• Title/Summary/Keyword: Experience Based Method

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From Technology to Content: Research on the Development of VR Flow Experience

  • Sang, YuanZi;Kim, KiHong;Pan, Yang
    • International journal of advanced smart convergence
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    • v.11 no.3
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    • pp.93-101
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    • 2022
  • Immersion is a features of VR technology, and the most important condition for evaluating VR experience. With the improvement of VR technology, including the presentation accuracy of VR content, the degree of interaction is diversified, the user's immersion in VR equipment should not only be improved technically, but researched from the user's perception level. The paper defines two important factors, immersion and presence, in a participant's experience with a VR device. Although the current technology can already simulate the real environment information visually and audibly, the content of the VR environment is not enough for us to achieve a completely real experience. Based on the Flow theory of Csikszentmihalyi and the sensory immersion achieved by current technology, this paper proposes the key factors of how to achieve conscious immersion for users in VR media. We prove that immersion is an indicator of the true degree of sensory simulation of VR equipment and is the basis for the realization of flow experience. What really makes the participant feel a perfect experience is the content provided by the VR environment and gave participants a sense of presence, it is not limited to video or games. On the premise of the Multi-Sensory, Immersion, Interactivity and Imagination experience achieved by using virtual reality technology, combined with the content creation of flow theory, the interactive immersion achieved by users is an important method to realize the awareness immersion of VR equipment.

Moderating Effects of Mindset Types on the Relationship Between Experience and Perceived Quality in VR Contexts

  • KIM, Juran;BAE, Joonheui;KANG, Seungmook
    • The Journal of Industrial Distribution & Business
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    • v.13 no.11
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    • pp.21-30
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    • 2022
  • Purpose: This study investigates the moderating effect of mindset types on experience and perceived quality in virtual reality (VR) contexts and identify the relationships among mindset types, experience, perceived quality, attitude, and purchase. Research design, data and methodology: Using a survey, a total of 250 participants were recruited from South Korea. Participants were asked whether they have been VR users who had experienced VR before participating in the survey. We used the partial least squares method to test the hypotheses based on structural equation modeling. Results: The results show that experience, including spatial, reality, and sensory experiences, has positive effects on perceived quality. Additionally, the mindset moderates the relationship between experience and perceived quality such that consumers with experience are more likely to have greater perceived quality when they have a growth mindset compared to those with a fixed mindset. The VR context's perceived quality exerts positive effects on attitude toward the VR context, while attitude has positive effects on purchase intention. Conclusion: We suggest that the consumer's mindset might work as an essential moderating factor that influences the relationship between experience and perceived quality. Our findings can help marketers plan promotion strategies more effectively and cater to the different objectives of their contexts.

Exploring the Narrative of Child Care Experience of Two Female School Counselors (두 여성 학교상담사의 자녀양육 경험에 관한 내러티브 탐구)

  • Choi, Eun-Ju
    • The Journal of the Korea Contents Association
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    • v.18 no.8
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    • pp.197-209
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    • 2018
  • The purpose of this study was to examine the experience of child rearing in the life of school counselors and what this experience signified to them based on the narrative, a qualitative research method. For this study, two women who have at least eight year long experience, who work as school counselors and who have the experience of rearing their children during adolescence were selected as research subjects. They were subjected to interview and the following research results were drawn out. School counselors' child rearing experience was composed by focusing on the time, society and place, which are referred to as the Three-dimensional narrative investigation space. School counselors "discerned" that the experience of getting reared by original family exerts effect on children. After counseling study, they wished to "become a sufficiently good rearer" who strives to cultivate ideal parent-child relations by understanding their children after undergoing the phase of "self-reflection and apology" for discipline and forced attitude. Moreover, they were transforming into "genuine counselor" through experience based insight, and this in turn includes the meaning of "I, who function intactly."

