• Title/Summary/Keyword: experience contents

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From Technology to Content: Research on the Development of VR Flow Experience

  • Sang, YuanZi;Kim, KiHong;Pan, Yang
    • International journal of advanced smart convergence
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    • v.11 no.3
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    • pp.93-101
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    • 2022
  • Immersion is a features of VR technology, and the most important condition for evaluating VR experience. With the improvement of VR technology, including the presentation accuracy of VR content, the degree of interaction is diversified, the user's immersion in VR equipment should not only be improved technically, but researched from the user's perception level. The paper defines two important factors, immersion and presence, in a participant's experience with a VR device. Although the current technology can already simulate the real environment information visually and audibly, the content of the VR environment is not enough for us to achieve a completely real experience. Based on the Flow theory of Csikszentmihalyi and the sensory immersion achieved by current technology, this paper proposes the key factors of how to achieve conscious immersion for users in VR media. We prove that immersion is an indicator of the true degree of sensory simulation of VR equipment and is the basis for the realization of flow experience. What really makes the participant feel a perfect experience is the content provided by the VR environment and gave participants a sense of presence, it is not limited to video or games. On the premise of the Multi-Sensory, Immersion, Interactivity and Imagination experience achieved by using virtual reality technology, combined with the content creation of flow theory, the interactive immersion achieved by users is an important method to realize the awareness immersion of VR equipment.

A Study of Current Status of Experience Contents of Baekje Costume and the Direction of Its Development (백제 복식의 체험 콘텐츠 현황 및 발전 방향에 관한 연구)

  • Sunjung Ra
    • Global Cultural Contents
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    • no.40
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    • pp.1-15
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    • 2019
  • The World Heritage-listed Baekje Historic Area has a gradual ripple effect on the community. The field of experience contents, which has a positive influence on the influx of tourists, serves as a complex medium that conveys the technical aspects and the uniqueness of historical culture in the era of the Fourth Industrial Revolution. The purpose of this study is to examine the current contents of clothing experiences and to suggest ways to develop them, as a starting point for the development of contents that can satisfy the needs of tourists and contribute to the revitalization of the local economy. This study conducted user research by applying the in-depth interview method to carry out basic study on values and necessity of costume culture contents, understand costume experience and find the appropriate direction of its development. This study analyzed complex opinions of experience participants by applying KJ Method. Based on the needs of users of experience contents, we made classification of patterns of three areas of functionality, aesthetic values and particularity, and reached drawbacks and improvement plans. This study is expected to serve as a basic material to develop costume experience contents with satisfying needs of tourists on Baekje Historic Areas.

The Relationships Among the Department Store's Marketing Mix, Experience Factors and Store Attitude (백화점의 마케팅믹스요인, 체험요인 및 점포태도의 관계)

  • Fan, Qing-ji;Kim, Won-Kyum;Cui, Guang
    • Proceedings of the Korea Contents Association Conference
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    • 2010.05a
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    • pp.243-246
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    • 2010
  • In this research, the object is to analysis the impact of the four dimensions of Marketing Mix, product, price, place and promotion on store attitude. At the same time as mediating factors of relationship between Marketing Mix and customer attitude, experience factors, such as sense experience, feel experience and think experience are also analyzed. The results show that the promotion has a significant effect on sense experience, and place also has a significant effect on sense experience, feel experience and think experience. Another important result is, experience factors, such as sense experience, feel experience and think experience have significant effect on store attitude.

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Classification and Characteristics of Augmented Reality Contents of Fashion Brands (패션 브랜드의 증강현실(AR) 콘텐츠 유형 및 특성)

  • Lee, Hyun-Jin;Ku, Yang-Suk
    • Fashion & Textile Research Journal
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    • v.22 no.3
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    • pp.310-322
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    • 2020
  • This study investigated the classification and characteristics of augmented reality (AR) content of fashion brands. The AR contents of fashion brands were classified according to user participation space and content delivery method. Based on these types, eight case studies were conducted, along with a discussion of AR characteristics in terms of presence, interactivity, and immersion. The results showed that AR content could be divided into four types: offline visit-external information type, offline visit-internal experience type, online utilization-external information type, and online utilization-internal experience type. It was also found that there were differences in characteristics for each type of AR content. First, the offline visit-external information type requires various new content that can provide entertainment immersion to users. Second, the offline visit-internal experience type requires a powerful inducement for users to visit a specific space providing AR content and to participate in augmented environments. Third, the online utilization-external information type needs a series of AR content that can consistently incite users' curiosity about brands and products. Fourth, the online utilization-internal experience type needs effective content to improve users' shopping experience with the virtual fitting of fashion accessories, such as eyewear, hats, jewelry, and watches. Accordingly, fashion companies should create contents that can provide appropriate presence, interactivity, and immersion by AR type.

Study of Theme-based Cultural Space According to the Changing Tourism Environment - Focus on examples of Japan and Korea to which Contents E5(Education, Entertainment, Experience, Emotion and Economy) were applied - (관광환경 변화에 따른 테마형 문화공간(TCS) 연구 - 콘텐츠 E5(교육, 위락, 체험, 감성, 산업)를 적용한 일본과 한국사례를 중심으로 -)

  • Oh, Sang-Min;Joung, Yong-Sub;Han, Young-Ho
    • Korean Institute of Interior Design Journal
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    • v.21 no.6
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    • pp.46-53
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    • 2012
  • The purpose of present study is that according to the changing tourism environment, detailed cultural environment will be utilized in the active way as systematized theme-based cultural space, and the increase of small theme-based cultural space will contribute to active participation of customers and local development with various programs. TCS was classified to theme-based cultural space contents E5(Education, Entertainment, Experience, Emotion and Economy) in focus of contents in which software is regarded more importantly than hardware, and was analyzed as contents of ten key tourism trend of the future. The present study indicate that experience centered tourism environment stood out in theme-based cultural space, and new era of cultural tourism to which storytelling in focus of emotion is applied will be coming.

