• Title/Summary/Keyword: experience contents

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Remediation Property of Conceptual Metaphor in Smartphone UX (스마트폰 UX에서 개념 메타포의 재매개 특성에 관한 연구)

  • Kim, Hyung-Woo
    • Journal of Digital Contents Society
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    • v.14 no.2
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    • pp.135-142
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    • 2013
  • In this study, I research about extensions and changes of user experience by using smartphone from the point of conceptual metaphor based on embodied cognition and the remediation characteristics. The result of this study is as follow; The first, container schema and path schema as center image schema of the conceptual metaphor are a proper theories to be mapped user experience by using smartphone because of including embodied schema structure by human physical experience. The second, user experience of smartphone in the point of remediation is remediated by smartphone. And physical space is rededicated and interacted to behavior space by the user experience. The third, the conceptual metaphor of smartphone UX activate container chema through implicit interaction and has transparent immediacy to ingenerate existence of media. The forth, path schema that is activated from explicit interaction makes users to experience hypermediacy. Conceptual metaphor and remediation in this study could be used to theoretical framework and to explain new user experience from using smartphone.

Philanthropic Experience and Giving Intention: The Mediating Role of the Trust and Positive Attitude towards NGOs (나눔 경험과 기부의도: 신뢰 및 긍정 태도의 매개효과 연구)

  • Lee, Seonho;Park, Woosung
    • The Journal of the Korea Contents Association
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    • v.17 no.5
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    • pp.56-67
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    • 2017
  • This study aims to examine the influence of the philanthropic experience on the giving intention. There are many precedent studies arguing this influence but the empirical results are mixed or sometimes contradictory. We stipulate that this could be resolved by introducing the mediating variables such as trust and positive attitudes towards NGOs. Results of the empirical analysis based on the 189 person living in Seoul area show that philanthropic experience directly influence the giving intention, and it exert an influence on the giving intention directly through the trust and positive attitudes towards NGOs. And it is shown that the indirect effect produced by the mediating variables and process in less than the direct effect. Results support precedent studies emphasizing the important role of the philanthropic experience in the giving intention, and shed light on the process through which philanthropic experience determines the giving intention. A practical implication might be that we have to do a great effort to experience philanthropic activities in one's early age, and a theoretical implication be that researchers need to pay attention to find another mediating variables having explanatory power.

Factors Associated with Sexual Experience among Adolescents (청소년의 성경험 영향요인)

  • Lee, Eun-Young
    • The Journal of the Korea Contents Association
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    • v.19 no.3
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    • pp.624-634
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    • 2019
  • This study was conducted in order to figure out sexual experience among in Korean adolescents and its affecting factors. For the research method, it was a secondary analysis using raw data from the 13th(2017) Youth Risk Behavior Web-based Survey Data and the data from 62,276 adolescents were used for the analysis in this study. For the data analysis, frequency analysis, ${\chi}^2$-test, and logistic regression analysis were conducted by using SPSS 23.0 program, As a result of the research, the factors on sexual experience in male students included grade, school record, living type, economic state, depression, perceived stress, suicidal ideation, drinking, smoking, drug, and experience of sex education(p<.001) while those in female students included grade, living type, father's education, economic state, depression, suicidal ideation, drinking, smoking, drug, and experience of sex education(p<.001). Therefore, it is necessary to approach for helping from clinical settings, communities, and school healthcare through effective education and programs for preventing sexual problems, which reflect the factors associated with sex experience among adolescents in future.

