• Title/Summary/Keyword: experience contents

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Development of story-based growth type content using 3D printing (3D프린팅을 활용한 스토리 기반 성장형 콘텐츠 개발)

  • Lee, Young cheon
    • The Journal of the Convergence on Culture Technology
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    • v.4 no.1
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    • pp.27-32
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    • 2018
  • Recently, diverse bio-growth and object production experience learning contents have been developed for AR-based storytelling. In this paper, we will develop a storytelling-based growth type content using 3D printer which can add interest in and motivation of experiential learning. It is possible to increase the value of the characters produced by 3D printer as they can be used as personal collections. The bio-growth type content enables the learners and users to experience the local culture, history, and tourism ecology, which can enhance the educational effect by promoting their understanding in a fun way. The purpose of this study is to develop an application for experiential learning contents which creates a virtual environment in an object smart device where you can experience the culture and ecology of a learning community, and then produce the output using the 3D printer to keep as a personal souvenir. The developed contents application for experiential learning can be utilized not only for students but also for tourists. It is expected to serve as a source for further development of various contents through 3D printing technology.

Device and Contents development for children applying Mixed Reality Technology - Based on Children's toy 'Smart Car' (혼합현실을 활용한 어린이용 디바이스와 콘텐츠 개발 - 어린이 완구 '스마트카' 개발을 중심으로 -)

  • Kong, Soo-Kyung
    • Journal of Digital Contents Society
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    • v.17 no.5
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    • pp.339-348
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    • 2016
  • While the development of digital media has positive aspects of knowledge enlargement and a new communication channel, it also demonstrates a lot of unexpected defects, such as personal isolation, addiction, obsession or Attention Deficit Hyperactivity. Thus, the author considers it is urgent to develop the contents specifically designed for children in this new digital environment and would like to propose the combined Children's device and contents using the new concept of Mixed Reality. The Mixed Reality that mixes real world and virtual world provides the opportunity that can experience the new concept of play education by using touchable interface of children's real life toy cars together with the virtual world in the smart phones. This Mixed Reality that is extended from sole senses will lead the children to develop the concentration, sense of reality and imagination and also to experience the enlarged play and education concept.

Development of Contents For Building Construction Education Using Smart Media and Utility Verification of the Contents (스마트 미디어를 활용한 건축시공 교육 콘텐츠 개발 및 효용성 검증)

  • Yun, Ji-In;Kim, Taek-Jung;Choi, Yoon-Ki
    • Korean Journal of Construction Engineering and Management
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    • v.19 no.3
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    • pp.23-32
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    • 2018
  • As the size of the construction industry becomes larger, there are many tries to change the construction education for growing the pre-engineering who has many directly experience. However, architectural construction education, which requires a lot of practical understanding, is still limited to educational textbooks and field trips. Therefore, this study proposed the development of educational contents which can indirectly experience by combining smart media such as time-lapse, video and animation. Also, we verified the effectiveness of contents developed based on usability, practicality(fitness of education), necessity, possibility of commercialization. We will contribute to enhance the effectiveness of education through building construction education contents that take advantage of contents based on this.

A Study on Spirituality Experience of Recovering Drug Addicts (회복기 마약중독자의 영성 체험에 관한 연구 -기독교·가톨릭인 회복자를 중심으로-)

  • Lim, Hae Young;Kim, Hakju
    • The Journal of the Korea Contents Association
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    • v.18 no.11
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    • pp.98-112
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    • 2018
  • In order to find out policy and practical implications to support recovering drug addicts in a holistic way, This study conducted in-depth interviews with five research participants using Giorgi's phenomenological study method to understand the meaning of spiritual experience of recovering drug addicts. According to data analysis, these spirituality experiences appeared as two thematic themes: 'experience of relationship with a divine being' and 'experience of inherent transcendence'. Three sub-themes of 'fear and scary existence', 'hanging object' and 'embracing existence' were derived from the essence theme of 'experience of relationship with a divine being' and 'immanent transcendental experience' was conceptualized into four sub-themes: 'facing existence', 'psychological reconstruction', 'mental maturity', and 'a way to go alone'. Based on this, spiritual experiences of recovery drug addicts showed that religion itself exerted a considerable influence on their spiritual experience and their spiritual experience was closely related to the recovery of humanity. Also, 'intrinsic transcendental experience' suggested that two essential themes of spiritual experience were closely interrelated in a mutual cyclical relationship. Based on the results, We discusses the major intervention plan for the recovery drug addicts that the social welfare system can consider.

