• Title/Summary/Keyword: experience contents

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Comparative Study on the Characteristics of Interaction Design in the Design Hotel (디자인 호텔의 인터랙션디자인 속성 비교 연구)

  • Lee, Mi-Kyung
    • Korean Institute of Interior Design Journal
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    • v.19 no.1
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    • pp.208-216
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    • 2010
  • The design hotel where new life styles of users were created and the exchange of one's identity and the culture was executed was employed the interaction design which considered the attendance and experience of users as the important motives. This study is to discuss on the relationship between the design hotel and interaction design, and to compare and analyze the differences in the expression methods of them. It was concluded that the design hotel had a close relation with the properties of information supply, amusements, narrative, personalization, and social exchange in the interaction design, and it mainly used the digital media of non-material, the juxtaposition of strangeness, the change of structure, substitution of values, appropriation of hybrid as a means of its expression. In addition, it was revealed that the properties above did not simply apply to an open space but were connected as a dominant-subordinate relationship into one subject. It is expected that the field of interaction design in the design hotel will be expanded due to the spread of digital technology and its role and importance will be increased. Therefore, it is thought that the study to provide the development of a variety of contents of design hotel should be kept through the study of organic relation between different subjects, avoiding the indiscriminate use of the contents.

Experience of Patients' Having Hypertension and Diabetes Participation in Health Care (고혈압 및 당뇨병 환자의 건강관련 의사결정 참여경험)

  • Lee, Jihae
    • The Journal of the Korea Contents Association
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    • v.21 no.3
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    • pp.552-560
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    • 2021
  • This study attempted to explore the experience of patients' having hypertension and diabetes participation in health care. 11 chronic patients who regularly visited community health centers for more than a year participated in this study. The data was collected through individual interviews and analyzed by thematic analysis method. As a result, 6 sub-themes and 3 themes derived from the data. The themes were 'Trying to utilize short consultation time efficiently', 'Answering within narrow limits to healthcare provider', 'Being lack of continuous motivation for health care'. The result showed the need for nurses to provide accurate and sufficient health information and motivate patients in supportive manner to encourage chronic patients' participation in health care.

Online Practice Experience of Nursing Students in COVID-19 Situations (COVID-19 상황에서 간호대학생들의 온라인실습 경험)

  • Jang, Young-Eun;Han, Kuem-Sun
    • The Journal of the Korea Contents Association
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    • v.21 no.8
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    • pp.702-714
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    • 2021
  • Purpose: This study aims to understand the online practice experience of nursing students through virtual simulation in order to prepare basic data for online practice program development. Methods: This study is a descriptive study that applied a qualitative thematic analysis method to explore the online practice experiences of nursing students. It was targeted to 16 students in the department of nursing at a university. Results: As a result, 5 themes such as 'Feeling ambivalent about the online practice', 'Doubts about the effectiveness of online practice', 'Running into the limits of online practice', 'Feeling like a virtual simulation as an alternative', and 'Approaching true nursing' Conclusion: Virtual simulation is considered a very effective online practice program. However, since the lack of various scenarios and cases is pointed out as a limitation, it is necessary to develop and apply more diverse and systematic practice programs in future research.

The Effect of Dentist's Attitudes on Patient Satisfaction (치과의사의 태도가 환자 만족에 미치는 영향)

  • Choi, Ho-Jung;Jung, Tae-Young
    • The Journal of the Korea Contents Association
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    • v.22 no.7
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    • pp.478-485
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    • 2022
  • This study amis to investigate the effects of dentist's attitudes on patient satisfaction. To achieve research purpose, we used 2020 Medical Service Experience Survey (MSES) carried out by Korea Institute for Health and Social Affairs(KIHASA). The data of 560 patients was analyzed using SPSS Ver. 26.0. The main results are as follows. According to the regression analysis, 'politeness', 'empathize with anxiety', 'enough conversation', and 'easy-to-understand explanation' are influential factors to patient satisfaction. This study is meaningful in that it provided basic data for improving the satisfaction of patients who visited the dentist and the service quality of dental medical institutions.

