• Title/Summary/Keyword: 체험행동

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Standard Model for Live Actor and Entity Representation in Mixed and Augmented Reality (혼합증강현실에서 라이브 행동자와 실체 표현을 위한 표준 모델)

  • Yooa, Kwan-Hee
    • Journal of Broadcast Engineering
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    • v.21 no.2
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    • pp.192-199
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    • 2016
  • Mixed and augmented reality technique deals with mixing content between real world and virtual world containing augmented reality and augmented virtuality excluding of pure real and pure virtual world. In mixed and augmented reality, if a live actor and entity moving in real world can be embedded more naturally in 3D virtual world, various advanced applications such 3D tele-presence, 3D virtual experience education and etc can be serviced. Therefore, in this paper, we propose a standard model which is supporting to embed the live actor and entity into 3D virtual space, and to interact with each other. And also the natural embedding and interaction of live actor and entity can be performed based on the proposed model.

Customer-Brand Relationship Quality and Relationship Strength (서비스 브랜드경험이 소비자-브랜드 관계의 질 및 관계강도에 미치는 영향)

  • Kim, Youn Hwan
    • Management & Information Systems Review
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    • v.32 no.4
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    • pp.225-254
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    • 2013
  • This research tries to examine the effect of brand experience in service marketing perspective for generalized application. The analysis was held with customers who recently visited in retail stores by using SPSS18K and Smart PLS 2.0. The study verified the structural equation model hypothesizing the relationship among brand experience, relationship quality, and relationship strength. According to the result of this study, four brand experience factors have positive effect on the relationship quality. In detail, the effect of sensory experience was strongest. Furthermore, the effect of relationship quality on relationship strength also significant as prior researches addressed. The research has several marketing implication on brand experience management and customer relationship management. For service firms, customers' perception of positive brand experience can generate the tangible and intangible performance in the relationship marketing perspectives.

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Understanding of the Contemporary Architectural Space through the Phenomenological Approach (현상학적 접근을 통한 현대 건축 공간의 이해)

  • Chung, Hyo-Kyung
    • The Journal of the Korea Contents Association
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    • v.13 no.7
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    • pp.91-101
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    • 2013
  • At the age of uncertainty, the contemporary architecture has been changed by various design approaches as a result of the development of the media. Especially, being issued Phenomenology by Merleau-Ponty the tendency of visual interpretation on the architectural space has been studied positively. This research is to understand a Phenomenological approach to design the interior and architectural space. The phenomenological architectural space is based on knowing about the perception from a body and experience as a contents of the world. The touch from the space designed by Phenomenological architectural express by various way of the Phenomenological light is one of the concept of Phenomenological experience.

The Influence of School Experience Environmental Education on Changing the Elementary Students' Pro-Environmental Behavior (학교 체험환경교육이 초등학생의 친환경적 행동변화에 미치는 영향)

  • Choi, Ha-Yan;Kim, Yong-Geun;Shim, Jung-Sun
    • Hwankyungkyoyuk
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    • v.21 no.2
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    • pp.40-50
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    • 2008
  • The purpose of this study was that verify the difference of pro-environmental behavior according to be present or not of experience environmental education for developing pro-environmental and show basic material to prepare efficient operation plans of experience environmental education is based on factor which effect of pro-environmental behavior difference according to the types. Elementary schools were divided through existence and nonexistence of an experience environmental education than I was checked up the pro-environmental behavior of students, who joined in different environmental educations each other. It was analysis by dividing into an environmental education of school, an educator (teacher, environmental-interpreter), and fields for environmental education (school inside and outside) to know types of experience environmental education. In result, elementary schoolers who experienced an experience environmental education at school class, had higher an environment-friendly behavior and elementary schoolers, who experienced an experience environmental education at class from environmental-interpreter, had higher an environment-friendly behavior by and large. As a result, this study showed that the area based on their residential quarter and an experience environmental education with realistic plans to connect with social environmental education for developing pro-environmental carrying out the most positive effect.

