• Title/Summary/Keyword: 체험형태

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A Study on Product Design Process in Digital Environment A Comparative Analysis of Image Evaluation and Design Factors in Internet Environment and Reality Environment (디지털 환경 하에 제품디자인 프로세스 연구 -인터넷 환경과 현실 환경에서의 제품디자인 이미지 평가 및 디자인 요소 비교분석-)

  • 윤형건
    • Archives of design research
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    • v.13 no.3
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    • pp.123-134
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    • 2000
  • Electronic commerce in digital environment is greatly different from the commerce in physical environment in the past (reality environment) in terms of marketing, distribution structure and, above an, comsumers'purchase pattern. The Old purchase pattern is that a consumer buys a product after s/he touches, tests, and feels it physically, while the purchase pattern in electronic commerce enables the comsumer to make a decision about whether to buy it or not through the information gleaned from the computer monitor screen. A number of products which appears in the market now are designed to use the reality environment setup without consideration of the digital environment, of which the intention is to appeal to consumers with a series of design process. However, taking under consideration the present situation in which lots of electronic commerce are made in the cyber space or digital environment, we are required to forward the product design which can gains the positive attraction for consumers in this environment. Factor analysis is made in order to understand how the subjects perceive the image of the design of the product both in reality situation and in digital environment. The result shows the first factor has different images in those environments. In the background of this conclusion rests the fact that the difference of the transfer of formative factors to consumers is made in the images which show themselves in those different environments.

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Study on the Emotional Response of VR Contents Based on Photorealism: Focusing on 360 Product Image (실사 기반 VR 콘텐츠의 감성 반응 연구: 360 제품 이미지를 중심으로)

  • Sim, Hyun-Jun;Noh, Yeon-Sook
    • Science of Emotion and Sensibility
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    • v.23 no.2
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    • pp.75-88
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    • 2020
  • Given the development of information technology, various methods for efficient information delivery have been constructed as the method of delivering product information moves from offline and 2D to online and 3D. These attempts not only are about delivering product information in an online space where no real product exists but also play a crucial role in diversifying and revitalizing online shopping by providing virtual experiences to consumers. 360 product image is a photorealistic VR that allows a subject to be rotated and photographed to view objects in three dimensions. 360 product image has also attracted considerable attention considering that it can deliver richer information about an object compared with the existing still image photography. 360 product image is influenced by divergent production factors, and accordingly, a difference emerges in the responses of users. However, as the history of technology is short, related research is also insufficient. Therefore, this study aimed to grasp the responses of users, which vary depending on the type of products and the number of source images in the 360 product image process. To this end, a representative product among the product groups that can be frequently found in online shopping malls was selected to produce a 360 product image and experiment with 75 users. The emotional responses to the 360 product image were analyzed through an experimental questionnaire to which the semantic classification method was applied. The results of this study could be used as basic data to understand and grasp the sensitivity of consumers to 360 product image.

Characterization of PAH-Degrading Bacteria from Soils of Reed Rhizosphere in Sunchon Bay Using PAH Consortia (순천만 갈대근권 토양으로부터 얻은 PAH 분해세균의 특성 분석)

  • Kim Sung-Hyun;Kang Sung-Mi;Oh Kye-Heon;Kim Seung-Il;Yoon Byoung-Jun;Kahng Hyung-Yeel
    • Korean Journal of Microbiology
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    • v.41 no.3
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    • pp.208-215
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    • 2005
  • This study was accomplished in order to collect fundamental data on microbial roles in recycling process of reed rhizosphere. Sunchon bay, which is considered as one of the marsh and mud environments severely affected by human activities such agriculture and fisheries, was selected as a model place. In our initial efforts, two bacterial consortia were obtained by enrichment culture using PAH mixtures containing anthracene, naphthalene, phenanthrene and pyrene as the sources of carbon and energy, and four pure bacteria capable of rapid degradation of PAH were isolated from them. Four strains designated as SCB1, SCB2, SCB6, and SCB7 revealed by morphological, physiological and molecular analyses were identified as Burkholderia anthina, Alcaligenes sp., Achromobacter xylosoxidans., and Pseudomonas putida, respectively with over $99{\%}$ confidence. Notably, Burkholderia anthina SCB1 and Alcaligenes sp. SCB2 were found to utilize anthracene and pyrene more quickly than naphthalene and phenanthrene, whereas Achromobacter xylosoxidans SCB6 and Pseudomonas putida SCB7 exhibited similar growth and degradation patterns except for pyrene. These facts suggest that the rhizosphere microorganisms capable of PAH degradation might be used to clean up the contamination sites with polycyclic aromatic hydrocarbons.

