• Title/Summary/Keyword: 체험행동

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Thoughts on'dogu' Aesthetics (부통도구조식론 (1) 조선시대 여성과 여성신변신구에 나타난 미적 가치탐구를 중심으로)

  • 조재경
    • Archives of design research
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    • v.11 no.1
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    • pp.259-268
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    • 1998
  • Ideals of beauty has expressed variously through the centuries and in different cultures. Each traditional 'togu' has it's own morphology (in the meaning of nonverval linguistic) as using various type of language in each cultural erea. Korean aesthetics on 'dogu'philosophy introduces a whole new set of basic concepts outside western aesthetic framework of beauty Most distinctive is the insistence on overcoming dichotomies, especially between cognition and emotion, (momism)body and mind, self and other, and individual and group. Several topics are particularly illuminating within aesthetics: furniture, calligraphy, traditional garments pose interesting challenging to the art/nature, inside/outside, ethics/desire dichotomies so crucial to moral and cultural context. aesthetics are equally deserving of philosophical scrutiny: the ways in which philosophy of 'dogu'and aesthetics are integrated with daily life, the emphasis on process or understanding context rather than product itself or product 'form'. Dogu did not separate daily life and aesthetics from understanding social context. Language of 'togu' also has own vocabulary and grammar. But we often cannot gain our persnol experience truthful beauty of togu until understand context of understanding. it would be immpossible to explain ,or to analize different way of thinkings and behaivor precisly without understanding same codes of language.

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A Study on Consumer-Centric Smart Mobile Virtual Store (소비자 체험 평가를 통한 스마트 모바일 가상 스토어 활성화 방안 연구)

  • Koo, Hye-Gyoung
    • Journal of Digital Convergence
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    • v.11 no.3
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    • pp.209-219
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    • 2013
  • Smart phone environment have an effect on consumer life style, as well as advances in technology. In this paradigm shift on digital convergence make change to commodities, services, and distribution channels for consumers. HomePlus wholesale that is representative distribution company in Korea launched the new distribution channel model that combined off-line store with online store and mobile shopping system called 'smart mobile virtual store'. That is highly praised by abroad media and festivals. This study is an exploratory study on consumer-centric smart mobile virtual store of HomePlus. There are value and chance for developing the new digital distribution model, in this study, because the case study and evaluation of consumers is important in this momentous time.

Development of the Student Activity-Centered Education Programme on Climate Change (학습자 활동 중심 기후변화 교육 프로그램 개발)

  • Choi, Hyeh Sook;Kim, Yong Pyo;Cho, Kyung Suk;Yeau, Sung Hee;Park, Gi Yeong;Bae, Mi Sook;Lee, Mih Young;Zhang, Mi Hwa
    • Journal of Climate Change Research
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    • v.2 no.3
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    • pp.161-174
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    • 2011
  • The purpose of this study is to develop education programme on climate change for elementary students which is based on student activity. The programme is intended to raise children's awareness and to build positive attitudes towards climate change. Ten programmes are developed. The main themes of the contents are 'a meteorological observation', 'a change of season', 'the monitoring climates of the past', 'the climate and life', 'the climate and human lives', 'the causes of climate change', 'the influence of the climate change' and 'the action on climate change' which are selected from the survey of previous domestic education programmes. Each programme consists of 5 steps: Introduction, Concrete experience, Reflective observation, Abstract conceptualisation and Active experimentation. We expect that this programme would enhance children's awareness and attitudes on climate change and induce positive and active response to climate change.

Effects of Shopping Flow in Experiential Fashion Stores on Brand Advocacy - Multi-mediating Effects of Emotional Response, Experimental Shopping Value, and Store Attachment - (체험형 패션 매장에서의 쇼핑몰입이 브랜드 옹호행동에 미치는 영향 - 감정반응과 경험적 쇼핑가치 및 점포애착의 순차적 다중매개 효과 검증 -)

  • Choi, Mi Young;Kim, Woo Bin
    • Fashion & Textile Research Journal
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    • v.24 no.4
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    • pp.431-442
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    • 2022
  • Despite the rapid reorganization of the center of consumption online, the fashion industry is still strengthening brand marketing using offline stores. This study investigates the psychological mechanisms of shopping flow by three mediators that influence the e-word of mouth(e-WOM) as a marketing performance variable in recent marketing. Data collection was conducted online for 241 women in their 20s and 30s. The significance of multi-mediated pathways was verified using Process 3.5 Model 6. The results for multiple mediation paths are as follows. First, the direct effect of shopping flow on brand advocacy was not significant. Second, analysis of the significance of the indirect effect via simple mediation found that the path mediated by shopping value in the path from the shopping flow to brand advocacy was significant. Third, analysis of the indirect effect by double mediation revealed all three double mediating effects of shopping flow on brand advocacy were significant(emotional response and shopping value, emotional response and store attachment, shopping value and store attachment). Fourth, analysis of the significance of the indirect effect by sequential multiple mediation established the indirect effect leading to emotional response, shopping value, and store attachment was significant. These results indicate that the operation of an experiential fashion store is not just a means for sales, but a communication tool that improves and promotes the brand advocacy by providing brand experience in a store.

