• 제목/요약/키워드: 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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    • 제16권1호
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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.

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

  • 현정환
    • 수산해양교육연구
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    • 제23권1호
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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.

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

  • 박신영;임선아
    • 한국치위생학회지
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    • 제16권5호
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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.

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

  • 이현철;박기창;김은석;허기택
    • 한국멀티미디어학회논문지
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    • 제20권9호
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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.

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

  • 윤상훈;임정태;윤영희;최예용;이은지;박종승;정문주
    • 대한한방내과학회지
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    • 제41권1호
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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.

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

  • 박명숙
    • 한국가정과교육학회지
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    • 제12권3호
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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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한국 다문화 청소년과 일반 청소년의 폭력피해경험 관련요인 : 건강위험행위를 중심으로 (Factors related to the Experience of Violence Damage among Multi-cultural and General Adolescents in Korea: Focusing on health risk behavior)

  • 백경신
    • 한국응용과학기술학회지
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    • 제39권2호
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    • pp.193-204
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    • 2022
  • 본 연구는 한국의 다문화 청소년 및 일반 청소년의 건강위험행위와 폭력피해경험을 비교하고 폭력피해 경험과 관련된 요인을 건강위험행위를 중심으로 규명하고자 하였다. 제15차 청소년 건강행태 온라인 설문조사(2019)의 자료를 사용하여 35,574명의 청소년을 대상으로 하였다. 자료 분석은 SPSS/Win 22.0을 사용하여 복합 표본 분석을 하였다. 연구 결과, 다문화청소년은 일반청소년보다 흡연, 습관적 약물사용, 폭력피해 경험이 유의하게 더 높았다. 다문화청소년과 일반청소년 모두 가족과 함께 거주하지 않을수록, 흡연경험과 습관적 약물사용 경험이 많을수록 폭력피해경험이 더 많았다. 일반청소년의 폭력피해경험은 성별, 학력, 경제적 상태, 음주경험과 유의한 관련이 있었다. 따라서 다문화 청소년과 일반 청소년의 폭력피해 경험을 예방하기 위해서는 가족과 함께 살지 않는 청소년에 대한 사회적 지원이 필요하며, 흡연 및 습관적 약물 사용 경험이 있는 청소년에 대한 세심한 주의가 필요하다. 또한 다문화 청소년은 일반 청소년에 비해 건강위험 행위와 폭력피해에 더 취약하므로 다문화청소년의 올바른 건강행위 실천과 폭력피해경험을 예방하기 위한 교육 프로그램이 필요하다.

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

  • NOH, Eun-Jung;CHA, Seong-Soo
    • 산경연구논집
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    • 제11권7호
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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.

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

  • 이지영;권영걸
    • 한국실내디자인학회:학술대회논문집
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    • 한국실내디자인학회 2004년도 추계학술발표대회 논문집
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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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패션리테일에서 원활한 옴니채널 경험과 충성도 - 리테일유형별 비교 - (Seamless Omnichannel Experience in Fashion Retail and Customer Loyalty - Influence of Retail Types -)

  • 이완기;이규혜
    • 한국의류산업학회지
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    • 제24권5호
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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.