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Comparison of User Experience from Parallax Scrolling and Video Use on the Web Contents (영상과 Parallax Scrolling 기법을 활용한 웹콘텐츠의 사용자 경험 요소 비교 연구)

  • Kim, Hee Won;Ko, Hye Young
    • Journal of Korea Multimedia Society
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    • v.19 no.2
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    • pp.520-529
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    • 2016
  • Recent use of digital video contents increases visual fatigue of users. As a result, it has been difficult that the existing video methods make users focus on the content with interest and deliver stories intended by contents producers. Parallax scrolling is getting the spotlight as a new way which are keeping the fluent visual advantages of video and help users maintaining their attention with simple maneuver. In this study, based on a survey, it would compare the user experience in an existing video in Web contents and parallax scrolling Web contents. As a result, it showed that using the parallax scrolling Web sites improve user sensibilities such as aesthetic, novelty and pleasure of user experiences. A remarkable thing is that users replied parallax scrolling is not much comfortable to use. According to the result, researchers suggest that using parallax scrolling in Web site needs thoughtful decision in making and managing of Web contents.

A Study of the Influence of Online Digital Character Experience on Offline Related Products Purchasing Intention -Focused on Kakao Friends O4O(Online for Offline) Product Portfolio (온라인 디지털 캐릭터 경험이 오프라인 연관상품 구매의도에 미치는 영향에 관한 연구 -카카오프렌즈의 O4O(Online for Offline) 제품 포트폴리오를 중심으로)

  • Son, Jae-young
    • The Journal of the Korea Contents Association
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    • v.19 no.2
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    • pp.296-304
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    • 2019
  • The Amazon Go was the catalyst of O4O era. O4O is an advanced business model from O2O, which is the integration of offline service to online, especially through smart phone network. We also find the O2O strategy of digital contents companies such as Kakao and Line. This study examined the relation between online character experience and offline purchasing intention on related character products. The SEM was designed on the former study that based on the theory of user experience and brand attitude. The result of this study shows that the users' online experience have influence on the purchasing intention of offline related products and there exist the mediating routes of satisfaction of user experience, brand preference and brand reliability. There are no statistical support to the relation between satisfaction of user experience and purchasing intention. These points illustrate what marketers better to focus on transmedia strategies.

A Study on the Utilization of Online Contents Subscription Services : Focusing on Digital Literacy, Purchase Tendencies, Personality Types, and Contents Consumption Experience (온라인 콘텐츠 구독 서비스 이용에 대한 연구: 디지털 리터러시, 제품 구매 성향, 성격 유형, 이용 경험을 중심으로)

  • Lim, Ji-an;Sung, WookJoon
    • Informatization Policy
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    • v.31 no.2
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    • pp.105-132
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    • 2024
  • This study seeks to investigate the factors influencing the utilization of online contents subscription services. In this study, the current number of online contents services subscribed to is set as the dependent variable. The independent variables include conspicuous product purchasing tendencies, personality types, experience with online contents consumption, and digital literacy. The research results indicate that digital literacy, agreeableness, and sociability among personality traits, as well as experience with online contents consumption, significantly impact the use of online contents subscription services. However, conspicuous product purchasing tendencies and personality traits such as openness and extroversion did not have a significant effect on the utilization of online contents subscription services.

A Study on Management of Rural Experience Programs through Case Linked with Natural Disaster - Focused on Garisan-ri, Inje-gun, Gangwon-do, Republic of Korea - (자연재난과의 연계사례를 통한 농촌체험 프로그램 운영방안에 관한 연구 - 강원도 인제군 가리산리를 중심으로 -)

  • Lim, Chang-Su;Park, Ro-Un;Lee, Seung-Chul;Kim, Eun-Ja;Choi, Jin-Ah
    • Journal of Korean Society of Rural Planning
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    • v.23 no.1
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    • pp.147-156
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    • 2017
  • This study suggests a plan to expand the rural experience program linked to natural disaster through the case analysis of the village of Garisan-ri, Inje-gun, Gangwon-do, Republic of Korea. This will help to establish the necessary improving and policies for Re-leap of rural villages in disaster areas and activation of rural experience villages. The local residents have created flood recovery stories, disaster response content, and disaster prevention camp sites, all of which have been hit by serious disaster damage. It has also contributed to the revitalization of the village by providing various experience programs such as disaster response training, crossing rapids, and evacuation experience. This is a way to get rid of the negative perception of disaster and utilize it. The conversion of idea through disaster experience content contributed to the activation of the area. By linking the disaster experience contents to the rural experience program in the future, it can be helpful to avoid the duplication of contents and limit the similar operation method, which is an existing problem of rural experience villages.

A study of consumer content experience on Korean online premium food market (국내 온라인 프리미엄 푸드마켓에 대한 소비자 경험 연구)

  • Kim, Sung Hee;Kim, Hyun Suk
    • Journal of Digital Contents Society
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    • v.19 no.7
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    • pp.1413-1422
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    • 2018
  • As the online food market is becoming major channel and fragmented, online premium food market is also emerging and growing. The purpose of this study is to clarify the experience factors of consumers in online premium food market and define the differences with offline. It is suggested that the online premium food market should be differentiated in terms of providing contents and services by revealing the differences in experience of cognitive, aesthetic and emotional experience with offline premium food market. In addition, the channel that consumers use in the online premium food market has a combination of online and offline experiences, so it is necessary to provide a consistent experience to the consumers. The consumer experience derived from this study is intended to be used as a basic data for providing content and services from the consumer perspective in the service design of online premium food market.