• Title/Summary/Keyword: Experiential Cognition

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A Study on Haptic Presentation Methods in the Experience Exhibition Spaces - With Experience Exhibition Space - (전시공간에서의 촉지적(Haptic)연출 방법에 대한 연구 - 체험전시 공간 중심으로 -)

  • Cho, Min-Hwa
    • Korean Institute of Interior Design Journal
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    • v.24 no.6
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    • pp.229-239
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    • 2015
  • The 21st century is a multiplication age and social and cultural phenomena have become diverse and peoples' desires and individuality have become important. Accordingly, the sensibility that reflects human taste is also required in the exhibition space. The exhibitions in this age induce the direct cognition of senses or take interactive forms that contact diverse media and react. The purpose of this research is to define the concept of haptic presentation method in which the audience perceive in the exhibition space by themselves and the visual elements spread into other senses and perceive complexly, and to present the directional nature. To conduct this research, first, this researcher recognized that haptic sensory experiential research by analyzing the roles and transition history of exhibition space is needed for the present age Second, based on philosophical theories, four haptic sensory expression characteristics (medium nature, experiential nature, attractiveness, sensitiveness) were derived by substituting Giles Deleuze's four haptic spatial characteristics (grasping short distance, dispersed gaze, cognition of bodily movement, formation of synesthesia through complex senses) and six formative factors of exhibition space (space, form, size, light, quality of materials, and color). And the effective exhibition presentation methods were analyzed through six cases of experiential exhibition spaces. Accordingly, what matters in the experiential exhibition space is to produce the four characteristics: medium nature, experientiality, attractiveness, and sensitiveness in equilibrium. It is necessary for the designers to reflect it appropriately in producing so that the audience can think and experience by themselves. Accordingly, in this thesis, it could be seen that to produce the haptic production characteristics in the experiential exhibition space in equilibrium is the important factor in the experiential exhibition space. In conclusion, experiences in the exhibition space should be approached with the transcendental haptic presentation method by which even the space of actually unexperienced cognition can be expanded and experienced through the metastasis and tension of various senses. Also, researches on such senses should be developed continuously, and this researcher expects that this will become a stimulant to present a new directivity.

An Empirical Analysis of a Process Design Considering Worker's Cognition (작업자의 인지를 고려한 공정 설계에 대한 실증 연구)

  • Kim, Yearnmin
    • Journal of Korean Institute of Industrial Engineers
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    • v.42 no.2
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    • pp.80-85
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    • 2016
  • This study suggests a process design using cognitive processes. Job characteristic model for job design and recent cognitive engineering studies for process design are reviewed briefly. By using these concepts, the lean production system is re-interpreted in terms of cognitive engineering and the latent dimensions of the lean production system are revealed as the application of cognitive engineering principles. An integrated process design framework for cognitive manufacturing system using job characteristic model is suggested for the effective design of manufacturing system. Propositions for empirical analysis of this model are also analyzed through a questionnaire survey. Propositions are (1) experiential cognition and motivation potential affect the ability, role perception, and need for achievement of the operator in the manufacturing system, (2) the ability, role perception, and need for achievement of the operator affect the job performance. Both propositions are supported by correlation analysis and path analysis.

Attitudes & Cognition of Daegu City Residents towards Green Tourism (그린투어리즘에 대한 대구 시민의 태도 및 의식조사 연구)

  • Oh, Seung-Hyun;Eom, Boong-Hoon
    • Journal of Korean Society of Rural Planning
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    • v.13 no.4
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    • pp.79-86
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    • 2007
  • The purpose of this study is to investigate city residents' attitudes and cognition of Daegu City toward Green Tourism. A Questionnaire survey was conducted in september, 2006. The sum of 515 copies was analyzed. City residents recognized the problems of leisure activities as 'burden of expense', 'lack of program diversity' and the advantages of this as 'withdrawal of stress and increase of vitality', 'promotion of health for themselves and their family'. Among theme experiential activities, they preferred 'health/leports experience' 'traditional food experience', 'traditional culture experience', 'nature-ecological experience', respectively. By the result of cross-table analysis, there are many differences between groups by gender & age. Therefore, further development of specific experiencing activity programs and marketing techniques, are required.