Emotional Experience of Korean Urban Elderly in Everyday Lives using Experience Sampling Method: A focus on gender differences (경험표집법을 통해 살펴본 도시노인의 일상생활 경험: 공간/대인맥락과 정서경험에서의 젠더차이를 중심으로)

  • Han, Gyounghae;Son, Jeongyeon
    • 한국노년학
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    • v.29 no.3
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    • pp.1159-1182
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    • 2009
  • The purpose of this study is to examine everyday emotional experience of urban elderly in Korea. Specifically, this study explores gender differences in the effect of place/location of activity and companionship on the daily emotional experience. Data were collected from 148 urban elderly (men=76, women=72) in Seoul, using Experience Sampling Method(ESM). The unit of analysis was the self-report and in total 5,530 self-reports were provided. The statistical methods used for the data analyses were descriptive statistics, t-test, χ2 verification, and ANOVA. The major findings are as follows. First, the elderly in Korea spend a quite substantial portion of their time at home, and they spend the largest share of their time in company with their spouse. Second, women report higher intensity of stress and irritation than men in terms of overall emotional experience. Third, the effect of activity location and companionship on emotional experience turned out to be different depending on gender. Emotional experience of daily lives and overall quality of life are shown to be inter-related. Based on these findings, this study provides a significant implication that situational contexts of experience should be considered in order to understand the daily emotional experience of the contemporary Korean elderly.

The Experience of Service-Learning in Connection with the Major of Nursing (간호학생의 전공연계 봉사학습 경험)

  • Kwon, Young-Mi
    • The Journal of Korean Academic Society of Nursing Education
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    • v.17 no.2
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    • pp.208-217
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    • 2011
  • Purpose The purpose of this study was to explore the experience of service-learning in connection with the major of nursing. Method: This is qualitative research based on the application of a focus-group research method and Glaser's grounded theory. The nine participants of the research participated in the process of developing a service-learning program to promote health in the elderly. They operated the program by acting as instructors for more than 12 months. Results: The basic socio-psychological problems hared by the participants of the research is 'burden'. The basic social process required to solve the problem is 'self-realization' which has been successively shown in the order of the stage of experiencing a surge of will, the stage of recognizing the occurrence of internal and external changes, the stage of being confident, and the stage of obtaining self-respect. Throughout the process, the participants solved 'burden' in a positive way through reflections and reciprocity, developing and strengthening their capabilities. Conclusion: Based on the results, it is necessary to consider the development of a service-learning program in connection with the nursing major in order to provide the students studying nursing with the opportunity to have various learning experiences.

A Study on the Virtual Experience Evaluation(VEE) of Space Design through the Web3D - Focus on the Evaluation Criteria - (Web을 통한 공간설계의 가상체험평가(VEE)에 관한 연구 - 평가기준을 중심으로 -)

  • Lee Sang-Ho;Kim Tae-Hwan
    • Korean Institute of Interior Design Journal
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    • v.14 no.4 s.51
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    • pp.122-133
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    • 2005
  • This study could begin with the improvement of computer graphic technology The graphic technology is the standards of computer technology level and up-to-date technology intensive. Above all, the technology of virtual reality has developed rapidly and the development of the program has changed from professional one only for the experts to easy of access ones for the space designers. Moreover, the program which major internet user's can experience the virtual model has been made, as the development of virtual reality technology that is based on the web. These graphic technology and the development of the web helped to extract human experiences on the space design step. However, to find the meeting point with real recognition is not easy though the virtual reality technology develops. Because the real space is made up of various senses that people feel in their surroundings. But, this study was possible because most of the space recognition is based on the visual organ, even though it can't satisfy all sensible factors that we feel in reality. Therefore, the significant of this study is the standards and criteria of evaluation, the technological proposal, expecting to make more advanced alternative design than before.

A Study on the Experience Design Construction and Its Application Model (경험디자인의 구성과 적용 모형에 관한 연구)

  • 윤세균;김태균;채승진
    • Archives of design research
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    • v.16 no.4
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    • pp.289-298
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    • 2003
  • The 21st century could be called the age of Experience Economy associated with the importance to external and internal experience of product users. It needs the understanding of customer's needs in new point of view. In the area of design development, it requires the extensive application of experience from traditional method that was based on the style and usability to more advanced concept. To correspond to these changes, we need to explore new customer's value system for knowledge-information design and systematic approaches to experience system. The purpose of this research is to define the concept of 'experience' newly in the importance side of customer's life, form a clear definition of experience design and present the model of application system. Theoretical frameworks of this research are based on the Empiricism and John Dewey's theory. By applying these frameworks make dear the concept of experience concept and reanalysis the meaning and style in the perspective of design. In this process, we can extract the main factors that inducing the experience, create new application system and model again to the field of design. Application model can creates various experiences through supplying different experience style and factors for customer, make customer realize experience object. Experience designs offer optimal experience to users by making a plan and design experience to user's goal.

