• Title/Summary/Keyword: experience contents

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Nursing Service Experience according to Patients' Characteristics and Relation with Satisfaction of Hospitalization and Perception of the Health System (간호사 서비스 경험의 의료기관 이용자 특성별 차이와 입원만족도, 보건의료 제도 인식과의 관계)

  • Hong, Kyung Jin
    • The Journal of the Korea Contents Association
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    • v.20 no.9
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    • pp.672-680
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    • 2020
  • This study aimed to elucidate the differences in nursing service experience according to the participants' characteristics and experience of hospitalization and to identify the relation between nursing service experience and perceptions of the health system. It analyzed the data from a "Survey of health care service experience" conducted among 574 participants who had been hospitalized. The results showed that the mean nursing service experience of participants who had never used other hospitals before hospitalization with over ten days of hospital stay was higher compared with the other participants. Moreover, those who used other hospitals before hospitalization reported lower nursing service experience scores. In the classification based on the change of the inpatient room, the difference in the nurse service experience according to the number of hospitalization days was significant only in patients who had no change in the inpatient room in the multi-person room. The nursing service experience scores were positively related to general satisfaction with the hospitalization experience, health system satisfaction, and trust in the health system. This finding implies that the nursing service experience should be interpreted by separating the inpatient experience, and the strategies to improve the nursing service are needed. In addition, the survey should include items related to the characteristics of medical institutions such as nurse staffing, to identify factors affecting the experience of nursing services.

A Study on the Influence of Tourism Experience Factors on the Memory, Satisfaction and Loyalty of Tourist Attractions (관광체험요소가 관광지의 기억, 만족 충성도에 미치는 영향에 관한 연구)

  • Park, Wan Gu;Kim, Yong Beom;Choi, Yu-Jin
    • Journal of the Korea Safety Management & Science
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    • v.19 no.2
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    • pp.147-157
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    • 2017
  • The tourism experience factor is an essential source of competitive advantage in the tourism industry and is an important factor for predicting future tourism behavior. Tourism experience elements can be composed of areas of education, entertainment, aesthetics and deviance (Pine and Gilmore, 1998). This study examines the effect of tourist experience factors on tourist loyalty and it is meaningful to see if the experiential economic theory of Pine and Gilmore (1999) is applicable. In order to achieve the purpose of this study, we conducted a questionnaire survey on tourists using experiential tourism factors. As a result, it was found that recreational experiential factors had a significant effect on memory. Memory has a significant effect on both visitor satisfaction and tourist loyalty. This study has academic significance because it focuses on the tourism experience factor which is the core of experiential economic theory. Practical significance is that a lot of experiential contents should be found in order to better match the tourist experience factor to the requirements of visitors to the tourist site. As a result, it is expected to generate revenue and improve its competitiveness.

Classic travel literature and the experience education -focused on - (고전기행문학과 경험 교육 -<열하일기>를 중심으로-)

  • Joo, Jae-woo
    • Journal of Korean Classical Literature and Education
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    • no.15
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    • pp.89-111
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    • 2008
  • In spite of importance of the experience education in Korean classic education, it has not made study in this field. Especially, is famous for typical Korean classic as a travel literature, but it was considered as a writing model or a novel. This study focuses on as the travel literature. For the experience education, it must be considered that literature appreciation is a core. So the experience education contents will contain what is selected, how to present, and how to teach. The resource of the experience education have to arouse educational meaning and interest in the classic literature. Concerning , there are two type of experience. First, the writer's experience. The writer, Yonam experienced a extra ordinary events. He wrote this event through other's points. This showed other's situation so it could make understand other's feeling and thought. Second, the reader's experience. A modern reader considers Korean classic as something difficult and strange. but if reader would have the point of view of others, he could understand more easily. Further, it will be expected that the reader can reflect on own's situation and conduct.

