• Title/Summary/Keyword: experience contents

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Concept Mapping Analyzing on Counselors' Vicarious Trauma Experience from Working with Victims of Sexual Violence (성폭력 상담자 대리외상 경험에 대한 개념도 연구)

  • Heo, Chan-hee;Lee, Jee-yon
    • The Journal of the Korea Contents Association
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    • v.20 no.11
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    • pp.457-471
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    • 2020
  • The purpose of this study is to explore the in-depth content of vicarious trauma experience of sexual violence counselors and to develop intervention strategy. To this end, depth interviews were conducted with twelve sexual violence counselors working at the sexual violence counseling site for more than three years. In addition, using the concept mapping method, the content exploration of the experience of vicarious trauma of sexual violence counselors was confirmed, and its conceptual structure was identified. As a result, 60 key sentences regarding the experience of vicarious trauma of sexual violence counselors were extracted. Then, multi-dimensional scale and cluster analysis were conducted after making nineteen appraisal participants who are under the same condition as depth interview participants to categorize and assess key sentences. As a result of analysis, the x-axis of negative perception, psychological and emotional dimension, and the y-axis of personal inner and behavioral dimension appeared, and five clusters emerged: immersion and skepticism about work, experience of emotional assimilation, hypersensitivity to sex, increased vigilance against men, and threat of safety. This provided basic data that could categorize and identify the contents of vicarious trauma of sexual violence counselors experience by sexual violence counselors.

An Analysis of the Contents of Pre-Service Early Childhood Teacher's Practicum Experience in Kindergartens and Child Care Centers Shown in Practice Teaching Journals (실습일지에 나타난 예비유아교사의 교육실습 및 보육실습 내용 분석)

  • Lee, Mi Ran
    • Korean Journal of Childcare and Education
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    • v.12 no.6
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    • pp.227-248
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    • 2016
  • The purpose of this study was to investigate the contents of pre-service early childhood teacher's practicum experience in kindergartens and child care centers through the analysis of practice teaching journals. The subjects of this study were a total 52 practice teaching journals of 26 pre-service early childhood teachers who completed their practicum in kindergartens and child care centers. This study analyzed the type of teaching practice management, the type of activities, and the contents of journal writings. The findings are as follows; First, pre-service teachers experienced a similar ratio of the type of teaching practice management in both types of teaching practice. Second, pre-service teachers performed more group activities in practicum in kindergartens, but more choice activities in practicum in child care centers. Third, the journal writing contents of pre-service teachers in both types of teaching practice mainly addressed the operating of educational and child care activities, and the execution of observing young children. But some categories of teacher's competency were hardly addressed. The results of this study could be used as basic data for designing early childhood practicum programs.

The Influences of On Line WOM(word Of Mouth) Information and Receiver's Characteristic on WOM Received (온라인 구전정보와 수신자 특성이 구전수용에 미치는 영향)

  • Kim, Chang-Ho
    • The Journal of Information Technology
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    • v.8 no.3
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    • pp.73-82
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    • 2005
  • The present paper aims to examine the relationship between the online word of mouth(WOM) contents and the WOM effect and to see how receivers' features such as product knowledge and involvement level influence the WOM received. For that purpose, we categorize WOM contents into two subcategories; product news and personal experience. The WOM effect, in turn, is into the WOM received. Survey questionnaires were given to 268 collegians as to their online WOM activities to purchase MP3 players. SPSS 10.0 package was employed as the method of statistical analysis. We report the following results. First, product news is shown to exert a greater effect on the WOM received than personal experience. Second, their product knowledge plays a moderating role in the relationship between the WOM contents and the WOM received. Finally, it is shown that the factor of involvement level moderates the relationship between the WOM contents and the WOM received. The current paper attempts to develop a hypothetical relationship between WOM information and WOM received and to provide a theoretical foundation for the practical online marketing. We must admit the methodological limitations with respect to subjects and samples. It should be worthwhile, however, to compare online and off-line marketing and to expand the range of research in the current line of thought.

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An Analysis of Recovery Rate and a Change of Depth Recognition After Watching 3D Videos (3D 영상 시청 시 콘텐츠에 따른 깊이 인지 변화와 회복도 분석)

  • Kim, Yong-Woo;Kang, Hang-Bong
    • Journal of Korea Multimedia Society
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    • v.18 no.1
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    • pp.88-96
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    • 2015
  • The recent increase in the production of 3D contents allowed viewers to experience various 3D contents. However, some of the viewers did not experience 3D depth well. Several researches were done in past to measure viewers' 3D depth perception, but these researches were done with certain limitations. In this paper, we measured viewers' 3D depth perception and recovery rate in relation with the changes in binocular disparities, saturation, and brightness values after subjects' watching 2D/3D contents. The results showed that when viewers watched the 3D content with positive binocular disparities for 42 minutes, viewers felt that the object seemed to have moved further forward than it was before; with 3D content with negative binocular disparities, viewers felt that the object seemed to be moved backwards. We found that the locational differences of the object in positive disparities were greater than those in the negative binocular disparities. The recovery rate was computed by comparing two measured values of before and after watching 3D contents for 30 minutes. On average, after 30-minute break, viewers showed roughly 50 % of recovery rate.

A Case Study of Virtual Reality Contents Development Using Experience Device (가상현실 체험형 디바이스를 활용한 콘텐츠 개발 사례)

  • Yoo, Myoung-Eun;Lee, Seok-Hee;Song, Eun-Jee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2019.05a
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    • pp.208-210
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    • 2019
  • Creating a virtual reality ecosystem is more important than anything else for virtual reality, which has recently been drawing attention as a sector of the fourth industrial revolution. Virtual reality ecosystem consists of content (C), device (D), platform (P), and network (N). While content is key among these, virtual reality depends on input and output devices, so device utilization is very important. Recently, hands-on devices are being developed for realistic experiences. This study presents examples of contents development using VirZOOM, an experienced device, to reduce immersion and motion sickness of VR contents. We look forward to further promoting the development of virtual reality content in the future through this study.