Case Study about BX(Brand Experience) Design System Development -Focusing on JUNGGANEGOTGAN Brand- (브랜드 경험(Brand Experience)디자인 시스템 개발사례 연구 -'정가(家)네곳간' 브랜드 개발사례 중심으로-)

  • Kim, Sung-Jae
    • The Journal of the Korea Contents Association
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    • v.18 no.11
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    • pp.38-46
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    • 2018
  • This study is about brand design system development cases based on BX, focusing on research of JUNGGANEGOTGAN brand conducted from January 2018 to April. BX is a subjective and internal response of consumers arising from design stimulus including brand identity. BX design is brand-related stimulus based on brand experience and BX is generated when stimulant of brand design and consumers' contacting with brand are interacting. The most important thing of BX design system is that BX design system plays a very important role when consumers choose goods or services of some brand at the various touch points of brand in the process that consumers form the certain brand image. This study suggests the final completed brand design draft plan along with brand design system development strategy conducted about JUNGGANEGOTGAN based on BX design. As a result, modeling and associations of JUNGGANEGOTGAN brand experience design seem to be statistically meaningful (F=30.961, p<.001). Preferences of brand design is rated by modeling (=.443, p<.001), associations (=.218, p<.001) in order and it turns out to be affected.

A Study on Employment Path of Vocational Instructors Using Sequential Analysis (순차분석을 활용한 직업능력개발훈련교사의 입직경로 분석)

  • Kim, Min-Jeong;Lee, Young-Min
    • The Journal of the Korea Contents Association
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    • v.21 no.10
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    • pp.78-89
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    • 2021
  • This study aims to identify the employment path of vocational instructors using sequential analysis. By grasping the employment path in detail, the study presents implications for implementing support measures for systematic preparation for employment. In particular, the study presents the relationship of the vocational instructor's employment path in stages through frequency analysis, conversion probability analysis, significance test, and conversion status diagram of each employment path. For the analysis, the survey results of the vocational instructors working at private vocational training institutions were used. In conclusion, (i) as for the frequency of past experience for employment as a vocational instructor, the share of work experience, teaching training, and teaching experience was large. (ii) In the employment path stage, work experience, teaching training, and teaching experience had the greatest influence on the transition to the later stage. (iii) The prominent employment path for vocational instructors was "work experience-teaching experience-teaching training." Based on the conclusions, the study proposes a plan for systematic employment of vocational instructors.

Workers' perceptions on the experience education for occupational safety and health in community: Focused on the values and affecting factors (지역사회 산업안전보건 체험교육에 대한 근로자의 인식: 체험교육의 가치와 영향 요인을 중심으로)

  • Park, Kyoung Ok
    • The Journal of Korean Society for School & Community Health Education
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    • v.22 no.1
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    • pp.73-92
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    • 2021
  • Objectives: The purposes of this study was to describe workers' perceived values and the affecting factors (pros and cons) of the experience education for occupational safety and health and to suggest the strategies and future directions to improve the experience educational quality. Methods: A total of 8 male workers taking the safety and health education of the 7 safety experience education centers involved in this study (5 centers managed by Korea Occupational Safety and Health Agency (KOSHA), 2 centers of large commercial companies). This study used Photovoice, a qualitative method, as the study method. We conducted the photovoice-based in-depth interview with the SHOWeD questions and strategy and used the taxonomical analysis. Results: The study participants' perceived values of experience education were strengthening self-efficacy of the safety and health practices, providing practically useful information, and enjoying refreshing experiences different from daily jobs. Positive affecting factors of the experience education (pros) were providing the educational environments and opportunities of direct experiences, teaching practical safety and health contents for the participants, and the trainer's instruction competencies. Negative affecting factors of the experience education (cons) were learner's negative or standing postures during trainer's lecturing, insufficient exercise conditions and facilities for education, and difficult and theory-oriented lecture far from the practical jobs in reality. Conclusions: Major values of exercise education were direct experiences, useful contents and interesting opportunities from the education participants' perspectives. To improve the exercise education quality, overall educational environments such as convenience facilities as well as exercise facilities should be modified altogether. This study partially and conveniently used the photovoice method as the study limitation.