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 Types Classification and Analysis of Experience Activities in Rural Tourism Village (농촌관광마을의 체험활동 분류 및 분석 연구)

  • Han, Song-Hee;Son, Jin-Kwan;Choi, Yoon-Ji;Yoon, Yu-Shik
    • Journal of Agricultural Extension & Community Development
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    • v.22 no.1
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    • pp.31-41
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    • 2015
  • Rural tourism village experience is proceeded quantitatively without distinct characteristic. This research aimed at analyzing the experience and utilizing in the establishment of differentiation and contents development. Type of experience activity was classified as 10 types in Level 1 and 0~4 types in Level 2. As the result of analyzing 3,007 experiences in 168 villages, types of experience activity implemented per 1 village was 17.9. Among them, ecological experience type appeared to be the most, and appeared in order of food, agriculture farming experience. In respect of agriculture farming experience, 'harvest and utilization' was analyzed to be the highest, and regarding rural farmhouse living experience displayed 'farmhouse living' experience the highest. Tradition courtesy experience displayed 'traditional culture' experience the highest, and rural food experience was analyzed to implement 'food making' experience the most. Ecological experience mainly consisted of 'hunting and collecting' and 'observation/learning', in case of play experience, 'traditional play' experience activity was analyzed to be performed the most. Considering utilization material, it appeared in order of 'rice', 'sweet potato', 'potato', 'corn', 'chili', 'agricultural implement', 'farmhouse', 'animal', 'culture', 'history', 'rice cake', 'alcoholic drink', 'tofu', 'kimchi', etc. The place of ecological experience was performed in the forest the most, and lots of experience was performed in stream, valley, and river. The researcher expects that characteristic experience activity will be developed based on this result, by avoiding doubleness of the experience activity among the regions and the villages.

The Educational Significance of Place Experience through Folklore (설화를 통한 장소 경험의 융합교육적 의의 -청주 지역 전승의 <지네 장터> 설화를 중심으로)

  • Hwang, Yun-jeong;Seo, Myug-hee
    • Journal of Korean Classical Literature and Education
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    • no.34
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    • pp.75-113
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    • 2017
  • The purpose of fusion education is to acquire educational contents efficiently and gain a new worldview. To realize this purpose, I point out that it is urgent to provide common educational content and suggest "place experience" as common content for literature and geography. Local legends present a concrete space and a sharp confrontation with the human world, while shaping the tradition of a place's name. Place experience as common educational content enables a three-dimensional experience of a place that utilizes the characteristics of these local legends. The physical condition, human activity, and implied meaning of a place mediate the student's empirical understanding of folktales. The common area of "place experience" allows us to expect a stereotypical understanding of a learner's place by providing a literary context to learning contents that can flow from the existing geography subject to the simple provision of information. In addition, it facilitates learners' empirical understanding by providing actual and specific objects to learning contents, which can flow abstractly in the existing literature subject. Through this discussion, convergence education demonstrates educational significance by achieving educational efficiency through common educational content and enabling the formation of new thinking.

A Study on Development of Experimental Contents Using 3-channel Multi-Image Playback Technique: Based on transparent OLED and dual layer display system (3채널 멀티 영상 재생 기법과 증강현실을 이용한 체험 콘텐츠 제작에 관한 연구: 투명 OLED 및 듀얼 레이어 디스플레이 시스템 기반)

  • Lee, Sang-Hyun
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.17 no.6
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    • pp.151-160
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    • 2017
  • Among the methods of developing tourist spots and culture as the experience contents, it is a common method to display high-quality video images on a large display, and it is necessary to make a special difference between the participant's active participation and the visual experience in other regions. In this paper, using the single molecular OLED and active type, the regional tourist spots blend transparent OLED dual-layer display systems with the extended image implementation and augmented interaction techniques to give the participants a real-world experience, such as directing to new experiences and beautiful sights. In this paper, additional images and UI layers are applied to the layers of the images to allow visitors to experience sightseeing information, weather, maps, accommodations, festivals and photo materials with image. In addition to the dual-layer system, it also added a multi-display system that additionally has one vertical 55-inch display on each side, adding to the experience the immersive experience and interface interlocking fun. By using transparent OLED, dual layer panel and 3-channel Multi-image playback technique, the augmented type experience contents which can experience the local attractions in Jeollanamdo province in Korea at all time without any limitation of time and space were developed.