A Study On User Experience Based Storydoing Operating Principles (사용자 경험 기반 스토리두잉의 작동원리에 관한 연구)

  • Shin, Dong-Hee;Kim, Hee-Kyung
    • Journal of Digital Contents Society
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    • v.16 no.3
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    • pp.425-436
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    • 2015
  • Along with the spotlight of storytelling, storydoing has attracted public's attention as it has been utilized in various different areas. There are valued message by producer and story to back it up in the storydoing. Recipient will acknowledge the affordance encouraged by producer and confirm the message by practicing it. Finally producer will evaluate the practice process. Therefore, storydoing promotes the product of company, strengthens the brand image and delivers message and value through a previously mentioned cycle. Ultimately, storydoing is operated based on user's experience. In this study, based on the experience theory of John Dewey, in order to discover how the interactivity and continuity operate story doing, we conducted a study on the concept of storydoing, the national and international story doing status, the difference between storytelling and storydoing, the elements of story doing, the relationship with user experience, and the principle of operating story doing. As a result, we learned that story doing had the five elements of message, story, characters, action, and confirmation, and operated by the interaction and continuity between the producer and receptor. Thus, through this research to understand the nature of storydoing, we have identified new trends of the cultural industries and discovered the possibilities to expand the application scope of storydoing, which was currently applied by companies to promote their brand images, onto contents field. More importantly, the proposal of theoretical differences between storytelling and storydoing makes this report meaningful in terms of sociocultural, industrial and academic aspect.

A Phenomenological Study of Tension Relaxation in Middle-Aged Women with Sleep Disorders in Singing Bowl (싱잉볼의 수면장애 중년여성의 긴장이완에 관한 현상학 연구 -소리치료, 싱잉볼(singing bowl)적용-)

  • Kim, Young Ju;Shin, Dong-Yeol
    • Industry Promotion Research
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    • v.6 no.3
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    • pp.25-35
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    • 2021
  • Middle-aged women experience diverse psychological and physical stresses and tensions through the menopause, aging, and taking up too many social roles, which often leads to sleep disorder. But there are not many scientific researches on the issue. Therefore, the research of efficacy of singing bowl that helps relax middle-aged women who have sleep disorder is needed to improve their health. This study was conducted with Giorgi's phenomenological method with 4 middle-aged women with sleep disorder, whose Pittsburgh sleeping quality scale marked over 5 points, who took part in singing bowl experience for 40 minutes and did the interview. The study resulted in following conclusions that through participants' singing bowl experience, 518 constructive meanings, 15 meaning units, 7 sub components, and 2 group subjects were drawn up. Firstly, when participants took part in the singing bowl experience, they underwent physical, mental, imagery experiences which are physical pain and muscle relaxation, mental relaxation, and positive mindset and imaginary images and colors. Secondly, physical changes that the participants felt after singing bowl experience was increased physical relaxation, improved physical symptoms and more physical activities, and psychologically participants also felt reduced anxiety, increased happiness and positive mentality. And behavioral changes are relaxed movements, increased activities, and improved sleep is huge benefit through changes of sleep pattern. In this study, singing bowl is confirmed to be effective both physically and psychologically on relaxing the middle-aged women's tensions that are caused by sleep disorders and singing bowl experience is meaningful in that the middle-aged women as well as modern people with the sleep disorders can be helped to have better lives.

A Study on the Acceptability for Mobile Payment Platforms by China's Early Elder People (중국 초로(初老) 집단의 모바일 결제 플랫폼에 대한 수용성 연구)

  • Bao, Li Yuan;Pan, Younghwan
    • Journal of the Korea Convergence Society
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    • v.12 no.11
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    • pp.53-67
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    • 2021
  • According to statistics, the number of mobile payment users in China shows an increasing trend year by year. However, less than half of people over 60 years old use mobile payment. The purpose of this study is to explore the reasons for the low usage rate of mobile payment platforms among the elderly in China. Through literature research, questionnaires and interviews, the author found that the main obstacle for the elderly in China to use mobile payment platforms is acceptance barrier. Then, the user experience research method and technology acceptance model (TAM) were combined to construct a new research model and five hypotheses affecting acceptance behavior in the model were summarized. Finally, the Analysis of Covariance(ANCOVA) was used to test the hypotheses and found that satisfaction (SA), perceived usefulness (PU) and job relevance (JR) had significant coefficients of 0.001, 0.000 and 0.004 respectively, all of which were less than 0.05 and therefore had a significant effect on acceptability. The other two elements, perceived ease of use (PE) and self-efficacy (SE), did not have a significant effect on acceptability. Ultimately, a new user experience acceptability model was constructed to provide theoretical support for mobile payment platform developers and designers to develop products from the acceptability perspective, so as to develop more mobile payment methods suitable for elderly users and improve the acceptance of mobile payment by the elderly.

