• Title/Summary/Keyword: Viewing Experience

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A Study on the Response of Visitors Who Experienced Art Museum Docent Guide: Based on the Phenomenological Methodology of Giorgi (미술관 도슨트 안내를 경험한 관람객 반응 연구 - 지오르기(Giorgi) 현상학적 방법론을 사용하여 -)

  • Park, Sujin;Ko, jeongmin
    • Korean Association of Arts Management
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    • no.57
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    • pp.5-32
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    • 2021
  • The purpose of this study is to find out what kind of experience docent programs provide to visitors in museums by means of Giorgi's phenomenological method. In-depth interview was conducted with 6 visitors who had experienced firsthand. As a result of the coding based upon Giorgi's method, it was divided into 6 categories and 21 subcategories, and the following results were obtained. First, the reason that the subjects of the study participated in the docent program was due to factors such as information, coincidence, induction of companions, and habits. Second, from participating in the docent guide, they felt that the docent led them to actively visit the exhibition, get the educational effect, and generate interest and curiosity. Third, looking at the reaction after participating in the docent guide, in addition to the positive influence, the docent's reading-like explanation and the problem of the microphone facility were negative experiences. Through this study, it was confirmed that there were many visitors who recognized that the docent guide was helpful in viewing the exhibition and experienced positive reactions. In addition, in the evaluation of the commentary of docent, there was a difference of views between art-related majors and non-majors. In addition, as a result of analyzing the participants' experiences according to Holt's frame of experiential consumption, it was found that the docent experience was a comprehensive consumption behavior appearing in all four fields.

Cybersickness and Experience of Viewing VR Contents in Augmented Reality (증강현실에서의 가상현실 콘텐츠 시청 경험과 사이버 멀미)

  • Jiyoung Oh;Minseong Jin;Zion Park;Seyoon Song;Subin Jeon;Yoojung Lee;Haeji Shin;Chai-Youn Kim
    • Science of Emotion and Sensibility
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    • v.26 no.4
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    • pp.103-114
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    • 2023
  • Augmented reality (AR) and virtual reality (VR) differ fundamentally, with AR overlaying computer-generated information onto the real world in a nonimmersive way. Despite extensive research on cybersickness in VR, its occurrence in AR has received less attention (Vovk et al., 2018). This study examines cybersickness and discomfort associated with AR usage, focusing on the impact of content intensity and exposure time. Participants viewed 30-minute racing simulation game clips through AR equipment, varying in racing speed to alter content intensity. Cybersickness was assessed subjectively using the Simulator sickness questionnaire (SSQ; Kennedy et al., 1993). Findings revealed a progressive increase in cybersickness with longer exposure, persisting even after removing the AR equipment. Contrarily, content intensity did not significantly influence cybersickness levels. Analysis of the SSQ subscales revealed higher oculomotor (O) scores compared to nausea (N) and disorientation (D), suggesting that discomfort primarily stemmed from oculomotor strain. The study highlights distinct differences in user experience between AR and VR, specifically in subjective responses.

Efforts to Improve the E-Learning Center of the Korean Society of Radiology: Survey on User Experience and Satisfaction (대한영상의학회 이러닝 센터 발전을 위한 노력: 대한영상의학회 회원 설문조사)

  • Yong Eun Chung;Hyun Cheol Kim
    • Journal of the Korean Society of Radiology
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    • v.83 no.6
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    • pp.1259-1272
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    • 2022
  • Purpose As part of ongoing efforts to improve the current e-learning center, a survey was conducted regarding user experience and satisfaction to identify areas of improvement. Materials and Methods Radiologists (n = 454/617) and radiology residents (n = 163/617) of the Korean Society of Radiology were asked to answer a survey via email. The questionnaire asked for basic user information as well as user experiences relating to the e-learning center, such as workplace, frequency of use, overall satisfaction levels, reasons for satisfaction or dissatisfaction, and other suggestions for improvement. Results Annual members and all members of the e-learning center reported above average satisfaction levels of 67% and 42%, respectively. Approximately 30% of respondents viewed e-learning center lectures more than 5 times a month, with residents having a particularly high usage frequency. There was a high demand for additional lectures covering more diverse specialties (e-learning for annual members only: n = 28/97, e-learning for all members: n = 72/166), a smoother and more convenient searching platform/interface (n = 37/97 and n = 58/166, respectively), and regular content updates. In addition, many of the members suggested the addition of user-friendly functions such as playback speed control, a way to save viewing history, as well as requests for improved system stability. Conclusion Based on survey results, the educational committee plans to continue its efforts to improve the e-learning center by increasing the quality and quantity of available lectures, and increasing technical support to improve the stability and convenience of the e-learning digital system.

