• Title/Summary/Keyword: Multi-Experience

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A Research of User Experience on Multi-Modal Interactive Digital Art

  • Qianqian Jiang;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.1
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    • pp.80-85
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    • 2024
  • The concept of single-modal digital art originated in the 20th century and has evolved through three key stages. Over time, digital art has transformed into multi-modal interaction, representing a new era in art forms. Based on multi-modal theory, this paper aims to explore the characteristics of interactive digital art in innovative art forms and its impact on user experience. Through an analysis of practical application of multi-modal interactive digital art, this study summarises the impact of creative models of digital art on the physical and mental aspects of user experience. In creating audio-visual-based art, multi-modal digital art should seamlessly incorporate sensory elements and leverage computer image processing technology. Focusing on user perception, emotional expression, and cultural communication, it strives to establish an immersive environment with user experience at its core. Future research, particularly with emerging technologies like Artificial Intelligence(AR) and Virtual Reality(VR), should not merely prioritize technology but aim for meaningful interaction. Through multi-modal interaction, digital art is poised to continually innovate, offering new possibilities and expanding the realm of interactive digital art.

A study of relations between a teacher's nursery efficacy and multi-cultural nursery efficacy (교사의 보육효능감과 다문화 보육효능감과의 관련성에 관한 연구)

  • Hyun, Jung-Hwan
    • Journal of Fisheries and Marine Sciences Education
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    • v.23 no.1
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    • pp.56-66
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    • 2011
  • The purpose of this study is in analyzing factors related to a teacher's nursery efficacy. In order to achieve its purpose, a study includes investigation about levels of 748 teachers' interest and knowledge in a child nursery from multi-cultural families, teachers' efforts for understanding the children from multi-cultural families, availability of experience with a child care from multi-cultural families, a teacher's multi-cultural nursery efficacy and general nursery efficacy. As a result of investigation, a study found out that 4 factors (interest, knowledge, efforts, and experience) are related to nursery efficacy and the fact that a teacher's general nursery efficacy is highly associated with multi-cultural nursery efficacy. For this result, providing information about a child care from multi-cultural families and supporting general nursery efficacy play a critical role in supporting teachers' competency about a child care from multi-cultural families.

Related factors of scaling experience in multi-cultural adolescents (다문화 청소년의 치석제거 경험에 관련된 요인)

  • Park, Sin-Young;Lim, Sun-A
    • Journal of Korean society of Dental Hygiene
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    • v.16 no.5
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    • pp.669-676
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    • 2016
  • Objectives: The purpose of the study was to investigate the related factors of scaling experience of multi-cultural adolescents in Korea. Methods: The subjects were 698 multi-cultural adolescents from web-based survey of the 11th(2015) Korean Youth Risk Behavior. Multi-cultural adolescents are defined as the children of marriage migrant women. The study instruments included demographical characteristics of the subjects, oral health behaviors, daily tooth brushing times, health behaviors, and experience of smoking and alcohol consumption. Data were analyzed using PASW statistics 18.0. Results: The experience rate of scaling was 18.8%. Multiple logistic regression analysis revealed that experience of scaling were related with experiences of sealant and fruit consumption. Conclusions: It is very important to provide the continuing oral health prevention program for the adolescents and investigate the cost-benefit effectiveness of oral health care program.

A Study on the Development of Multi-sensory Virtual Reality System based on Realistic Media (실감미디어 기반의 다감각 가상 체감시스템 개발에 관한 연구)

  • Lee, Hyun-Cheol;Park, Ki-Chang;Kim, Eun-Seok;Hur, Gi-Taek
    • Journal of Korea Multimedia Society
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    • v.20 no.9
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    • pp.1574-1583
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    • 2017
  • This paper proposes how to develop a multi-sensory virtual reality system based on realistic media that can improve the sense of immersion and reality experienced by the user. We suggest four types of multi-sensory virtual reality system; a realistic media experience system which provides sensory experiences to user by interlocking the media file with the sensory informations and reproducing the sensory information suitable for the scene, a real image-based panorama experience system which maximizes the sense of reality, an experience ball system in which users engage themselves into the system environment to lead the story and immersion of the content through interaction with the system, and a cultural heritage experience system based on hand movement recognition. The suggested systems can be applied in a various area such as education, advertisement, culture and arts, performance, exhibition, sports, game, 4D Experience Center, and so on. We supposed that it can contribute to create a variety of sensible contents services in the realistic media industry through the convergence of media, contents, and devices.