A Comparative Study on the Game Experience of VR Horror Games and Side Scrolling Horror Games

  • Qi Yi;Jeanhun Chung
    • International Journal of Advanced Culture Technology
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    • v.11 no.2
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    • pp.415-420
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    • 2023
  • Since 2017, the application of VR technology in the game field has become more and more extensive, and more and more scholars have conducted research on VR games, especially VR horror games. This article will conduct research on VR horror games and scrolling scroll games through comparative analysis, and believes that VR horror games are much stronger than side scrolling scrolling games in terms of immersion. However, due to its unique flat third-person perspective, completely different operation methods and the existence of 'the fourth wall in side-scrolling horror games, Players can clearly realize that they are in an absolutely safe environment, and that they are just manipulators of game characters, not experiencers of terrorist events, so players will not receive excessive fright. Therefore, this article believes that the number of players who like side-scrolling horror games with certain horror elements is greater than the number of players who like pure VR horror games.Many traditional games in this paper have their own advantages in many aspects. For example, many traditional games such as horizontal games also have good development prospects in the future. We should promote the research on games in the academic community from multiple angles, not limited to popular VR games.

A Study on Character Consistency Generated in [Midjourney V6] Technology

  • Xi Chen;Jeanhun Chung
    • International journal of advanced smart convergence
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    • v.13 no.2
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    • pp.142-147
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    • 2024
  • The emergence of programs like Midjourney, particularly known for its text-to-image capability, has significantly impacted design and creative industries. Midjourney continually updates its database and algorithms to enhance user experience, with a focus on character consistency. This paper's examination of the latest V6 version of Midjourney reveals notable advancements in its characteristics and design principles, especially in the realm of character generation. By comparing V6 with its predecessors, this study underscores the significant strides made in ensuring consistent character portrayal across different plots and timelines.Such improvements in AI-driven character consistency are pivotal for storytelling. They ensure coherent and reliable character representation, which is essential for narrative clarity, emotional resonance, and overall effectiveness. This coherence supports a more immersive and engaging storytelling experience, fostering deeper audience connection and enhancing creative expression.The findings of this study encourage further exploration of Midjourney's capabilities for artistic innovation. By leveraging its advanced character consistency, creators can push the boundaries of storytelling, leading to new and exciting developments in the fusion of technology and art.

A Web-based System for Business Process Discovery: Leveraging the SICN-Oriented Process Mining Algorithm with Django, Cytoscape, and Graphviz

  • Thanh-Hai Nguyen;Kyoung-Sook Kim;Dinh-Lam Pham;Kwanghoon Pio Kim
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.18 no.8
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    • pp.2316-2332
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    • 2024
  • In this paper, we introduce a web-based system that leverages the capabilities of the ρ(rho)-algorithm, which is a Structure Information Control Net (SICN)-oriented process mining algorithm, with open-source platforms, including Django, Graphviz, and Cytoscape, to facilitate the rediscovery and visualization of business process models. Our approach involves discovering SICN-oriented process models from process instances from the IEEE XESformatted process enactment event logs dataset. This discovering process is facilitated by the ρ-algorithm, and visualization output is transformed into either a JSON or DOT formatted file, catering to the compatibility requirements of Cytoscape or Graphviz, respectively. The proposed system utilizes the robust Django platform, which enables the creation of a userfriendly web interface. This interface offers a clear, concise, modern, and interactive visualization of the rediscovered business processes, fostering an intuitive exploration experience. The experiment conducted on our proposed web-based process discovery system demonstrates its ability and efficiency showing that the system is a valuable tool for discovering business process models from process event logs. Its development not only contributes to the advancement of process mining but also serves as an educational resource. Readers, students, and practitioners interested in process mining can leverage this system as a completely free process miner to gain hands-on experience in rediscovering and visualizing process models from event logs.

The Bisects of Clothing Consumption Experiences on Brand Attitude (의류제품에 대한 소비경험이 상표태도에 미치는 영향)