Narrative Strategies for Learning Enhanced Interface Design "Symbol Mall"

  • Uttaranakorn, Jirayu;McGregor, Donna-Lynne;Petty, Sheila
    • Proceedings of the IEEK Conference
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    • 2002.07a
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    • pp.417-420
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    • 2002
  • Recent works in the area of multimedia studies focus on a wide range of issues from the impact of multimedia on culture to its impact on economics and anything in between. The interconnectedness of the issues raised by this new practice is complicated by the fact that media are rapidly converging: in a very real way, multimedia is becoming a media prism that reflects the way in which media continually influence each other across disciplines and cultural borders. Thus, the impact of multimedia reflects a complicated crossroads where media, human experience, culture and technology converge. An effective design is generally based on shaping aesthetics for function and utility, with an emphasis on ease of use. However, in designing for cyberspace, it is possible to create narratives that challenge the interactor by encoding in the design an instructional aspect that teaches new approaches and forms. Such a design offers an equally aesthetic experience for the interactor as they explore the meaning of the work. This design approach has been used constructively in many applications. The crucial concern is to determine how little or how much information must be presented for the interactor to achieve a suitable level of cognition. This is always a balancing act: too much difficulty will result in interactor frustration and the abandonment of the activity and too little will result in boredom leading to the same negative result In addition, it can be anticipated that the interactor will bring her or his own level of experiential cognition and/or accretion, to the experience providing reflective cognition and/or restructure the learning curve. If the design of the application is outside their present experience, interactors will begin with established knowledge in order to explore the new work. Thus, it may be argued that the interactor explores, learns and cognates simultaneously based on primary experiential cognition. Learning is one of the most important keys to establishing a comfort level in a new media work. Once interactors have learned a new convention, they apply this cognitive knowledge to other new media experiences they may have. Pierre Levy would describe this process as a "new nomadism" that creates "an invisible space of understanding, knowledge, and intellectual power, within which new qualities of being and new ways of fashioning a society will flourish and mutate" (Levy xxv 1997). Thus, navigation itself of offers the interactors the opportunity to both apply and loam new cognitive skills. This suggests that new media narrative strategies are still in the process of developing unique conventions and, as a result, have not reached a level of coherent grammar. This paper intends to explore the cognitive aspects of new media design and in particular, will explore issues related to the design of new media interfaces. The paper will focus on the creation of narrative strategies that engage interactors through loaming curves thus enhancing interactivity.vity.

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The effect of Smart phone Experiential Marketing on Consumption Value and Purchasing Intention (스마트폰 체험마케팅이 소비가치와 구매의도에 미치는 영향에 관한 연구)

  • Nie, Xin-Yu;Im, Chang-Uk
    • Journal of Digital Convergence
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    • v.20 no.4
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    • pp.39-44
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    • 2022
  • This study conducted an actual analysis on the effects of smart phone experience marketing by brand on consumption value and purchase intention for Chinese consumers who are interested in smart phone purchase experience or products. In addition, experience marketing was classified into five components such as sense, emotion, cognition, behavior, and relationship. The results, In the effect of the components of experiential marketing on purchase intention, sense, act, fell, and relate had an obviously positive impact on purchase intention, however The result is that think does not affect. The results of this study are more effective when considering the five components of smart phone experience marketing. This The study will contribute to the projecting and establishment of long-term experience marketing of smart phone producers by continuously providing experiences related to the direction of pursuing brand image.

A Study on the Evolutionary Aspects of Place Image Strategies through the Marketing Paradigm (마케팅패러다임에 의한 장소이미지 전략의 진화양상 연구)

  • Lee, Young-Soo;Park, Kyoung-Ah
    • Korean Institute of Interior Design Journal
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    • v.20 no.1
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    • pp.33-42
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    • 2011
  • This study, by applying the experiential and psychological thought category of "impression" as the space design strategy for drawing out "sensitivity," aims to break down the psychological mechanism forming the image held by the subject, and based on such segmentation, seek and strategize an effective design methodology. The subject's memory, pure sensation, and movement sensation are set as the preceding determinants comprising the psychological mechanism of space impression. The control determinants for achieving activation of psychological effect are reinterpreted as the relations of memory-cognition, sensation-perception, and movement-sensation and categorized into a cognitive strategy based on association, metaphor and remembrance; a direct sensation strategy based on formation, superposition and transposition of sensation; and a sensation strategy of process-formation based on expectation organization and reversal, contraction and relaxation. Each strategy is achieved through the formal, material and structural control of architecture. As a restructuring of the design methodology that has been experientially applied, the strategy categorization is important in that, by presenting the usefulness and effect by strategy according to space experience, it makes concrete the basic data that are useful for designing experience of sensitivity.