Qualitative Study on Consumer Experience of Digestive Enzymes Containing Medicinal Herbs (한약재 함유 소화효소제품 복용에 대한 소비자들의 체험에 관한 질적 연구)

  • Yoon, Sang-Hoon;Leem, Jungtae;Yun, Younghee;Choi, Ye-Yong;Lee, Eunji;Park, Jongseung;Cheong, Moonjoo
    • The Journal of Internal Korean Medicine
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    • v.41 no.1
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    • pp.14-28
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    • 2020
  • Objectives: The aim of this study was to analyze consumer experience with Digestive Enzymes, a digestive enzyme product that includes medicinal herbs (Multi-Zyme®). The goal was to provide basic data on improvements and marketability of future digestive enzyme products containing medicinal herbs. Methods: Qualitative research was conducted to explore the current participants' experience. In-depth interviews with a semi-structured interview guide were conducted to investigate the experience and perception of the participants. The participants were recruited using snowball sampling and purposive sampling, and a qualitative content analysis method was adopted. Credibility was ensured by adopting a member check, triangulation, and peer debriefing method. Results: In-depth interviews were completed with a total of 8 participants. The collected data were classified into 16 codes and then further divided into the following seven categories: direct buying, indirect buying, effects, questions, recommendations, positive perception, and negative perception. The categories were grouped into three themes: 'Experience of purchasing existing health foods', 'Experience of taking Multi-Zyme', and 'Opinions on selling Multi-Zyme at Korean medicine clinics'. Conclusion: The participants experienced effect of the Multi-Zyme® and were willing to recommend it around. However, the Korean medicine doctors need to inform consumers about the dose and duration when taking Multi-Zyme® to prevent abuse. Some consumers may trust Multi-Zyme® sales from Korean medicine clinics, but some held opinions that those sales were not trustworthy, so promotion and improvement are needed.

The Effects of Instructional Multi-Media in Home Economics Education Perceived by Teachers. (멀티미디어 활용효과에 대한 가정과 교사의 인식)

  • 박명숙
    • Journal of Korean Home Economics Education Association
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    • v.12 no.3
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    • pp.105-114
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    • 2000
  • The purpose of this study was to investigate the effects of instructional multi-media in Home Economics Education perceived by teachers. The data for this research were attained from 139 middle & high school teachers of Home Economics. The data were analyzed by frequency of distribution, mean, stand deviation. t-test and analysis of variance, scheffe test with SPSSWin 7.5 program. The results of this study are as follows: The effects of instructional multi-media were composed of four dimensions in this study; need, frequency of use, pros and cons. 1. From these four dimensions, the need has the highest and the frequency of use has the lowest score. 2. The effects of instructional multi-media are significantly related to personal & environmental characteristics. 1)Need of the instructional multi-media effects is significantly different according to age, experience of computer education and possession of a computer at home. Low and high age groups are higher in the need of the instructional multi-media effects score than middle group age and the more experience of computer education and possession of a computer at home are higher in that score. 2) Frequency of use is significantly different according to LAN system in school. The higher score of frequency of use is in a LAN system’s school. 3) Pros of the instructional multi-media effects is significantly different according to the level of education, experience of computer education and the type of school. Undergraduate high school teachers and the lower o experience of computer education are higher in the pros of the instructional multi-media effects score. 4) Cons of the instructional multi-media effects is significantly different according to the level of education. Graduate teachers are higher in the cons of the instructional multi-media effects score.

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Factors related to the Experience of Violence Damage among Multi-cultural and General Adolescents in Korea: Focusing on health risk behavior (한국 다문화 청소년과 일반 청소년의 폭력피해경험 관련요인 : 건강위험행위를 중심으로)

  • Paek, Kyung-Shin
    • Journal of the Korean Applied Science and Technology
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    • v.39 no.2
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    • pp.193-204
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    • 2022
  • This study was to identify factors related to the experience of violence damage, focusing on health risk behavior of multi-cultural and general adolescents in Korea. Data from the 15th online survey of youth health behavior (2019) was used to analyze 35,574 adolescents. The data were analyzed using complex sample analysis by using SPSS/Win 22.0. The multi-cultural adolescents had significantly higher experience of smoking and habitual drug use and violence damage than those ordinary adolescents. In both multi-cultural and general adolescents, the more they did not live with their family, the more they had smoking experience and habitual drug use experience, the higher they experienced violence. The experience of violence victimization of general youth was significantly related to gender, school, economic status, and drinking experience. To prevent the violence victimization of adolescents, social support for adolescents who do not live with their families is required, and careful attention is needed to adolescents who have smoking and drug use experience. In addition, since multi-cultural youth are more vulnerable to health risk behaviors and violence damage than general youth, educational programs are needed to induce multi-cultural youth to practice correct health behaviors and prevent experiences of violence.