A Study on Long-take in Animation : Focused on Emotional Responses (애니메이션 <나타요해>에서의 롱 테이크 장면 연구 : 감정반응을 중심으로)

  • Ying, Wu;Chang, Wook-Sang
    • The Journal of the Korea Contents Association
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    • v.22 no.1
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    • pp.126-137
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    • 2022
  • Whether an excellent animation film has vitality and charm largely depends on the aesthetic and emotional experience it brings to the audience, as well as the flexible use of the medium-long shot during the production of the animated film, especially the long take shot. It can then realize the real emotional communication between the animated film and the audience, stimulate the aesthetic experience, and achieve emotional resonance and sublimation. This thesis studies the characteristics and morphological divisions of moving long-shot composition and static composition and explores the diversified theories of animated emotional experience. Additionally, combined with the actual application analysis in the excellent animation feature "Prince Nezha's Triumph Against Dragon King", this thesis discussed the changes in the emotional experience created by the long take shots in the animation. This thesis finally summarized the relationship between the long shots in animation and the emotional experience of the animation creators, and how long shots stimulate viewers' aesthetic and emotional experience. In this way, it also provides a reference for future animation theory research, and finally creates animation works that bring high-quality emotional experience to the audience.

The Effect of Substance Use Experience on the Problem Gambling among Adolescents: Focusing on the Moderating Effects of Irrational Gambling Beliefs (청소년의 물질사용경험이 문제도박에 미치는 영향: 비합리적 도박신념의 조절효과를 중심으로)

  • Park, Wan-Kyeong
    • The Journal of the Korea Contents Association
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    • v.21 no.11
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    • pp.723-732
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    • 2021
  • The aim of this study is to investigate the effect of substance use experience with adolescents on the problem gambling and to verify moderating effect of irrational gambling beliefs. A part of data from Korea Center on Gambling Problems, in which 1,500 adolescents participated was analyzed. The research findings were as follows. First, among the demographics factors, sex, monthly allowance, among the independent variable, substance use experience and irrational gambling beliefs showed significant difference on problem gambling. Second, substance use experience and irrational gambling beliefs tended to increase problem gambling. Third, the interaction of substance use experience and irrational gambling beliefs moderated the relationship between substance use experience and problem gambling. Based on these results, this study discussed practical measures to manage substance use and to prevent problem gambling among adolescents.

Comparative Navigation system for Experiencing 3D Digital Archives of Cultural Heritage

  • Oh, S.Y.;Yeo, W.H.
    • Korean Journal of Computational Design and Engineering
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    • v.12 no.1
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    • pp.15-26
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    • 2007
  • We have developed a method that enables a user to better understand and enjoy the contents of 3D digital archives, thereby enhancing the user's experience. The system's interactive interface, built using virtual reality technology, enables the user to "walk through" the archives, comparing two or the same content at different points in time. For example, a user can compare the proposed design for a building with the actual building and can compare the states of restoration of a cultural heritage site over time. This ability to perform multilateral comparisons enables the user to clarify the relationship between contents, the influence of one content on another, and the causal relationship between contents. Testing of a prototype system for a 3D digital archive of cultural heritage sites showed that it worked smoothly and that the users could easily operate the navigation system.

Development of Cultural Contents using Auger Reality Based Markerless Tracking

  • Kang, Hanbyeol;Park, DaeWon;Lee, SangHyun
    • International journal of advanced smart convergence
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    • v.5 no.4
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    • pp.57-65
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    • 2016
  • This paper aims to improve the quality of cultural experience by providing a three - dimensional guide service that enables users to experience themselves without additional guides and cultural commentators using the latest mobile IT technology to enhance understanding of cultural heritage. In this paper, we propose a method of constructing cultural contents based on location information such as user / cultural heritage using markerless tracking based augmented reality and GPS. We use marker detection technology and markerless tracking technology to recognize smart augmented reality object accurately and accurate recognition according to the state of cultural heritage, and also use Android's Google map to locate the user. The purpose of this paper is to produce content for introducing cultural heritage using GPS and augmented reality based on Android. It can be used in combination with various objects beyond the limitation of existing augmented reality contents.