An Importance and Satisfaction Analysis for Improvement Efficiency Use of Waterfront - A Focus on the Waterfront Analysis for Domestic and Foreign Dragon Boat Festival - (친수공간 이용효율성 개선을 위한 중요도·만족도 분석 - 국내·외 드래곤 보트 페스티벌을 위한 친수공간 사례로 -)

  • An, Byung-chul
    • Journal of the Korean Institute of Landscape Architecture
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    • v.44 no.4
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    • pp.86-99
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    • 2016
  • This study was for analyzing the external environment and internal space structure and improving the way of use efficiency in waterfront through the Dragon boat festival to utilize waterfront actively. Through from the four target area, Hongkong, Busan, Incheon and Daejeon, this study was for an importance and satisfaction analysis for users about the element effect on the waterfront use efficiency and the contribution to cultural contents revitalization of waterfront by giving basic data. The result is as follows. First, in the importance analysis about 12 items, modern cultural infra around the waterfront was ranked highest, 8.26 and waterfront landscape, square & openspaces, convenience facilities, transport, green area, quality of viewing space, historic resources, pedestrian, suitability of width, wave, depth, water quality, berth & mooring were ranked in descending order. Second, waterfront landscape was interpreted by rather the external environmental impact according to city size than the matter of spatial structure in target area and judged as an important factor effect on site selection for waterfront. In the analysis of waterfront landscape, the reason of the high satisfaction about domestic target area was that riverside parks were recently made considering their waterfront activities. Viewing space was major infra where people could experience the pleasant waterfront and watch dynamic water leisure sports like Dragon boat three dimensionally and was thought to be improved for the use efficiency. Third, tourism resources were very important element that affect the use efficiency of waterfront, so waterfront users react sensitively to modern tourism resources rather than to historic resources. This meant that tourism infrastructure for shopping and leisure of the young affected the use efficiency of waterfront, so Hongkong and Busan were in a better position in terms of using waterfront that was near the tourism infrastructure. Fourth, in the analysis of traffic accessibility, both Hongkong and Busan were high evaluated in terms of excellent traffic accessibility by subway. Daejeon was low rated in terms of the satisfaction of use efficiency, because of the relative lower place awareness compared with transportation infrastructure. In Hongkong, waterfront was connected with downtown and in Busan, housing complex and shopping centers were located in the place for users in an easily accessible on foot, so the satisfaction was high-pitched. Finally, in the importance of water surface width and the analysis of satisfaction, except Incheon, all the three were over 200m in width of water surface and this meant the surface width above certain level was interpreted to interrupt the concentration of enjoying the water leisure sports. In the analysis of surface condition such as water quality, water depth and wave, through a survey, Busan had a problem with water quality and Gapcheon in Daejeon had a problem with optimal water depth by the festival participants.

