• 제목/요약/키워드: Experiential Narrative

검색결과 9건 처리시간 0.025초

Factors Influencing Experiential Value Toward Using Cosmetic AR Try-on Feature in Thailand

  • VONGURAI, Rawin
    • 유통과학연구
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    • 제19권1호
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    • pp.75-87
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    • 2021
  • Purpose: The objective of this research is to identify the core aspects of persuasive factors influencing consumer's experiential value towards using Augmented Reality (AR) try-on feature while shopping cosmetic products online. The conceptual framework of this study is adopted and integrated from the theoretical study on how narrative experience, media richness, and presence affect the formation of experiential value in the augmented reality interactive technology (ARIT) process. Research design, data and methodology: The sample (n = 550) were collected from online and offline questionnaires by using stratified random sampling and purposive sampling methods. Confirmatory Factor Analysis (CFA) and Structural Equation Model (SEM) were used to analyze the data to confirm goodness-of-fit of the model and hypothesis testing. Results: The results indicated that media richness induced higher experiential value (consumer ROI, playfulness, service excellence and aesthetics), followed by narrative experience and presence towards using AR try-on feature. Conclusions: Consumer's experiential value towards using AR try-on feature when shopping cosmetic products online rely on media richness, narrative experience and presence respectively. Therefore, marketing practitioners are recommended to develop the feature design and content to be more useful, authentic, user-friendly and entertaining to better connect and provide confidence to consumers when shopping cosmetics online.

하이퍼리얼리즘형 웹드라마 <좋좋소>의 콘텐츠 특성 연구 (A Study on Content Characteristics of Hyperrealism Web Drama )

  • 이준석;정원식
    • 한국멀티미디어학회논문지
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    • 제25권1호
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    • pp.114-123
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    • 2022
  • Korean web drama are undergoing changes before and after the popularization of the OTT platform. The previous web drama were mainly aimed at teenagers, with school content as a genre feature, and the active casting of new idols and the use of B-grade emotions as production characteristics. After the popularization of OTT represented by YouTube and Netflix, there are signs of significant change. This study examined the hyperrealistic content characteristics of the web drama , which can be the center of the change. Through this, it was considered that has a greatly changed aspect from previous web dramas through stereoscopic typification, emphasis on detailed expression, active use of experiential narrative characteristics, and a new media creator-centered production method.

Distributing data in Virtual-reality: factors influencing purchase intention of cutting tools

  • JITKUSOLRUNGRUENG, Nitichai;VONGURAI, Rawin
    • 유통과학연구
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    • 제19권9호
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    • pp.41-52
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    • 2021
  • Purpose: Virtual reality is a unique technology to distribute data and demonstrates user's understanding towards complex products. The objective of this research is to investigate the impact of virtual reality on real world purchase intention of automotive cutting tools in Thailand's exhibitions. Hence, the research framework was constructed by telepresence, perception narrative, authenticity, trustworthiness, functional value, aesthetics, and purchase intention. Research design, data and methodology: Samples were collected from 500 visitors who participated in the selected top two metalworking exhibitions. Mix sampling approach is applied by using non-probability sampling methods of purposive or judgmental sampling, quota sampling, and convenience sampling method, respectively to reach target samples. Confirmatory Factor Analysis (CFA) and Structural Equation Model (SEM) were used to analyze and confirm goodness-of-fit of the model and hypothesis testing. Results: The results indicate that authenticity, functional value, and trustworthiness induced higher experiential value towards purchase intention. Those variables are stimulated by telepresence and perception narrative towards VR experience. Conclusions: Consumer's purchase intention towards VR experience on engineering cutting tools rely on consumer's sense of authenticity, trustworthiness, and functional value. Hence, marketing practitioners in automotive companies are encouraged to develop VR which focusing on significant factors to enhance consumers purchase intention.

Narrative Strategies for Learning Enhanced Interface Design "Symbol Mall"

  • Uttaranakorn, Jirayu;McGregor, Donna-Lynne;Petty, Sheila
    • 대한전자공학회:학술대회논문집
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    • 대한전자공학회 2002년도 ITC-CSCC -1
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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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인종적 타자의 매혹 -로런스의 『께짤코아틀』에 그려진 인종과 성 (The Lure of the Racial Other: Race and Sexuality in D. H. Lawrence's Quetzalcoatl)