A Study on the characteristics of the experience prescription in 『Donguisusebowon』 (『동의수세보원(東醫壽世保元)』에 나타난 경험방약(經驗方藥)의 특징에 대한 고찰)

  • Kim, Tae-Yeong;Park, Seong-Sik
    • Journal of Sasang Constitutional Medicine
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    • v.33 no.1
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    • pp.22-37
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    • 2021
  • Objectives The purpose of this study is to examine the characteristics of the experience prescription in 『Donguisusebowon(東醫壽世保元)』. Methods We examined the examples of the experience prescription in the pathology of 『Donguisusebowon』. Afterward, we considered the characteristics about the experience prescription of Junggyeong Jang and the Next Generation Doctors in 『Donguisusebowon』. Results and Conclusion 1. The Junggyeong Jang's experience prescription isn't modified despite the fact that it doesn't fit the constitutional disease and pharmacology, and many experience prescriptions are mentioned to in the pathology of 『Donguisusebowon』. But the Next Generation Doctors's experience prescription is modified, and a considerable number of experience prescriptions are not mentioned to in the pathology of 『Donguisusebowon』. 2. Jema Lee cited all of the Junggyeong Jang's experience prescription except Daesiho-tang(大柴胡湯) as an explanation for the constitutional disease, and cited a prescription that could not be used for the constitutional disease. And the pathological symptom of the Junggyeong Jang's experience prescription was used to establish the system of the Sasang Constitutional Medicine, so the Junggyeong Jang's experience prescription wasn't modifed. 3. Jema Lee cited a prescription that could be used for the constitutional disease. And the pharmacology of the Next Generation Doctors's experience prescription was used to establish the system of the Sasang Constitutional Medicine, so the Next Generation Doctors's experience prescription was modifed. 4. Jema Lee established the Sasang Constitutional Medicine based on the Existing Medicine. It was appeared in composition and name about the table of contents of the experience prescription in 『Donguisusebowon』.

The Effect of Virtual Human Lecturer's Human Likeness on Educational Content Satisfaction: Focused on the Theory of Experiential Economy (가상 휴먼 강사의 인간 유사도가 교육 콘텐츠 만족감에 미치는 영향: 체험경제이론을 중심으로)

  • Gong, Li;Bae, Sujin;Kwon, Ohbyung
    • The Journal of the Korea Contents Association
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    • v.22 no.7
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    • pp.524-539
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    • 2022
  • With the advent of generative artificial intelligence technology, it became possible to create a virtual human, and produce a lecture video only with textual information. It is expected that the virtual human will enhance the efficient production of educational contents and the student's entertainment experience and satisfaction. However, there have been still few studies that have demonstrated the process of how virtual human technology reaches students' satisfaction. Therefore, the purpose of this study is to empirically examine whether the human likeness, which is the main characteristic of a virtual human based on Uncanny Valley theory, affects human experience and satisfaction. In particular, human likeness of the Uncanny Valley theory was subdivided into human likeness in the visual and verbal dimensions, and the process of reaching satisfaction was understood based on the experience economy model. In particular, human similarity in Uncanny Valley theory was classified as similarity in the visual and language levels, and the process of reaching satisfaction based on the experiential economic model was analyzed with a partial least squares structure model equation (PLS-SEM). The survey was conducted online for a panel of office workers at a specialized research institution in China. The results indicate that both the visual and verbal human likeness had a positive effect on experience economy factors (education, entertainment, esthetic, escape), and then these experiential factors had a significant effect on satisfaction. The results also provide some suggestions to consider when designing educational contents by virtual human.