An Exploratory Study on the Recognition of Experience of Passing Down Education of the Korean Traditional Dance -Focusing on the National Intangible Cultural Assets: Seungmu, Salpurichum and Taepyeongmu- (한국 전통춤 전수교육의 경험인식에 대한 탐색적 연구 -국가무형문화재 승무, 살풀이춤, 태평무를 중심으로-)

  • Lee, Soon-hwa;Ahn, Byoung-Soon
    • The Journal of the Korea Contents Association
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    • v.19 no.9
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    • pp.122-134
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    • 2019
  • This study aims to conceptualize characteristics of the Korean traditional dance, and to categorize and analyze the recognition of experience of passing down education of Seungmu(Buddhist Dance), Salpurichum(Exorcism Dance) and Taepyeongmu(Dance of Peace). Dividing into groups of two: an experienced person twenty years or more in the Korean dance and a person who completed the traditional dance three years or more, three groups were selected. We connected the characteristics of the traditional dance experienced in passing down education with the recognition experience in the training courses. Categorizing thematically the process and the recognition of experience in the passing down education program, we attempted mutual group discussion and inductive area analysis on the basis of in-depth interview, tutorial discussion and analysis contents. As a result of this study, first, the characteristics of the Korean traditional dance that graduates of the program by repertory empathize were the experience of the sinmyung(the excess of mirth) and improvisation, the supreme self-controlling beauty and the best beauty of expression. Second, the recognition of experience in the passing down education program runs as follows: Interacting in the centre of the process, new education system for transmission, and formation of social discourse for appreciation. Conclusionally, the experience and the new vision for transmission of passing down education of the traditional dance are required to be based on the appreciation of the rationality of mutual communication and recognition of experience.

Effect of User Experience of Smart Learning App on Intention to Continuous Use (스마트러닝 학습앱의 사용자경험이 지속사용의도에 미치는 영향)

  • Park, Joong-Hee;Han, Kwang-Hee
    • The Journal of the Korea Contents Association
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    • v.22 no.8
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    • pp.416-434
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    • 2022
  • This study, for learners using online and offline tools, understood the structural relationship of user experience of smart learning app on continuous use intention through the technology acceptance model, and classified the learning type characteristics. In addition, based on the experience of using the smart learning app, we explored ways to improve the design of the user experience design for learning tools and contents. For this purpose, the usage perception of 84 middle and high school students of the developed smart learning learning app was investigated after using it for 2 months, and the data were analyzed using the PLS structural equation technique. The main results of this study are as follows. First, system and content user experience had a significant effect on perceived usability and perceived ease of use, and the effect on continued use intention through attitude was significant. Second, there was a significant difference in the effect of system user experience on perceived usefulness in multi-group comparative analysis and gender group. In the preferred learning group, it was the path from perceived ease of use and perceived usefulness to attitude and intention to continue using that showed a significant path difference. Third, as a result of classifying the most commonly used learning types by the multidimensional scale method, the types separated into low dimensions were found to be four types: offline sync type, online sync type, ubiquitous learning type, and self-direct learning type.

Application of Virtual Studio Technology and Digital Human Monocular Motion Capture Technology -Based on <Beast Town> as an Example-

  • YuanZi Sang;KiHong Kim;JuneSok Lee;JiChu Tang;GaoHe Zhang;ZhengRan Liu;QianRu Liu;ShiJie Sun;YuTing Wang;KaiXing Wang
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.1
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    • pp.106-123
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    • 2024
  • This article takes the talk show "Beast Town" as an example to introduce the overall technical solution, technical difficulties and countermeasures for the combination of cartoon virtual characters and virtual studio technology, providing reference and experience for the multi-scenario application of digital humans. Compared with the live broadcast that combines reality and reality, we have further upgraded our virtual production technology and digital human-driven technology, adopted industry-leading real-time virtual production technology and monocular camera driving technology, and launched a virtual cartoon character talk show - "Beast Town" to achieve real Perfectly combined with virtuality, it further enhances program immersion and audio-visual experience, and expands infinite boundaries for virtual manufacturing. In the talk show, motion capture shooting technology is used for final picture synthesis. The virtual scene needs to present dynamic effects, and at the same time realize the driving of the digital human and the movement with the push, pull and pan of the overall picture. This puts forward very high requirements for multi-party data synchronization, real-time driving of digital people, and synthetic picture rendering. We focus on issues such as virtual and real data docking and monocular camera motion capture effects. We combine camera outward tracking, multi-scene picture perspective, multi-machine rendering and other solutions to effectively solve picture linkage and rendering quality problems in a deeply immersive space environment. , presenting users with visual effects of linkage between digital people and live guests.