Generation of Progressively Sampled DTM using Model Key Points Extracted from Contours in Digital Vector Maps (수치지도 등고선의 Model Key Point 추출과 Progressive Sampling에 의한 수치지형모델 생성)

  • Lee, Sun-Geun;Yom, Jae-Hong;Lim, Sae-Bom;Kim, Kye-Lim;Lee, Dong-Cheon
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.25 no.6_2
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    • pp.645-651
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    • 2007
  • In general, contours in digital vector maps, which represent terrain characteristics and shape, are created by 3D digitizing the same height points using aerial photographs on the analytical or digital plotters with stereoscopic viewing. Hence, it requires lots of task, and subjective decision and experience of the operators. DTMs are generated indirectly by using contours since the national digital maps do not include digital terrain model (DTM) data. In this study, model key points which depict the important information about terrain characteristics were extracted from the contours. Further, determination of the efficient and flexible grid sizes were proposed to generate optimal DTM in terms of both quantitative and qualitative aspects. For this purpose, a progressive sampling technique was implemented, i.e., the smaller grid sizes are assigned for the mountainous areas where have large relief while the larger grid sizes are assigned for the relatively flat areas. In consequence, DTMs with multi-grid for difference areas could be generated instead of DTMs with a fixed grid size. The multi-grid DTMs reduce computations for data processing and provide fast display.

A Study on Design and Construction Methods of Movable Pavilions (이동식 정자의 설계 시공법 연구)

  • Lee, Jung-Han
    • Journal of the Korean Institute of Traditional Landscape Architecture
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    • v.37 no.4
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    • pp.51-59
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    • 2019
  • This study aims to examine the design and construction methods of movable Pavilions. Through the literature analysis, the setting up of the construction background, location and direction, size and composition, materials and construction methods were analyzed. The results are as follows; First, the movable pavilion is designed to enjoy a wide range of views. It was a creation that reflected the way in which the ideal life was pursued based on the experience of enjoying scenery rather than owning one's own house and running a pavilion. Second, the formation of movable pavilion was intended to enjoy the scenery by season without restrictions on time and place. It can also relieve the hassle of having to move tools to enjoy the wind every time. Third, the movable pavilion faces to a place with good scenery and determines its position and direction. Most of them were built on a small scale and divided the space for viewing the scenery, playing GO(Baduk), writing poems, and playing musical instruments. Also, wood was used mainly. To reduce the load, roofs and walls were constructed with light materials such as bamboo, straw, thick sheet of oil, and cotton cloth. The construction method was mainly used by the method of fastening for easy coupling and dismantling. When a building was constructed on the upper part of a ship or cart, the wooden structure of a regular pavilion was constructed. Fourth, when comparing the design and construction characteristics of ordinary pavilion and movable pavilion, the movable pavilion is easy to see for contrast purposes, so there is no limit to setting the location and direction. Instead, more stringent systems and techniques were called for, because as mobility forces should be considered, structurally measures to withstand loads, and they should satisfy their function and form as pavilion.

A Study on Meta-Reality Experience at a Gallery through the Interactivity of New Media Art (뉴미디어 아트의 상호 작용성을 통한 미술관에서의 메타현실 체험 연구)

  • Kim, Tae-Eun
    • The Journal of the Convergence on Culture Technology
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    • v.4 no.3
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    • pp.113-125
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    • 2018
  • In recent years, new media art is developing to play its roles as a means of remediation to overturn, reuse, and alter the old technologies rather than technology-dependent art to accept new technologies and use them as artistic tools. Here, the concept of new should mean looking at the old technologies in an indirect way and finding new meanings in them rather than presenting new technologies. The starting point of this study was the concept of spatialization in which the concept of new media art would externalize games from inside to outside the screen in gamification-applied spaces. Participatory new media art adds a platform for viewer's participation and utilizes the entire space of the exhibition hall instead of allowing for simple viewing at the exhibition hall. The study focused on the changes and phenomena in the process of games belonging to the artistic space through the interactivity of gamification. Here, the premise was that gamification meant the "spatialization of games." The study examined several cases of games being altered in the spatialization process to figure out interactivity for viewers and developmental directions for interface design at a gallery.