Revitalize the Tourism Experience Program of Hyanggyo and Seowon - Focusing on World Heritage sites in Korea - (향교·서원의 관광체험 프로그램 활성화 방안 - 국내 세계유산을 중심으로 -)

  • Bang, Mee Young
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.249-255
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    • 2023
  • World Heritage is a very important heritage that is worth protecting and handing down to future generations. In Korea, which has a long history and culture of 5,000 years, Seowon is a great advantage in that it can develop tangible and intangible Neo-Confucian ideas shared in China and East Asia, and preserve and experience them as a unique cultural resource of Korea until the present day. In order to encourage the direct experience of this long-standing cultural heritage, the government supports the national treasury and seeks to expand the demand for tourism. Accordingly, in this study, an analysis was conducted on program satisfaction, participation, and activation plans. As a result, it was found that value to see and value to experience must coexist in order for our world heritage, which requires comprehensive and continuous management and operation, and lacks accessibility, to become a tourist attraction. Also, for this purpose, promotion and development of differentiated tourism experience contents should be carried out first.

An Exploratory Study on the Shopper Experience of Shopping Malls Using Photo Elicitation Interviews

  • Lee, Jongbae;Kim, Soyoung;Lee, MiYoung
    • Journal of Fashion Business
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    • v.21 no.6
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    • pp.122-138
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    • 2017
  • Shopping malls in Korea have grown in size and number, and their one-stop convenience has expanded to include various retail stores, service outlets, and entertainment providers. This study closely examines the shoppers' experience in a shopping mall. Using the photo elicitation interview (PEI) method, this study aims to provide deeper understanding of the subjective perceptions and context of shopping mall users. Ten shopping mall users participated in this study. They visited a shopping mall and took photos from their points of view about the shopping experience, and later participated in a personal interview. Convenience, excitement, relaxation, and socialization are the major themes of a pleasant shopping mall experience. Crowdedness and ineffective store design are the major themes of an unpleasant shopping mall experience. Core contents of each pleasant and unpleasant theme are presented. Given the current retail environment where shopping malls are continuously expanding, understanding the behavior and perception of consumers related to shopping malls is important in designing and providing a compelling experience in shopping malls.

Differences of Aesthetic Experience Response Code by Player's Experience Level in Adventure Game (어드벤처 게임에서 플레이어 경험수준별 미적경험 반응코드 차이)

  • Choi, GyuHyeok;Kim, Mijin
    • Journal of Korea Game Society
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    • v.20 no.6
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    • pp.3-12
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    • 2020
  • Player experience study includes the behavior and psychological responses of player to game content. And, it focuses on the player's aesthetic experience for specific game elements rather than comprehensive game experiences. This paper presents the player's aesthetic experience data derived from the gameplay process as a code, and analyzes the aesthetic experience data by player experience level for adventure games. These researching results might complement the limitations of existing game analysis research, and provide practical data which creator could apply at the design stage of game.

Presence Experience & Effect of the Experiential Exhibition Content (체험형 전시 콘텐츠의 프레즌스 경험과 효과에 관한 연구)

  • Yeonsu Seol;Chungmin Joo
    • Smart Media Journal
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    • v.13 no.1
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    • pp.76-85
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    • 2024
  • This study examined the Presence experience, resulting effects, and re-viewing intentions of visitors to experiential exhibition content. For this purpose a survey was conducted targeting 246 visitors to experiential exhibition content based on Hyecho's travel story and SilkRoad cultural heritage. As a result of the survey, understanding and interest in the content material and similar exhibition viewing experience did not affect Presence experience. In addition the higher the Presence experience of exhibition content, the greater the awareness and emotion that is the effect of Presence. And among the effects of Presence, emotion had a positive effect on revisiting intentions. Therefore, it was confirmed that future experiential exhibition contents require planning, production, and exhibition that allow users to experience Presence.