Learning-Related Changes on the Brain Activation Patterns in Classification of Knowledge-Generation and -Understanding (분류 지식의 생성과 이해 형태 학습을 통한 학생들의 두뇌활성 변화)

  • Kwon, Yong-Ju;Lee, Jun-Ki
    • Journal of The Korean Association For Science Education
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    • v.30 no.4
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    • pp.487-497
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    • 2010
  • The purpose of this study was to investigate how a teaching approach influences student's ability of classification at the brain level. Twenty four healthy and right-handed college students participated in this study, which investigated a brain plasticity associated with category-generation and -understanding in classification learning. The participants were divided into one of two groups, one each for category-generation and -understanding learning programs, which were composed of twelve topics taught over a twelve-week period. To measure the change in student competence and brain activations, a paper and pencil test and an fMRI scanning session were administered before and after the training programs. Unlike the understanding group, the generation group showed significant changes in classification ability quotients and learning-related brain activations (cerebral cortex and basal ganglia were increased and prefrontal cortex and parahippocampal gyrus were decreased). Nevertheless, the understanding group showed an increased activation in the cerebral cortex and parahippocampal gyrus and a decreased activation in the right prefrontal cortex and cerebellum. Therefore, it can be concluded that teaching styles could influence students' brain activation patterns and classification ability. The results might also be used to develop a brain-compatible science education curriculum.

Uaser Impact Analysis of Interactive Contents Acoording to Image Size (영상크기에 따른 상호작용 콘텐츠의 사용자 영향 분석)

  • Choi, ChangKi;Song, BokHee;Yun, HanKyung
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.3 no.3
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    • pp.22-30
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    • 2010
  • 3D TV was been able to see in the market in early in this year. Tablet PC such as ipad by Apple and Galaxytab by Samsung were introduced recently. Those are possible by developing H/W and S/W of computer technology. The needs of interactive contents in many areas including education and entertainment area are increasing rapidly according to the various information devices are or will be in the market. Fore the more, GoogleTV and AppleTV are compete each other to dominate the world market in advance recently. CookTV tries to dominate in the domestic market by upgrading the current system. Diverse information devices are in the market means various size of displayers are able to be shown in our life. As TV is fused to computer, the displayer is substituted to TV's screen and the trend of TV is became bigger. The evolved TV is able to replace the computer by connecting to the network and people want to do interactions with contents by using the bidirectional communication. Therefore, it is expected to changing the human lifestyle. It is natural that contents for all members of family are needed, since TV's screen become bigger. It is required that the contents should guarantees the accessability of information to the all of family members and the easy interaction with contents. Our goal of experiment are to analyse the influence of interaction with contents as the size of images and to analyse a learning effect of contents quantitatively by applying a statistical method. Users interacted with contents without any difficulty when they met a same dimension and shape of objects as ame dimension and shape objects in their experiences or learning, was confirmed. And the learning effect were analysed and explained by applying the correlation.

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A Study on the Digital Content Development of Korean Kimchi Culture (한국 김치문화의 디지털 콘텐츠 개발에 관한 연구)

  • Kim, Je-Joong
    • Archives of design research
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    • v.18 no.1 s.59
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    • pp.105-114
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    • 2005
  • With the upcoming Digital age, it is time to develop digitalized contents based on cultural basis. in this respect, Kimchi is one of the most primal cultural content signifying Korean culture. It's no doubt the time to initiate the movement to digitalize the contents concerning Kimchi by gathering materials on the origin of Kimchi culturally and a great value to revive digital contents regarding Kimchi. Therefore, in this research, it is regarded that Kimchi is one of the most prominent cultural value that is possible to inherit from generations and should be stratified on the database. A method explaning Korean Kimchi culture is sought in this paper. And It is focused on the culture of Korean Kimchi profoundly and focus on detailed context and varied styles of he digital contents. It is organized on the basis of various aged volumes regarding Kimchi classified by seasons, ingredients, Jonga Kimchi (Kimchi inherited from the oldest family by generations), 24 seasonal divisions of the year, and 8 regional divisions of the nation. It is planned to set up digitally-focused library regarding cultural origin of contents and to present solidity and a feeling of being dynamic The results could be used in a variety of Industries in tourism, education, Kimchi and building basic infrastructure in entertainment industry. It is also applied to specialized industry by providing cultural contents and it could contribute to activation of Kimchi industry with e-Market and portal site regarding Kimchi. Moreover, it may re-establish the cultural value of Kimchi and provide the infrastructure in Kimchi-related industry such as Kimchi cyber museum, Kimchi Expo, Kimchi town by using educational materials in Education industry fields (regular curriculum and experience tour).