A biologically inspired model based on a multi-scale spatial representation for goal-directed navigation

  • Li, Weilong;Wu, Dewei;Du, Jia;Zhou, Yang
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.11 no.3
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    • pp.1477-1491
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    • 2017
  • Inspired by the multi-scale nature of hippocampal place cells, a biologically inspired model based on a multi-scale spatial representation for goal-directed navigation is proposed in order to achieve robotic spatial cognition and autonomous navigation. First, a map of the place cells is constructed in different scales, which is used for encoding the spatial environment. Then, the firing rate of the place cells in each layer is calculated by the Gaussian function as the input of the Q-learning process. The robot decides on its next direction for movement through several candidate actions according to the rules of action selection. After several training trials, the robot can accumulate experiential knowledge and thus learn an appropriate navigation policy to find its goal. The results in simulation show that, in contrast to the other two methods(G-Q, S-Q), the multi-scale model presented in this paper is not only in line with the multi-scale nature of place cells, but also has a faster learning potential to find the optimized path to the goal. Additionally, this method also has a good ability to complete the goal-directed navigation task in large space and in the environments with obstacles.

A Study on the Situational Differences in the Construction and Relationships of Brand Experience Variables (브랜드 체험변수들의 구성 및 영향관계에 있어 상황별 차이에 대한 연구)

  • Kim, Moon-Tae
    • Management & Information Systems Review
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    • v.36 no.3
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    • pp.71-87
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    • 2017
  • This study was conducted to examine differences in the relationship between experiential variables and outcome variables of experiential variables. In this regard, this research tries to construct the items based on past researches and to suggest the problems of the items of past researches. The analysis of various aspects of experiential variables and the validation tests of some models are presented to suggest what the optimal model is and the following suggestions can be made. First, respondents may not feel that the three dimensions of sensation, emotion, and cognition are significantly different. Depending on the respondents, there is a possibility that they may not be able to perceive much of the linguistic difference. The results of this study are summarized as follows. From this point of view, this study suggest that it would be suitable to proceed with the thesis with the experience of simplifying the combination of the five experiences in some combination. Second, there is a correlation between experiential variables, and the effect on outcome variables may vary from one variable to another. And, when there are two outcome variables, assuming a model that affects only the first outcome variable among the experience variables, it is the most suitable model in relation to the performance variable of experience.

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A Study on the Identity of Place in a New Community (뉴커뮤니티에서 장소의 아이덴티티에 관한 연구)

  • 조극래
    • Journal of the Korean housing association
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    • v.13 no.6
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    • pp.67-77
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    • 2002
  • The purpose of this study is to clarify the identity of place expressed by people living in a new community. First of all, this study defines the concept of place and then grasps what the identity of place means through the documentary studies, and experiential levels of the identity of place are examined as well. Through the field survey on a new community as a case based on interviews and cognitive maps, the identity of place is analyzed in terms of physical features, activities and meanings with relation to levels of visibility, cognition and value, and besides, attractive places and unattractive places are examined for enhancing the identity of place in a new community.

A Study on Space Plan and Production for the Design Exploratorium - The Selection of Items and the Presentation of Alternative Plans in a Children′s Design Exploratorium - (디자인 체험전시관의 전시공간구성 및 연출에 관한 연구 - 어린이 체험관의 아이템 선정과 대안제시 -)

  • 고도재;임채진
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2003.05a
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    • pp.104-111
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    • 2003
  • Today, design is considered to have competitive power for a county, so there has been various efforts such as education, publicity and development, etc. Design has long been a national material, and Korea Institute of Design Promotion(KIDP) was inaugurated for the purpose of education, publicity, development and the management, public ownership, support of the contents. Laying stress on the results, however, the design education for children which would be the heart of a world design power is short of both investment and systematic study of education. Now that the design education for children is being active, the cultural spaces are needed to transform the current system focused on schooling and textbooks into the participating, experiential ones by the interesting, educational, and entertaining presentation. The children design exploratorium should make children have their own feelings, and present communicative methods considering children's cognition and behaviors. So, in this study, I'd like to analyze characteristics of the participating and experiential exhibition, and present a children design exploratorium as an alternative plan by the application of adequate methods to the exhibition medium, and the analysis of current exploratoriums' features case by case. The children design exploratorium is the place to maximize the educational effect of design by children's easier and exciting participation, which would offer an unique exhibition place for children to comprehend designs. In this study, on the basis of the alternative presentation of children design exploratoriums, I would refer to the future direction of the 21st century pavilions, the search for the exhibition items for active design education, and the contribution to practical plans.

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