  • 김성호
    • 영어영문학
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    • 제55권4호
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    • pp.693-718
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    • 2009
  • Kate Burns, a disillusioned Irish woman in Quetzalcoatl, has alternating feelings of fear, repulsion, oppression, compassion, and fascination vis-à-vis Mexican people. Together, these feelings are constitutive of a psychic process in which an imaginary appropriation of the other takes place. In this process white subjectivity represents or reconstructs the dark race precisely as its other. At the same time, Kate's feelings register her anxious recognition of the resistant, unappropriated being of the dark people: their true 'otherness,' or what Žižek calls "the excess of existence over representation." The otherness, frequently racial and sexual, evokes mixed feelings in the white subject. Kate's at once amorous and aggressive response to Ramón's body provides a case in point. Kate's emotional undulation is considerably mitigated in The Plumed Serpent, the revised version of the novel in which the theme of 'blood-mixing' is pushed to the ultimate point. Yet the interracial marriage resolves neither the racial nor the ontologico-sexual issues raised in the first version. Kate is still attracted to Ramón in his sagacious sensuality but goes on to get married to Cipriano, a pure Indian, only to find his mechanical masculinity ever unpalatable. This shows, not just Lawrence's wilful commitment to the 'blood-mixing' theme, but perhaps his lingering taboo against miscegenation as well. Changes in the plot entail those in the narrative voice. In Quetzalcoatl, Owen, a spectatorial and gossipy character, frequently competes for narration with the fully participant third-person narrator. In The Plumed Serpent, the third-person narrator becomes predominant, now attempting with greater confidence to present the reality of the racial other immediately to European readership. While such immediacy is illusional, narrative insistence on it implies a struggle to displace racial stereotypes and offer an experiential understanding of the other.

한국고전문학을 활용한 체험형 게임 관광프로그램 개발 사례 : 중인가객 김수장과 『해동가요』를 대상으로 (A Case of Development of Experiential Game Tourism Program Using Korean Classical Literature)

  • 박보연;김태웅
    • 한국콘텐츠학회논문지
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    • 제21권12호
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    • pp.748-756
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    • 2021
  • 이 논문에서는 한국고전문학을 활용한 체험형 게임 관광프로그램을 개발하고자 하는 과정의 첫 번째 시도로써 중인가객 김수장과 그의 가집 『해동가요』를 대상으로 1차 연구를 진행하였다. 이를 위하여 관광콘텐츠로서 체험형 게임과 한국고전문학의 가치에 대한 이론적 검토를 먼저 진행하였다. 이후 프로그램의 수요층을 가족, MZ 세대 및 연인, 외국인의 세 분류로 설정하였으며, 이들을 대상으로 설문조사를 실시하여 각 수요층의 성격 및 프로그램 선호도를 확인하였다. 이를 바탕으로, 가집 『해동가요』와 김수장이 창작한 7수의 시조 작품에서 분석틀에 따라 각각의 역사문화자원으로서의 주요 가치를 발굴하고, 대상과 관련된 수요층의 선호를 분석하였다. 이에 따라 가족 단위는 모험플롯으로, MZ세대 및 연인의 경우에는 사랑플롯으로, 외국인의 경우에는 모험과 사랑을 혼합한 플롯으로 구성하여 각 수요층에 맞게 서사구조를 차별적으로 조직하였다. 이 글은 스토리텔링적인 가치가 있음에도 불구하고 지금껏 잘 활용되지 못한 한국고전문학, 그 중에서도 김수장이라는 인물과 그의 작품에서 스토리를 발굴하고, 이를 체험형 게임 관광프로그램으로 발전시킴으로써 한국고전문학의 측면에서도, 관광학의 측면에서도 새로운 시도를 해보고자 하였다. 이후로도 다양한 조선의 문학인들을 발굴하여 지속적으로 스토리텔링을 진행한다면 고전 문학 기행 콘셉트의 여행상품군의 활성화를 기대해볼 수 있을 것이다.

과학동산 운영에 관한 질적 연구 (A Qualitative Study of Running질 Science Garden질)