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Perceived Service Quality through Cognitive Communion of Social Live Streaming Service (SLSS) of Fashion Product and Moderating Effect of Purchasing Experience (패션 제품 소셜 라이브 스트리밍 서비스(SLSS)의 인지적 공유를 통한 서비스품질 지각과 구매경험의 조절효과)

  • Song, Yea Jin;Lee, Yuri
    • Journal of the Korean Society of Clothing and Textiles
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    • v.44 no.4
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    • pp.639-656
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    • 2020
  • Consumers' shopping experience has recently expanded to mobile and social networks; in addition, online fashion retailers started to focus on real-time interaction services as an emerging marketing tool. This study explores the consumer' shopping experience based on social live streaming services (SLSS) to investigate consumer's response behavior and effects through perceived service quality. An online survey method was conducted and a total of 186 female consumer panels were collected. The results indicate that cognitive communion of co-experience had a significant effect on perceived SLSS service quality (responsiveness, contents informativeness, playfulness, system availability). Service quality of SLSS (responsiveness, contents informativeness, and playfulness) had significant effect on trust in SLSS seller while system availability had no significant effect. Also, trust in seller showed significant effect on purchase intention. Last, it was confirmed that the moderating effect of purchasing experience of SLSS was significant in the relationship between cognitive communion and responsiveness/playfulness. There was also an additional significant moderating effect of purchasing experience between system availability and trust in seller.

Factors influencing Symptom Experience in Patients with Liver Cirrhosis (간경변 환자의 증상경험에 영향을 미치는 요인)

  • Kim, Soo Hyun
    • Korean Journal of Adult Nursing
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    • v.17 no.2
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    • pp.248-258
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    • 2005
  • Purpose: The purpose of this study is to examine the factors influencing symptom experience in patients with liver cirrhosis(LC). Method: A descriptive correlational study design was used. A convenience sample of 129 subjects was recruited from the gastroenterology department at two university hospitals in Seoul, Korea. Symptom experience in LC was measured with the instrument developed by the researcher based on Theory of Unpleasant Symptoms(Lenz et al, 1995) and the Child-Pugh Score, the Korean version of Profile of Mood States, and the Family Support Questionnaire were used to identify the factors influencing symptom experience. Results: The mean score of symptom experience was relatively low(M=41.67, SD= 24.71). Among individual symptoms, fatigue had the highest score in all dimensions. Fatigue, abdominal distension and/or peripheral edema, muscle cramps, dry mouth, and change in appearance were explored as symptoms needing management. In the regression analysis, symptom experience was found to be influenced significantly by anxiety/depression($R^2=.418$, p=.000) and the severity of LC(Child-Pugh Score)($R^2=.125$, p=.000). These variables explained 54.3% of the variance in symptom experience(F=63.607. p=.000). Conclusion: It suggests that nurses need to take into consideration psychological factor as well as physiological factor in symptom management for patients with LC.

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An Outlook for Interaction Experience in Next-generation Television

  • Kim, Sung-Woo
    • Journal of the Ergonomics Society of Korea
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    • v.31 no.4
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    • pp.557-565
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    • 2012
  • Objective: This paper focuses on the new trend of applying NUI(natural user interface) such as gesture interaction into television and investigates on the design improvement needed in application. The intention is to find better design direction of NUI on television context, which will contribute to making new features and behavioral changes occurring in next-generation television more practically usable and meaningful use experience elements. Background: Traditional television is rapidly evolving into next-generation television thanks to the influence of "smartness" from mobile domain. A number of new features and behavioral changes occurred from such evolution are on their way to be characterized as the new experience elements of next-generation television. Method: A series of expert review by television UX professionals based on AHP (Analytic Hierarchy Process) was conducted to check on the "relative appropriateness" of applying gesture interaction to a number of selected television user experience scenarios. Conclusion: It is critical not to indiscriminately apply new interaction techniques like gesture into television. It may be effective in demonstrating new technology but generally results in poor user experience. It is imperative to conduct consistent validation of its practical appropriateness in real context. Application: The research will be helpful in applying gesture interaction in next-generation television to bring optimal user experience in.