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Sustaining Dramatic Communication Between the Audience and Characters through a Realization : (관객과 인물의 극적소통을 위한 사실화연구 : 영화 '시'를 중심으로)

  • Kim, Dong-Hyun
    • Cartoon and Animation Studies
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    • s.24
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    • pp.173-197
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    • 2011
  • Through a story, the audience moves between fiction and reality. A story is an emotional experience that appeals to human feeling. The rational function of a story is to convey knowledge and information, and its emotional function is to touch the audience. Moreover, these aspects of a story are linked to its language, text, and imagery. This paper focuses on the emotional function of a story. In a experiential story, the audience's emotional response is a result of maximum dramatic communication between them and the characters. Through psychological and mental communion with the characters, the audience becomes immersed in the story when they emotionally identify with the characters, and dramatic communication is achieved. However, dramatic communication is mostly achieved instantaneously. The elements of a film need to be realized to sustain dramatic communication such that the audience continues to be immersed in the story. The audience can identify with the characters who are placed in real-life situations by considering the characters' external and internal aspects. External search pertains to the tangible aspects of the character such as its background, life, and conversation. Through the audience's external search, the characters communicate with the audience. Internal search deals with aspects of the characters' personality such as their self-concept, desires, and internal conflicts. Through internal search, the audience understands the inner side of the characters. In this process, a film director should ensure that the acting depicts the inner side of the characters. In other words, the director should perfectly depict the internal and external elements of a human on screen. Appropriate visualization can lead to dramatic communication with the characters and thereby create the audience's emotional response. Considering these techniques, this paper focuses on the scenes of the film "Poetry" in which dramatic communication with the characters creates the audience's emotional response. Accordingly, the audience plays a role in sustaining dramatic communication for the physical screen time of a film.

A study on an application of 'Virtual Reality Therapy' concerning a technology of real-time interaction. (실시간 상호작용 기술의 '가상현실치료' 적용에 관한 연구)

  • Kim, Jeong-Hwan
    • Cartoon and Animation Studies
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    • s.22
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    • pp.81-97
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    • 2011
  • The technology of 'Virtual Reality' has placed in advanced tools for human beings' joy and anger together with sorrow and pleasure in our generation. It has recently tried in a variety ways to use as an implication for treatment in the field of Cognitive Psychology. Especially, it widely approaches to human in terms of that a sense of reality in a virtual world through the five senses should reinterpret the meaning of cognition in the real world. Based on this paradigm shift, it allows for new treatment using the technology of virtual reality. A typical example is a field of Therapy in order to overcome panic disorder. It has advantages that in particular development of flexible interaction technologies in a virtual space can lead patients to experience psychological environments rather than physical one. the interaction technology provides environments in which users' five senses can be actively stimulated, it is very useful that information from the experiences in the virtual world allows people to learn through real experiences by renewing potential energies, advantages of Virtual Reality Therapy can be customized treatment by depending on symptoms in patients with panic disorder and are capable of differentiate application for the cure at each stage. It is to treat by leading patients to get accustomed to environments and situations in real world through care process with each symptom and stage. It is helpful that based on A Human-Sensibility Ergonomics, technologies like immersive virtual reality equipment, force-relative feedback and stereophonic sound, and like stimulating the sense of smell make people to induce experiences by stimulating human's five senses. There are many advantages of immersion in virtual world in that the phenomenon such as challenge, interaction, reality, illusion, and cooperation is expanded. As an application for therapy by growing such augmented reality, virtual space and sharing of data through the Internet and also inexpensive its availability have recently expanded the base. There are other benefits of Virtual Reality Therapy offering active interaction environments for cognitive experience which can provide appropriately adjusted environments for patients who are hard to overcome the real situation because of phobia. In addition to that it is safe and economical and patients' confidentiality is assured. Moreover, due to the principles of applying real-time navigation the Virtual Reality Therapy makes modification and supplementation easier and also it can reduce cybersickness because of the supply of Lenticular allowing people to see stereoscopy without eyeglasses, which makes sense of presence clearer. On top of that due to the development of interactive technologies, it is becoming close to sense of reality similar to real world by leading users to navigate by themselves and to operate objects in a virtual space. This paper will therefore examine, although it is of limited, characteristics of application of virtual reality technology based on A Human-Sensibility Ergonomics used for treatment for a disorder. this paper will analyse a range of its application and problems and it will suggest the future possibilities.