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Webtoon era, current status of and development measures for cartoon education - Focusing on college comics education - (웹툰 시대, 만화교육의 현황과 발전 방안 연구 - 대학만화교육을 중심으로 -)

  • Kim, Byoung-soo
    • Cartoon and Animation Studies
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    • s.51
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    • pp.255-291
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    • 2018
  • The domestic cartoon industry has went through rapid reformation since 2010 incurred by the emergence of webtoon. Most of the students in cartoon schools long to become webtoonists rather than published cartoonists. Cartoon education in middle and high schools rather focuses on webtoons. The growth of webtoons in private education, excluding college entrance examination, is even more promising. In the same train of thought, the number of webtoon private education institution has surged exponentially. Despite provincial colleges experiencing difficulty due to the lack of the student population, the competition for cartoon admission is intensifying. However, college education often maintains curriculums that do not relate to the on-site demands. Cartoon education in the past was mostly carried out through apprenticeship programs. However such programs began to disappear as college education became more common and as people embraced the emergence of webtoons. Instead collective education and author debut programs replaced the old system. Individualization of education is exacerbating as digital writing tools allow individual webtoonists to publish their works on a weekly basis. The background of the growth of webtoon education can obviously be explained by the growth of the market but there are aspects that can't be explained in such a simple manner. This study examines the current webtoon education status and discusses possible methodological and formation development measures for the future. The introduction examines the change in education and market. The main subject examines the current secondary schools and universities cartoon education and conducts a comprehensive study on the various education related changes. This study proposes future directions for universities by looking at the webtoon era and education changes in the conclusion. It also researched how the units of college cartoon education will fuse and deduct practical results via government policies.

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.

Analysis of the Demand of Parents and Teachers for Children's Library (어린이도서관에 대한 학부모와 교사들의 수요도 조사분석)

  • Hong, Hyun-Jin;Kang, Mi-Hee;Jung, Mi-Bong;Jeong, Dae-Keun
    • Journal of the Korean Society for information Management
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    • v.26 no.2
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    • pp.149-172
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    • 2009
  • The purpose of this study was to examine the demand of parents and teachers for a children's library and analyze the need in consideration of their age and children's library-using frequency. The subjects in this study were 1,500 parents and teachers in the region of Gwangju, on whom a survey was implemented to find out the necessity of a children's library, what should be considered in terms of design and program development and what forms of materials should be provided. As a result of checking their needs for the functions of a library, the parents and teachers investigated attached importance to culture, welfare and hands-on culture/art programs as what a library should focus on. Second, as for design, they gave top priority to comfortableness(sanitary facilities, ventilation, humidity and temperature) and safety(sofas, cushions and carpets for children). Third, as to program preference, both of the parents and teachers considered activity, performance and educational programs necessary among multiple kinds of ongoing programs. Specifically, performance programs ranked first among the parents and third among the teachers. Activity programs ranked first among the teachers and third among the parents. Fourth, concerning the importance of materials possessed by a library, they placed the most emphasis on the kind of materials that could foster creativity and instill the right personality.

Effect Analysis of Media Pole on Pedestrian Satisfaction for Walking -Focused on Media Pole in Gang Nam U-street- (가로변 미디어폴이 보행만족도에 미치는 영향분석 - 서울시 강남 U-street를 중심으로 -)

  • Cho, Jeong-Phil;Park, Tae-Won
    • The Journal of the Korea Contents Association
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    • v.14 no.7
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    • pp.518-528
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    • 2014
  • The purpose of this study is to observe the effects of road facilities that have adopted digital media such as total road facility called L.E.D media pole installed on U-street, Gangnam-gu on the pedestrians' satisfaction. Through the study, we would like to improve the brand competitiveness, increase the revisiting decision factors and suggest the fundamental development direction for the digital media road facilities on the typical pedestrian road, Gangnam street. The three factors from the studies came out to be spatial component, design component, and functional component. In order to analyze the factors, the pedestrians' behaviors were observed through a direct survey which provided 35 reserved factors. Also, the preliminary factors derived through survey questionnaires were revised by experts which compressed the result into 20 factors. The result of the regression analisis states that the 'Factor of the spatial component' is the statistically significant factor among the five elicited factors of the effect of the media pole on the pedestrian satisfaction. U-street's media pole provides the comfortable and various contents and application methods and will provide the new perspective on the purpose of pedestrians by new experience that is based on digital technology.