  • 김은영;이영선
    • Journal of the Korean Society of Clothing and Textiles
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    • v.21 no.1
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    • pp.104-118
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    • 1997
  • Consumers experience various cognitive and emotional contents of clothing through postpurchase process. These experiences may affect consumer satisfaction as well as brand attitude toward clothing products. The purpose of this study was to examine the effects of consumption experiences on the brand attitude toward clothing products. The research questions for accomplishing the purpose of this study were to investigate 1) the dimension of consumption experiences, 2) relationships among consumption experience, satisfaction and brand attitude toward clothing. The sample of this study was consisted of 431 females. The survey method, and factor analysis and regression were utilized for this study. The results were as follows; First, it was found out the consumption was composed of two dimensions such as cognitive and emotional experiences. According to the result of factor analysis, the cognitive experiences through consumption process were composed of 6 factors, that is, the suitability, fitness, utility/economy, sewing, deformation, and management. And emotional experiences were composed of 5 factors, that is, unpleasure, activeycomfort, inter-oriented pleasure, extra- oriented pleasure, tension. Also emotional experiences could be composed of two dimensions, that is, positive and negative emotion. The positive emotions were included pleasure and active/comfort. The negative emotions were included unpleasure and tension. Second, the result of path analysis showed that consumption experiences were related to satisfaction and brand attitude. A satisfaction influenced on brand attitude more strongly than others. And sewing, activejcomfort, extra-oriented pleasure out of cognitive and emotional experience factors affected to brand attitude directly. Satisfaction was also influenced by cognitive and emotional factors, and was the important mediator in forming brand attitude toward clothing through consumption experience. Above results imply that consumer experience multidimensional cognitive and emotional aspects of clothing through consumption process. The cognitive and emotional aspects consisting of consumption experiences, satisfaction, and brand attitude are interrelated causally. Therefore, experience related variables could be the antecedents of satisfaction and brand attitude. The satisfaction and positive emotion could be also important factors in brand attitude toward clothing.

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Multiparous Women's Experience of Labor Pain : Pheminological Method (경산모의 분만통증 경험에 관한 연구)

  • Yeo, Jung-Hee
    • Women's Health Nursing
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    • v.5 no.3
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    • pp.277-286
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    • 1999
  • Pain is a complex perceptual experience that is profoundly influenced by a number of variables, differing in quality as well as in intensity. Therefore we need to understand the actual experience of multiparous women in order to provide basic information for nursing care. The purpose of the study is to explore the experience of labor pain. The data are collected through in-depth interviews of 17 multiparous women in city of Pusan from October 1998 to March 1999. The interviews were conducted 1-2 days after delivery in the admission room. Each interview lasted about 45 minutes on average. Subjects were interviewed one at a time. The interviews were recorded with the consent of the subject. Data were analyzed by means of Giorgi's Phenomenological analysis methods and categorized according to the similarities of its contents. The investigator read the data repeatedly to identify themes and categories. Six categories that were identified were : 1) pain 2) regret 3) acceptance 4) maturity 5) accomplishment 6) newness. Under these categories there were seventeen themes. I. Pain: 1) too dependent on others 2) too painful 3) fear or anxiety from previous painful experience 4) avoidance of pain 5) couldn't control the pain II. Regret : 1) spouse's absence 2) unprofessional attitude of the staff 3) ignorance of other's towards their pain III. Acceptance : 1) took the pain for granted 2) accepted the pain as fate 3) endured the pain IV. Maturity : 1) appreciated the value of life 2) apprehension of parent V. Accomplishment : 1)is over sense of accomplishment 2) grateful the pain VI. Newness : 1) experienced a new feeling 2) quickly forgot the pain. The results of the study will provide basic data for labor pain management.

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A Survey Research on Tourists' Satisfaction with Digital Technology-based Special Exhibitions: Focused on The National Museum of Korea (디지털기술을 적용한 특별기획전 관람객의 체험만족도에 관한 조사연구 : 국립중앙박물관을 중심으로)

  • Chen, Chen;Cho, Joung-Hyung
    • Journal of the Korea Convergence Society
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    • v.11 no.2
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    • pp.127-137
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    • 2020
  • This study is aimed to point out the direction for more reasonable and effective application of future digital technology in the exhibition. It's also to improve the satisfaction of visitors' overall experience through inspecting the special exhibition using digital technology in the national central museum in 2019. The relationship of visitors' expectations, experience and satisfaction are analyzed through literature investigation. Hence, four dimensions of digital experience were summarized on this basis, the content of the questionnaire was set through this research. The satisfaction of visitors to the digital technology experience was evaluated and the key contents needing to be improved were found through Importance-Performance Analysis (IPA). According to the IPA analysis, the content located in quadrant IV is analyzed emphatically, and improvement suggestions are put forward from macro-level, micro-level and viewer's inner levels. The results can be used as a reference for improving the feasibility of the current problem. In order to ensure the forward-looking and timeliness of this field, continuous research will be conducted according to the changes and developments.