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Research about digital contents development of internal culture relics (국내 문화유적의 디지털콘텐츠 개발에 관한 연구)

  • Kim, Moon Seok
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.5 no.3
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    • pp.147-154
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    • 2009
  • There are not much digital contents researches that do to culture relics basically. Digital contents research is studied by various method such as Cyber Gallery, 3-D Graphics, Hologram from Scanning that is the simplest form. This research wishes to do with internal culture relics as the central figure that it is that 'Sosu Seowon'. Korean culture contents cyber gallery construction can see as childhood yet. Present result that investigator develops research and as presentation about research process and contents result, wish to argue about problem. Digital contents escapes in existent physical time factor and development to new culture code is possible. Go and come often carrying out and search of fast data or experience of cultural inheritance is available. Through research, wished to present possible metheod actually in digital contents manufacture of internal cultural inheritance. Through this, expect role that offer base in contents manufacture skill.

Tourist Experiences Characteristics on Performance Arts -Focus on JeJu 'Nanta' as Cultural Contents- (관광객의 공연체험 특성 -문화콘텐츠'난타'를 중심으로-)

  • Jang, Hye-Won;Kim, Hyoung-Gil;Oh, Sang-Hoon
    • The Journal of the Korea Contents Association
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    • v.11 no.7
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    • pp.458-466
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    • 2011
  • JeJu Island is famous for beautiful scenery but relatively little attention was paid to social cultural attractions. My aim is to provide an alternative attraction for JeJu destination. Two main goals of this paper are to apply to the Pine and Gilmore Experience Economy Theory framework on performance arts experiences and identify causal relations among experience factor, experience satisfaction and performance loyalty. To accomplish the study object, theoretical review and empirical analysis were jointly carried out. Using samples of 280 participations in nonverbal comic performance 'Nanta' who were required to rate performance experiences, experiences satisfaction, and performance loyalty. Results of SEM(Structured Equation Model) was showed that only Entertainment factor of 4 experiences factors(aesthetics, entertainment, education, escapist) affected experiences satisfaction. While experiences satisfaction affected performance loyalty. These results support the concept of experiential Economy framework suggested by Pine and Gilmore on culture-arts products consumption.

A Study On The Development Of Virtual Underwater Environment And Sensory Simulator (가상 수중 환경과 체감형 시뮬레이터 개발에 관한 연구)

  • Youn, Jae-Hong;Hur, Gi-Taek;Kang, Im-Chul
    • Journal of Korea Multimedia Society
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    • v.15 no.4
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    • pp.560-568
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    • 2012
  • As for the implementation technology of virtual space, the experience method becomes multifunctional and it recognizes movement, sound, temperature and pressure and is expanding to the studies on the interaction possible intelligent interaction technology field between contents and users. The virtual reality technology is being studied to apply the 3D graphic technology and physical phenomena to virtual space to increase the sense of reality and use hardware devices to the virtual environment to increase immersive experience. The production of interactive contents about the virtual underwater environment needs bidirectional interface technology to connect hardware devices and ocean contents in order to increase the sense of a user to increase the sense of immersion. In this study, it tried to express the virtual underwater environment with the sense of actuality and reality from the analysis of the environmental factors according to changes in depth of water and from the application of the normalized underwater physical laws. Also it was to develop sensory contents having to experience the skin scuba without directly entering the water by connecting a sensory simulator about the skin scuba with the virtual underwater environment.

A Development of the Contents for the Reading Attitude Survey Questionnaire through the Analysis of Reading Attitude Models (독서태도 모형 분석을 통한 독서태도 조사 설문 내용 개발)

  • Byun, Woo-Yeoul
    • Journal of Korean Library and Information Science Society
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    • v.43 no.4
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    • pp.139-159
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    • 2012
  • The purpose of this research is to increase understanding about 'an attitude' and to develop the contents of the reading attitude survey questionnaire through the analysis and comparison of reading attitude models. An attitude has an individual's perception and feeling about events, problems, people or things, and it also includes the state prepared for reaction. An attitude consists of emotion, cognition and behavior and it is formed by experience, learning or value judgment. Reading attitudes are composed of cognitive factors that represent beliefs or opinions about reading, emotional factors that represent evaluation and emotion about reading, and behavioral factors that represent intentions or behavior to reading. The analysis of the components of the reading attitude models shows the fact that the influencing factors of reading attitude formation are the reading experience, beliefs of reading results, beliefs about others' expectations and reading environments. Thus, the contents of reading attitude survey questionnaires should include such contents as reading experience, beliefs of reading results, beliefs about others' expectations, and reading environments.

Study on the Quality of User Experience Considering the Video Contents Characteristics (영상 콘텐츠 특성을 고려한 영상 서비스의 사용자 체감 품질 변화에 대한 연구)

  • Kim, Beom-Joon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.13 no.2
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    • pp.427-434
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    • 2018
  • Video services have been widely generalized thanks to the progress in compression streaming technologies. In spite of the innate difficulties in guaranteeing quality of service(QoS) of the Internet, the quality of service that is experienced by users have been improved considerably with overall bandwidth growth over the Internet and new compression and streaming technologies. For further sophisticated management scheme from the current homogeneous one, it should consider the characteristics of video contents. This paper investigates that the Quality of Experience(: QoE) for video services can vary according to the characteristics of video contents for the same compression method and transmission environments. It is expected that this result contributes to establish a new and advanced scheme to manage QoE for video services over the Internet.