• Title/Summary/Keyword: 체험형태

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터키 메블라나 복식에 관한 연구 -메블라나 복식 형태 분석과 이를 응용한 의상 디자인-

  • 이희현;이명옥
    • Proceedings of the Korea Fashion and Costume Design Association Conference
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    • 2004.06a
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    • pp.73-76
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    • 2004
  • 이슬람 신비주의 교단인 메블라나는 독특한 춤 의식을 통해 종교의 영적체험을 경험 한다. 종교적 춤을 출 때에 착용하는 메블라나 복식은 그 하나하나가 형태적인 면에서 뛰어난 조형성을 가짐을 물론 각각의 형태들은 종교적 상징성을 지니고 있어 디자인의 신비감을 더해준다. 본 연구에서는 이러한 메블라나 복식의 종교적 배경과 형태적 특성을 분석하고, 이를 현대 복식의 디자인에 응용하여 보고자 한다.(중략)

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The Effects of VR-based Cultural Heritage Experience on Visit Intention (VR 기반 문화유산 체험이 방문의도에 미치는 영향)

  • Yoo, Kun Woo;Hwang, Kyunghwa;Kwon, Ohbyung
    • The Journal of Society for e-Business Studies
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    • v.26 no.2
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    • pp.95-122
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    • 2021
  • As it recently became a non-face-to-face society because of the COVID-19 Pandemics, attempts have been made to experience heritage based on virtual reality (VR). Despite the satisfaction of VR contents, however, questions are being raised about whether the VR experience leads to visit a heritage tour or reduces to visit a heritage tour. This study examined how VR-based heritage experiences affect the visit intention of heritage sites. In addition, this study investigated how VR-based experiences differently affect the visit intention compared to web-based experiences. To this end, based on the information success model proposed by DeLone and McLean, this study examined how the perception for system quality and information quality through VR (vs. web) experience affects the intention of visiting the historical site. The results demonstrated that satisfaction was positively influenced by the convenience of system quality and the presence and usefulness of information quality and that the presence and satisfaction positively affected continuance intention. In addition, continuous intention to use positively affected the visit intention of heritage sites. Lastly, it has been shown that the usefulness of information quality in groups experiencing content through the Web (vs. VR) has a greater impact on the intent of continuous use. Based on the results of this study, we discussed ways to organize tourism content to increase the intention of visiting heritage sites.

A Study on the Revitalization of Tourism Industry Using Experience Game (체험형 게임을 활용한 관광산업 활성화 방안에 관한 연구)

  • Jung, Mi-A;Kim, Ki-Suk;Jung, Hyung-Won
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.3
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    • pp.1-12
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    • 2019
  • The 4th industrial revolution has become a topic of 'experiential games' that utilize technologies such as virtual reality, augmented reality, and complex reality, and they are promoting various experiential game contents to attract tourists in the tourism industry have. The trend of tourism is the concept of the healing which aims to enhance the quality of life of the individual in the concept of simple travel, that is, the consumer is not satisfied with the sight, There are many changes in the form of tourism. In this study, domestic and foreign cases that utilized the fun and experience of tourism in the game were examined using case study methods. In domestic case, although service was provided by using smart phone, there is a problem that simple information is provided, mission quest method is not continuously provided, and the story is limited. I tried to find out the solution through this case. Developing and applying various experience contents, utilizing active investment and various stories for continuous service, and utilizing new technology such as virtual reality, it will bring about improvement of domestic tourism industry and satisfaction.