  • 채동현;이수영
    • 한국초등과학교육학회지:초등과학교육
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    • 제21권2호
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    • pp.263-288
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    • 2002
  • 'Science Garden' is a science program that develops acquirements of science & technology at an early stage through experiential study and inspire the spirit of scientific inquiry by carrying out laboratory work, science movie, science lecture, scientific work, outdoor activities, computer classes and science experiment which is hard to do through the regular educational course. It is targeted grade 4,5,6 students during summer and winter vacation. 'Science Garden' is conducted by selective participation freely. It is a wholelistic activity that develops children's potential talents or creativities, improves interest and attitude toward science, and also gives opportunity for self-realization by extending capacity for inquiry to show each student's ability. This study is observed and is compared how it is conducted in elementary school using qualitative study. This study is used narrative observation, in-depth interview and document analysis. Objects of narrative observation are two elementary schools, each from Jellabukdo and Gyeonggido, and 7 teachers were interviewed in-depthly. Here are results of the study. 1 A teacher in school G never takes part in student activities, tends to be indifferent to classes, but focuses on observation and experiment in laboratory. And feedback or evaluation about student's activity is never done. On the other hand, a teacher in school S guides students to understand the principals of science on themselves, and wide variety forms of activities such as role playing, discussion, and games are being done. But an effort to evaluate student's activity is not being made properly. 2. Teachers set a high valuation on the need of 'Science Garden'. Observing the way of conducting 'Science Garden', usually teachers who is in charge of science for official work is selected as a teacher in charge, and groan under a heavy burden of conducting it without anyone's help. Participating students are selected by volunteering or teacher's recommendation, but because of low Participation rate, teachers have difficulty in conducting it. Plan for conducting ‘science Garden’ is made 20 days before it, after getting an official document from Office of Education, refering to booklets produced by National Jungang Science Institute, or data from Office of Education, and internet. Teachers evaluate rarely Most school principals have interest in 'Science Garden' but parents are not well aware of it, The budget is made at the same time with the plan, and scale is varied between 200,000∼500,000 won. Because of the improper way of selecting teacher in charge, difficulty in selecting students, heavy works caused by planning, conducting the program, as well as reporting teacher's work, and lack of parents' awareness, 'Science Garden' has been conducted formally and superficially. Next gives you direction to change, for the right way of conducting' Science Garden'. It is important to motivate competent teachers to instruct students actively. For students' active participation, They should publicize thoroughly beforehand, and develope 'Science Garden' program for teachers to be able to make better use of it. Evaluation of student activities and program should be done in the aspect of developing students’ faculties. Beside of school facilities, they need to put diverse local facilities and places to practical use for immediate natural experience. And not only separate schools but also associated form of schools to conduct it is necessary.

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장애인의 사회적 배제 경험에 대한 생애사 연구 -지체와 뇌병변 장애인 중심으로- (A Biographical Study of Social Exclusion Experiences - Focused on the Physical and Cerebral Palsy Disabled -)

  • 신유리
    • 한국사회복지학
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    • 제64권2호
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    • pp.299-323
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    • 2012
  • 본 연구의 목적은 생애사 연구를 통해 장애인의 사회적 배제 경험을 이해하는 데 있다. 이에 지체와 뇌병변 장애인 10명의 사회적 배제 경험을 중심으로 심층 면접하여 그 내용을 분석하였다. 그 결과는 참여 장애인들은 교육, 노동, 사회참여, 정보, 사회서비스, 공간, 건강관리 등의 다차원적인 사회적 배제에 직면해 있는 주변인으로 시민권적 권리가 부재한 삶을 지내왔다. 이러한 배제로 인해 사회적 관계가 단절되고 해체되었으며, 그들의 정체성 또한 규범화된 사회적 관념에 의해 타율적인 방식으로 정형화되어 갔다. 또한 장애와 빈곤이 복합적으로 결합된 참여 장애인들의 삶 가운데 이들 세대의 인식과 가치에 영향을 미친 역사적 경험들이 제시되었다. 한편 사회적으로 배제된 이들의 삶의 의미는 스스로 평가하고 해석하는 원천에 따라 새롭게 구성되는 것으로 나타났다. 이러한 연구결과를 토대로 장애인의 사회적 배제 극복을 위한 정책적 실천적 함의를 제시하였다.

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리얼 예능 프로그램 <삼시세끼>가 재현한 가족에 관한 연구 (Meanings of Family Reproduced by the Real Entertainment Program )

  • 전미경;이정원;김지욱
    • 한국콘텐츠학회논문지
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    • 제22권5호
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    • pp.553-564
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    • 2022
  • 이 연구의 목적은 <삼시세끼> 어촌편 1이 재현한 가족을 살펴보는 것으로, 이야기 전개구성과 등장인물의 관계 특성을 서사분석을 활용해 분석하였다. <삼시세끼>는 '기상-자유시간-아침-점심-저녁-휴식-취침'의 비교적 단순한 전개구성을 보였다. 각 등장인물에게는 주된 공간과 역할을 배치함으로써 '차줌마', '바깥양반', '호주니'의 캐릭터를 완성해갔다. 출연진이 모두 남성임에도 이들에게는 아내/주부/엄마, 남편/가장/아빠, 아들의 가족지위가 부여되었고, 매우 고정된 감정과 획일적 행동의 가족실천이 탄탄한 관계구조 속에서 반복되었다. 동시에 유자녀 가족, 양부모 가족, 이성애가족, 핵가족이라는 전형적 근대가족, 정상가족, 표준가족을 연출하였다. 즉 <삼시세끼>는 스위트 홈의 표상을 적극 차용해 정상가족 이데올로기를 강화시켰다.