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An Analysis of Consumers' Socio-Cultural Experiences Expressed in Consumption Stories : An Experimental Application of a Narrative Analysis (소비생활 이야기에 반영된 소비자의 사회문화적 경험 분석: Narrative 분석의 실험적 적용)

  • Kim, Kee-Ok
    • Journal of the Korean Home Economics Association
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    • v.37 no.5
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    • pp.61-84
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    • 1999
  • The purpose of this study is to understand the context of cosumers' lives in Korea with a narrative analysis method. The epistemological orientation of eh narrative analysis is Interpretivism, which blends the two polar philosophical perspectives, Empiricism and Rationalism, and includes Narrotology, Hermeneneutics, Semiotics, and Structural Criticism. Narrative analysis takes as its object of investigation the story itself. This study collects eleven narrative plots from four housewives, into which Labov's structural approach is applied. This study shows clearly that the socio-cultural environment in which consumers live has strong influence on their consumption behavior and also reveals that narrativization tells not only about past actions but how individuals understand those actions, that is, meaning.

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Study on Development of Perception Arts Action Group Counseling Program Focused on Popcorn Brain Phenomenon (팝콘브레인 현상에 대한 지각예술작용 집단상담 프로그램 개발에 관한 연구)

  • Jang, Seung-Young;Jeong, Hyang
    • The Journal of the Korea institute of electronic communication sciences
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    • v.8 no.4
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    • pp.517-526
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    • 2013
  • This thesis revolves around dual sensory therapy techniques using perception arts group counseling program focused on Popcorn Brain phenomenon. The program emphasizes intrinsic motivations for changes by activating the brain's dual sensory such as a sense of smell, tactile sensation and vision to deal with brain issues caused by digital devices addiction. Perception arts group counseling program is based on voluntary satisfaction of relationship desires, which can lead to a sense of accomplishment and belonging. Expression methods using dual sensory were presented as an alternative to resolving digital devices addiction by blending cognitive-behavioral counseling technique and group art therapy technique. The blending method offers an environment that can maintain a change to a senseless and lackluster brian due to excessive uses of digital devices, the main cause of Popcorn Brain, by emphasizing "thoughts${\rightarrow}$emotions${\rightarrow}$behavior" with a structural expression approach. If perception arts group counseling program is established in more systematic fashion and used strategically to offer such environment, it may be used as a treatment for brain issues described above. In addition, the program can be used a basis for encouraging voluntary treatment to satisfy relationship desires.

Factors Influencing the Communication Skill for the Elderly of Dental Hygienist (치과위생사의 노인에 대한 의사소통능력에 영향을 미치는 요인)

  • Lim, Hee-Jung;Kim, Hyoung-Joo
    • The Journal of the Korea Contents Association
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    • v.16 no.6
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    • pp.627-635
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    • 2016
  • The purpose of this study was to investigate the communication skill of a dental hygienist for the elderly. The self-administered questionnaire selected by convenience sampling method from January 2 to February 14, 2015, Seoul, Kyungki, Incheon regions final analysis section 233 to target dental hygienist working under a dentist institutions. This study analyzed collected data by t-test, ANOVA, pearson correlation coefficient, and multiple regression. According to multiple regression analysis results can be number of worker, the main task, living experience feelings adjusted variable, as a result work in the dental hospital(B=.292 SE=.074), more like the elderly preference(B=.282, SE=.141), the behavior of the elderly(B=-.223, SE=.043) found that the more positive the impact. Therefore, the more exposure for your understanding and the elderly relationships for the the elderly appeared to affect the communication skill necessary to develop training programs that can improve the communication skill of a dental hygienist and apply to be prepared for the coming aging society.