A Study on Visual Contents Exhibition Design as Efficient Spatial Experience Utilizing Internet of Things (사물인터넷을 활용한 효율적인 공간체험 영상콘텐츠 전시 디자인에 대한 연구)

  • Ryu, Chang-Su
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.05a
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    • pp.611-612
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    • 2017
  • Recently, exhibition space has incorporated a format in which visual contents providers and viewers can directly or indirectly experience the space with a sense of immersion. By offering more extended spatiality within a limited space, such exhibition design is now transcending physical limitations and expanding to visual reality; as such, exhibition design demands the implementation of not only visual elements but information services generated between people, contents, and objects. To this end, this study examines the changes and the development direction of exhibition techniques that use Internet of Things (IoT), which is a representation of environmental change in exhibition design of our times; it also explores the various forms of change based on the perception of the visual contents (visual exhibits) users during the act of accumulating and using information through the smartphone communication of viewers who experience the space through IoT. Finally, the study conducts a case study on the relationship between a regular exhibition and an exhibition design that makes use of IoT, in order to propose an exhibition design with which to verify whether the viewers are immersed in and experience a sense of realism from visual contents by identifying the viewers' visual and emotional changes.

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A Study on the Actual Condition of Construction Safety Education and The Effect of Three-Dimensional and Smart Education (건설안전교육 실태분석과 체험교육 효과에 관한 연구)

  • Jang, Ung-Burm
    • Proceedings of the Korean Society of Disaster Information Conference
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    • 2023.11a
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    • pp.147-148
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    • 2023
  • 최근 건설현장 안전관리에 대한 사회적 관심의 증가와 현장 사용 기계, 기구 등의 작업시설 기계화, 안전장치, 시설 등의 발전에도 불구하고, 건설현장의 재해율은 크게 변화하지 않고 있다. 이를 위해 건설현장에서 발생하는 재해의 형태 및 원인, 법정안전보건교육의 내용과 재해예방 효과를 분석하기 위해 H건설 현장의 관리감독자와 근로자 대상으로 건설안전교육에 대한 설문조사를 실시, 분석하였다. 주요 개선방안으로 근로자에게 기능적, 지식적 안전교육 내용이 인지될 수 있도록 현장 규모에 맞는 실질적 체험교육, 영상교육 및 VR(가상현실)등의 입체적 사례교육이 필요하고 지속적 연구와 교육자료 제작 필요 등이 제시되었다.

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Development of Game Developer Career Experience Program using Scratch (스크래치를 활용한 게임 개발자 진로체험 프로그램 개발)

  • Kim, Soohwan;Kim, Sanghong
    • The Journal of Korean Association of Computer Education
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    • v.23 no.1
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    • pp.45-52
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    • 2020
  • The purpose of this study is to develop a game developer career experience program that promotes student participation and to verify its effectiveness. The game developer career experience education program currently operated by Job World is composed of passive course, which makes students less interesting and only passive activities are possible. In this study, we improved the existing coursework type program to experience actual game development using scratch to promote learner participation. Scratch can be created and shared, giving students the opportunity to create their own work. Therefore, this study developed the game developer career experience education program using scratch and verified its effect. Two Delphi tests were conducted to develop the training program and one expert council was held. In addition, pilot classes were conducted from 22 elementary school students and 30 middle school students, and the satisfaction test was conducted. As a result, the developed educational program showed positive results in terms of help, satisfaction, effectiveness, and awareness.

Development of interactive children's museum contents for online-offline experience and research on satisfaction level (온·오프라인 연계 체험형 어린이 박물관 콘텐츠 개발 및 만족도 조사 연구)

  • LEE, JI-EUN;LEE, SANG-WON
    • Journal of Digital Convergence
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    • v.19 no.9
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    • pp.59-65
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    • 2021
  • This study intends to find a positive effect on the learning of elementary school students by developing the exhibition contents of on-offline museum. This on-offline museum contents were combined with existing exhibit types and direct experience elements, and the theory of [blended learning]. Through this study, analyzing the limitations of existing online museum and finding with experiment to see if the new contents had a learning effect compared to the existing online museum. As a result of the experimental study, the content with a [direct experience] was counted as a high satisfaction and frequency index, and the [play] and [experience] type of direct experience contents showed higher satisfaction than the indirect experience type contents. Through this study, we want to provide new implications and development possibilities in the development of contents that online museums can provide, and to promote various effects on children's education.

