer experience management are emerging as important issues for companies. While digital customer experience has become more important due to the recent surge in online sales of the home appliance products, customers' experience in online is not differentiated as offline-focused traditional methods are maintained. This study aims to analyze the characteristics and mutual influences of customer experiences at each stage of online purchase journey, and to explore the effects on the product repurchase intention, focusing on online purchasers of home appliance which are high-involvement products. As a result, both cognitive and affective experiences of the research phase directly affect satisfaction, whereas affective experience at the purchasing stage indicated indirect effects through cognitive experience. The experience of the research phase positively affects the next phase, the purchasing experience, and the experience of the purchasing phase leads to the intention to repurchase the product. However, it is also found that, depending on the choice of online channels, the experience of research phase may affect the product repurchase intention than the purchase experience.

The Experience of Exile of Yu, Eui-yang, and the Methods of its Presentation (유의양(柳義養)의 유배체험과 그 제시 방식)

  • Lee, Seung-bok
    • Journal of Korean Classical Literature and Education
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    • no.37
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    • pp.75-109
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    • 2018
  • This paper explains how the exile experience and the writer's consciousness were presented in Namhaemungyeonrok and Bukgwannojeongrok, both written by Yu, Eui-yang in the 18th century. He was banished to Namhae island and Jongseong because of the King Yeongjo's anger. The author composed his writings by presenting historic events and tales related to the places he was passing, and by presenting poems as well. It means that the author tried to understand these places through history and literary works. Moreover he presented in detail, the lives of people living in the places of his exile. It shows how he tried to understand and recognize their lives as they themselves did. In addition, focusing on the relationships and conversations with the people from each place, the author described his life in exile. There are some reasons he presented his exile experience in the ways mentioned above. First, he was a government official and a writer. Second, as the reason for his banishment was not very significant, he felt relaxed more or less. Last, by focusing on his journey and the place of his exile, he was able to forget the agony he was facing to some degree.