A Study on Wearable Augmented Reality-Based Experiential Content: Focusing on AR Stone Tower Content (착용형 증강현실 기반 체험형 콘텐츠 연구: AR 돌탑 콘텐츠를 중심으로)

  • Inyoung Choi;Hieyong Jeong;Choonsung Shin
    • Smart Media Journal
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    • v.13 no.4
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    • pp.114-123
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    • 2024
  • This paper proposes AR stone tower content, an experiential content based on wearable augmented reality (AR). Although wearable augmented reality is gaining attention, the acceptance of the technology is still focused on specialized applications such as industrial sites. On the other hand, the proposed AR stone tower content is based on the material of 'stone tower' so that general users can relate to it and easily participate in it, and it is organized to utilize space in a moving environment and find and stack stones based on natural hand gestures. The proposed AR stone tower content was implemented in the HoloLens 2 environment and evaluated by general users through a pilot exhibition in a small art museum. The evaluation results showed that the overall satisfaction with the content averaged 3.85, and the content appropriateness for the stone tower material was very high at 4.15. In particular, users were highly satisfied with content comprehension and sound, but somewhat less satisfied with object recognition, body adaptation, and object control. The above user evaluations confirm the resonance and positive response to the material, but also highlight the difficulties of the average user in experiencing and interacting with the wearable AR environment.

A Study of the National Hangeul Museum for the Foreign Audience : Comparison by major nationality(United State·Japanese·Chinese) (국립한글박물관 외래관람객 방문행태간 연관성 및 차이 분석: 주요 국적별(미·일·중) 외래관람객 비교)

  • Kim, Ju-Yeon;Choi, Hyun-Joo;Ahn, Kyung-Mo;Purevjav., B
    • The Journal of the Korea Contents Association
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    • v.17 no.6
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    • pp.116-123
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    • 2017
  • This research was designed to seek and plan the foreign tourists visiting the National Hangeul Museum revitalization method; foreign tourists in this research refer to Japanese, Chinese and Americans tourists since they make up the big proportion of foreign tourists visiting the National Hangeul Museum. This research was aimed to seek the visiting revitalization method through correlation analysis among: foreign tourists' visiting purpose, requested improvement on exhibition facility and service, satisfaction level on exhibited contents and service quality, overall satisfaction level on viewing exhibition and behavior intention. As the result of research, tourists visiting purpose from three countries showed a difference; American and Japanese tourists picked 'guidance system in foreign language' while Chinese tourists picked 'experiment programs' as the most requested improvement on exhibition facility and service. Also, Tourist' satisfaction level on exhibited contents and service quality showed a difference among tourists from three countries; American tourists' satisfaction level was shown higher than that of Japanese and Chinese tourists. In addition, American tourists' overall satisfaction level on exhibition and behavior intention after viewing the exhibition in National Hangeul Museum tends to be higher than that of Japanese and Chinese tourists. Based on this research, visiting revitalization method to attract more foreign tourists to the National Hangeul Museum, such as contents development is suggested in the research.

A study of interface with affordance theory for museum education mobile application improvement (박물관 교육 모바일 애플리케이션 개선을 위한 어포던스 이론 적용 인터페이스 연구)

  • Hwang, YunJa;Ahn, Mi-Lee
    • The Journal of Korean Association of Computer Education
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    • v.17 no.5
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    • pp.25-34
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    • 2014
  • The object of this study is to improve obstacles related with physical affordance and cognitive affordance by adopting Norman's theory for affordance of mobile application of museum education. As to conduct the study, I have selected the mobile device application of G museum for the need of observation and interviewing, and have applied think aloud protocol to analyse matters of affordance. By this study, learners will be possible to conduct appropriate behavior instantly under the circumstance of unfamiliar museum mobile environment because of sophisticated design to make learners perceive and understand information provided with designed interface based on realistic improvement that will be made by inspecting possible problems of affordance in position of museum education mobile system users. Additionally learners will be able to control contents of museum and to experience interactive learning which motivate exploratory activity to accomplish meaningful learning.

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