Role of Public Owner for Delivery of Public Experience Facility Construction Project (공공 체험시설 건설사업 발주를 위한 공공 발주자 역할에 관한 연구)

  • Song, Hyunjang;Lee, Seunghoon;Jin, Zhengxun;Hyun, Chang-Taek
    • Korean Journal of Construction Engineering and Management
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    • v.23 no.1
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    • pp.28-36
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    • 2022
  • Since the establishment of a large-scale public experience facility in Korea, the construction project of public experience facilities has recently changed to a form where local governments or local education offices place delivery alone or agreements. In particular, due to the low frequency of delivery and the nature of delivery organization that do not have specialized organizations specializing in Delivery Framework, the role of enhanced Public Owner is needed. In response, this study investigated the current status and operation status of public experience facility construction projects in Korea and derived problems and directions for improvement of the current role of Public Owner. In addition, the study proposed the improvement of the role of public Owner in public experience facilities, which are composed of the promotion stage and functions reflecting the factors and attribute information of the business characteristics.

A Study on the Preference for Green Roof Operators of Community Rehabilitation Center (장애인복지관 프로그램 운영자의 옥상녹화 구성요소 선호도)

  • Yun, Ji-Young;Kang, Eun-Jee;Kang, Hyun-Kyung
    • Korean Journal of Environment and Ecology
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    • v.26 no.3
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    • pp.454-462
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    • 2012
  • This study was to research the effective use of green rooftop space, facilities and gardening, targeting members from community rehabilitation centers with disabilities. The three community rehabilitation centers studied were, Namyangju Center located in a rural area, Seoul Center located in a urban area and Siheung Center located in both a rural and urban area. We analyzed the difference in preference on the basis of each local community area. In fact, it indicated that 50% of each center knew about the green rooftop at their facilities and its use as a place for taking walks and conversation. It also showed that there was the high preference for priority objects such as a bench, pergola and trash can. Also the preference for natural visualizations like herbal or ornamental plants. The study showed a high preference to a small vegetable plot, hands on gardening and ecological wetland. It also indicated that there was a high preference for experience in nature programs on the rooftops (28.9 %) versus the rate of horticultural programs (27%). Therefore, it proves that the composition of a green rooftop at a community rehabilitation center should be differentiated so that the green rooftop can be a place not only for resting, but also great for a natural learning experience and gardening therapy for people with disabilities.

Website Monitoring on the Behavior of Consumers for Educational Pet Insects (애완학습곤충 소비자의 행동 모니터링)

  • Kim, So Yun;Kim, Seong Hyun;Choi, Won Ho;Park, Jong Bin;Park, Hae Chul;Lee, Young Bo;Kim, Namjung
    • Korean journal of applied entomology
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    • v.52 no.4
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    • pp.335-340
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    • 2013
  • As the market of educational pet insects is expanding, understanding the consumer needs became more crucial. To achieve the ideal analysis on the market, this research monitored the behavior of consumers. The posting on the blogs of consumers, who have visited insect museums and farms, or have bought insects were collected as data. Moreover, the informational contents, photographs and texts, were analyzed. The results showed that the family-unit visitors with elementary school lower graders were the main type of visitors for their children's education. The visiting areas were concentrated in Seoul and the Metropolitans of Gyeonggi province, and the visits were mostly occurred during their children's vacation period. The analysis of posted photographs showed the visitors' high interest in the hands-on program. According to the texts on visitors' blogs, especially, the largest number of visitors satisfied with the variety of program. It implies the necessity of development in diverse and differentiated hands-on program. Otherwise, the programs available to connect insects to other animals and plants should be introduced to reduce aversion against insects, which was reported as the strongest dissatisfaction. In conclusion, diversification on insect species and development in systematized hands-on program seem to be required for the continuous growth of educational pet insects market.