Study on Museum Visitor Characteristics and Implications for Effective Management Reflecting on Visitor's Feedback (미술관의 방문자 특성과 방문 후 평가에 따른 효율적 경영에의 시사점)

  • Jung, Hyung-Shik;Kim, Young-Shim;Jeong, Kyeo-Woon
    • CRM연구
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    • v.3 no.1
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    • pp.29-47
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    • 2010
  • This study is intended to examine the effect of characteristics of museum visitors and visit type on perceived relative status, aesthetic responses, and perceived visit benefits, which in turn affect visitor satisfaction and personal and social participatory behaviors. Research was held for four weeks. A total of 308 questionnaires were collected out of 315 distributed. However, additional 15 were excluded due to inadequate responses. The findings of the study are as follows: While museum visitor characteristics yielded significant effects on the perceived relative status and perceived visit benefit, it did not have significant effects on aesthetic responses. Additionally, while visit types showed considerable impact on perceived relative status, it did not yield significant effect on aesthetic responses or the perceived visit benefit. Perceived relative status of a museum had positive effects on aesthetic responses, but not on the perceived visit benefit. Furthermore, while perceived relative status did not have significant effect on visitor satisfaction, it did have evident effects on the aesthetic response and the perceived visit benefit. Lastly, greater visitor satisfaction was confirmed to contribute to greater participatory behavior in various prospective programs and events offered by museums. Hence, it would be imperative for museums to gear their attention to encourage internal participatory behaviors such as visitor education, donation and charity events, which would consequently transcend to viewing museums more as a public space shared by the general public.

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3D Displays: Development and Validation of Prediction Function of Object Size Perception as a Function of Depth (3D 디스플레이: 깊이에 따른 대상의 크기지각 예측함수 개발 및 타당화)

  • Shin, Yoon-Ho;Li, Hyung-Chul O.;Kim, Shin-Woo
    • Journal of Broadcast Engineering
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    • v.17 no.2
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    • pp.400-410
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    • 2012
  • In recent years, 3D displays are used in many media including 3D movies, TV, mobile phones, and PC games. Although 3D displays provide realistic viewing experience as compared with 2D displays, they also carry issues such as visual fatigue or size distortion. Focusing on the latter, we developed prediction function of object size perception as a function of object depth in 3D display. In Experiment 1, subjects observed 3D square of a fixed size of varying depth, and manipulated 2D square to make it as large as the 3D square. Conversely, in Experiment 2, subjects observed 2D square of a fixed size, and manipulated 3D square of varying depth to make it as large as the 2D square. In both Experiments 1 and 2, we found that size perception of 3D square linearly changed depending on depth of the square, and the linear relationship between depth and size was identical in both experiments. The predictive regression function, which predicts object size perception based on object depth, obtained in this research will be very useful in the creation of 3D media contents.

Subject Test Using Electroencephalogram According to Variation of Autostereoscopic Image Quality (무안경 입체영상의 화질변화에 따른 뇌파 기반 사용자 반응 분석)

  • Moon, Jae-Chul;Hong, Jong-Ui;Choi, Yoo-Joo;Suh, Jung-Keun
    • KIPS Transactions on Software and Data Engineering
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    • v.5 no.4
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    • pp.195-202
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    • 2016
  • There have been many studies on subject tests for 3D contents using 3D glasses, but there is a limited research for 3D contents using autostereoscopic display. In this study, we investigated to assess usability of electroencephalogram (EEG) as an objective evaluation for 3D contents with different quality using autosteroscopic display, especially for lenticular lens type. The image with optimal quality and the image with distorted quality were separately generated for autostereosopic display with lenticular lens type and displayed sequentially through lenticular lens for 26 subjects. EEG signals of 8 channels from 26 subjects exposed to those images were detected and correlation between EEG signal and the quality of 3D images were statistically evaluated to check differences between optimal and distorted 3D contents. What we found was that there was no statistical significance for a wave vibration, however b wave vibration shows statistically significant between optimal and distorted 3D contents. b wave vibration observed for the distorted 3D image was stronger than that for the optimal 3D image. This results suggest that subjects viewing the distorted 3D contents through lenticular lens experience more discomfort or fatigue than those for the optimum 3D contents, which resulting in the greater b wave activity for those watching the distorted 3D contents. In conclusion, these results confirm that electroencephalogram (EEG) analysis can be used as a tool for objective evaluation of 3D contents using autosteroscopic display with lenticular lens type.