디지털홈서비스의 수용에 영향을 미치는 요인에 관한 실증연구

  • Mun, Hyo-Gon;O, Jae-In
    • Proceedings of the Korea Society of Information Technology Applications Conference
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    • 2006.06a
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    • pp.130-137
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    • 2006
  • 본 논문은 디지털홈서비스의 실제 이용자들에 대한 실증분석을 통해 수용에 영향을 미치는 요인들을 밝히기 위한 연구이다. 디지털홈서비스의 특성에 맞게 기술수용모형(TAM)을 확장, 수정된 연구모형을 개발, 가설을 설정하여 분석하였다. 외부변수로 이용자의 특성을 채택하였으며, 디지털홈서비스가 가정 내 기술임을 고려하여 신념변수로 '지각된 이용용이성'과 '시각된 즐거움'외에 '지각된 편의성', '지각된 안전성', '지각된 삶의 질 향상'이라는 변수를 추가하였고 종속변수로는 '이용행동'을 설정하였다. 205명의 실제 이용자를 대상으로 한 설물조사 중 201개의 유효표본을 분석하였고, 신뢰성과 타당성 모두 통계적으로 적합한 것으로 나타났다. AMOS 4를 이용한 구조방정식 모형분석을 통해 24개의 가설검증 결과, 13개의 가설이 채택되었다. 이용자 개인의 특성 중 경험과 교육훈련은 지각된 이용용이성에 정(+)의 영향을 미쳤으며 혁신성은 지각된 즐거움, 지각된 편의성, 지각된 안전성, 지각된 삼의 질 향상에 대하여 정(+)의 영향을 미치고 있었다. 또한 지각된 이용용이성이 다른 신념변수인 지각된 즐거움, 지각된 편의성, 지각된 안전성, 지각된 삶의 질 향상에 정의 영향을 미치고 있었다. 종속변수인 이용행동에는 지각된 즐거움과 지각된 편의성, 지각된 삶의 질 향상이 긍정적인 영향을 미치나, 지각된 이용용이성과 지각된 안전성은 영향을 미치지 않았다. 가정에서 쉽게 이용할 수 있다는 것만으로는 적극적인 이용 행동을 기대할 수 없으며, 즐거움 및 실용적인 효익들의 제공 및 이를 위한 다양한 컨텐츠와 프로그램 개발등이 매우 중요하다는 것을 시사하고 있다.3-25%까지 감소하였다. 하지만 산간지역에서는 발육속도가 빨라지고 수량이 증가하거나 큰 변화가 없는 곳도 많아 온난화조건에서도 지역별 정밀기후 추정과 이에 근거한 최적품종의 선택, 이앙기 및 수확기 등 생육기간의 조절이 온난화 대응기술로서 유효할 것으로 기대된다.결과를 분석한 데이터를 차기 메일 발송에 꾸준히 적용함으로써 성공적인 이메일 마케팅 결과를 얻을 수 있을 것으로 기대된다.여 수평적인 의견도출과 각자 역할의 확대 및 변화를 시도할 수 있는 제작흐름이 되도록 고안된 제작구조이다.성을 환기시켜 객관적이고 비판적인 의식을 환기시키는 브레히트의 '소격화'의 효과가 소비자의 관심을 환기시켜 특정한 목적을 달성하려는 광고에 효율적으로 적용된 예 인 것이다. 재미, 기타 독특한 체험을 통해 소비자에게 유희라는 쾌락적 경험을 제공하고자 한다.고도로 통계적 유의차(p<0.001)가 있었다. 즐기는 음료로는 ${\ulcorner}$콜라${\lrcorner}$가 가장 많았으며(46.8%), 그 다음은 사이다, 주스 등의 순으로 나타났으나, 남 여 대학생간에는 유의성있는 차이는 없었다. 음식의 먹는 시기는 점심과 저녁사이의 ${\ulcorner}$간식${\lrcorner}$이 가장 많았으며(42.2%), 남 여 대학생간에는 유의한 차이는 없었다. 패스트푸드는 많은 사람들이 ${\ulcorner}$${\lrcorner}$이 좋기 때문에 이용하며(62.8%), 남 여 대학생간에는 통계적 유의성(p<0.05)이 인정되었다. 5. ${\u

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