Exploratory Study to Develop Customers' Experience Measurement Scale of H&B Store

  • NOH, Eun-Jung;CHA, Seong-Soo
    • The Journal of Industrial Distribution & Business
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    • v.11 no.7
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    • pp.51-60
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    • 2020
  • Purpose: Recently, Korean cosmetics distribution market has been reorganized with the H&B store. In the domestic cosmetics distribution market, existing brand road shops are decreasing, and multi-shops are leading the H & B stores, which have greatly improved their experience and content. In these environmental changes, the offline distribution channels are turning into the multi-editing shops that have introduced products of various brands and greatly enhanced experiences and contents. Nevertheless, most studies of factors and measurement items for measuring customer experience in the H&B store use Schmitt (1999)'s Strategic Experience Modules (SEMs). Therefore, the purpose of this study is to propose a measure that is practicable through consideration of the in-store customer experience components of the H&B store. Research design, data and methodology: Based on Schmitt's Strategic Experience Modules (SEMs), which are widely used in customer experience marketing, the metric pool was constructed through customer and literature research on H & B store managers. Since then, 101 preliminary surveys and 211 main surveys have been conducted in order to propose a dimension of customer experience and refine the metrics. Results: As a result of the research, H&B store's customer experience was derived from a measurement model consisting of 19 measurement items in total of five dimensions: environmental experience, intellectual experience, behavioral experience, tech experience, and relationship experience. This study analyzed that compared to the existing Schmitt's Strategic Experience Modules (SEMs), (1) emotional experience expanded to environmental experience, (2) Cognitive and relationship experiences are maintained (3) behavioral experience was subdivided into physical and technical experiences. In particular, the environmental experience has been proposed as a major component is an important point because the H&B store recently opened a large flagship store and is competitive in constructing a differentiated space. Conclusions: Related experience was seen as an important component of customer experience in the offline store, but in the process of refining the scale, interaction items with employees of the H&B store were removed, and rather, participation in the APP or SNS channel of the company, event Participation, interaction with other customers, etc. appear to be important, while suggesting the practical implications.

A Study on the relationship between the multi dimensional integrative model of space experience and space design (공간 경험에 관한 다차원 통합모델과 공간디자인 조형간의 상관성에 관한 연구)

  • Lee, Ji-Young;Kwon, Young-Gull
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2004.11a
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    • pp.55-60
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    • 2004
  • This paper aims to provide a multi-dimensional integrative model that can give a comprehensive account for human space experience. Human space experience is too complicated phenomenon, so space designer need to understand about mechanism of space cognition. From psychological point of view, I analyze the mechanism that is based on emotional reaction. This model consist of three dimensions: sensory, reflexive, and reflective dimension. Assuming this model, we have attempt the typological analysis to the space by studying human space experience. Finally, the outcome provides how space designer use this effect for application of human experience.

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Seamless Omnichannel Experience in Fashion Retail and Customer Loyalty - Influence of Retail Types - (패션리테일에서 원활한 옴니채널 경험과 충성도 - 리테일유형별 비교 -)

  • Lee, Wan-Gee;Lee, Kyu-Hye
    • Fashion & Textile Research Journal
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    • v.24 no.5
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    • pp.605-617
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    • 2022
  • The purpose of this study was to investigate the influence of retailing types on consumers' omnichannel experience while purchasing fashion products. The omnichannel experience occurs when retailers provide seamless customer experience across the various touchpoints of retail channels. In this empirical study, retail types were categorized into single-brand stores and multi-brand stores, and the relationship among store loyalty, brand loyalty, and customer retention was observed by the research model. A survey was conducted on the global consumers who had experience in purchasing fashion products via the omnichannel using Amazon Mechanical Turk; as a result, 351 responses were analyzed. The mediating and moderating effects of loyalty constructs and retail types were analyzed using Process Macro 4.0. The results indicated that a seamless omnichannel experience affects customer retention by mediating store loyalty and brand loyalty; additionally, the dual mediating effect of store loyalty and brand loyalty was significant. The moderating effect according to retail type was identified, and the moderated mediation effect of store loyalty was validated. The results showed that multi-branded retailers' store loyalty had a stronger influence on customer retention than that of single-brand retailers and exhibited the relationship between store loyalty and brand loyalty as well as retail types (single vs multi) in a seamless omnichannel customer experience.