• Title/Summary/Keyword: experience contents

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A Study on Visual Contents Exhibition Design as Efficient Spatial Experience Utilizing Internet of Things (사물인터넷을 활용한 효율적인 공간체험 영상콘텐츠 전시 디자인에 대한 연구)

  • Ryu, Chang-Su
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.05a
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    • pp.611-612
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    • 2017
  • Recently, exhibition space has incorporated a format in which visual contents providers and viewers can directly or indirectly experience the space with a sense of immersion. By offering more extended spatiality within a limited space, such exhibition design is now transcending physical limitations and expanding to visual reality; as such, exhibition design demands the implementation of not only visual elements but information services generated between people, contents, and objects. To this end, this study examines the changes and the development direction of exhibition techniques that use Internet of Things (IoT), which is a representation of environmental change in exhibition design of our times; it also explores the various forms of change based on the perception of the visual contents (visual exhibits) users during the act of accumulating and using information through the smartphone communication of viewers who experience the space through IoT. Finally, the study conducts a case study on the relationship between a regular exhibition and an exhibition design that makes use of IoT, in order to propose an exhibition design with which to verify whether the viewers are immersed in and experience a sense of realism from visual contents by identifying the viewers' visual and emotional changes.

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Research and Development of Interactive Exhibition Contents for 'Sound Light' Exhibition Space in Science Museum (과학관 '소리 빛' 전시공간, 체험형 인터랙션 전시 콘텐츠 연구 개발)

  • Kim, Tae-Wook;Park, Nam-Ki
    • Journal of the Korea Convergence Society
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    • v.11 no.7
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    • pp.137-144
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    • 2020
  • Based on the basic concepts and roles of the Science Museum, the research and development of the "Sound Light" interaction exhibition contents and experience exhibition space aimed at providing the exhibition, education and experience of scientific principle directly related to daily life will be implemented in the "Sound Light" exhibition space of the Gwangju National Science Museum. The scope of the research is to define the conditions and elements of the museum's hands-on exhibition by examining the case and status of the existing science museum's experience-type content prior research, and research and development of experience-type exhibition scenarios and contents for children based on them. The results of this research and development content are firstly developed with the theme of light and sound as interactive hologram experience content. Second, by multi-faceted media facade through projection mapping by multiple projectors, visual wide and spectacular screen composition and animation are realized. Third, visitors-oriented exhibitions and experiences that can interact with visitors by moving various colors and sounds together. Finally, interactive content is provided through hologram interfaces through hologram screens to encourage active participation of many visitors in viewing rather than simply delivering exhibition information and to promote revisiting the exhibition. Through a series of studies, it was possible to research and develop contents and experience exhibition spaces with theme park characteristics, which are the trend of science museums.

An Exploratory Study on The Effects of Early AR Users' Attributes on AR Contents Adoption and Usage -Focusing on AR Contents Users' Perception and Experience (AR 초기 이용자들의 속성이 AR콘텐츠 채택과 이용에 미치는 영향에 관한 탐색적 연구 -AR콘텐츠 이용자들의 이용 인식과 이용 경험을 중심으로)

  • Kim, Kiyoon
    • The Journal of the Korea Contents Association
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    • v.20 no.4
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    • pp.38-48
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    • 2020
  • Focusing on the situation where there are not many actual users of VR / AR, this study, from the viewpoint of technology adoption and use, explores the adoption-and-use process of AR contents that can be easily accessed by using smartphones. As a result, the factors influencing the necessity of AR contents were 'enjoyment' and 'satisfaction', and other factors, such as 'innovativeness', 'the experience of using similar media', and 'the number of AR usage', did not have significant impact on the necessity of AR contents. In addition, as a result of verifying level differences in 'enjoyment', 'satisfaction' and 'necessity' according to the experience of using AR content, only the 'enjoyment' and 'satisfaction' showed that there are differences. In other words, it can be interpreted that the users in their 20s actively use AR content only when they expect to have fun and satisfaction. To sum up, this study can provide an important implication for understanding the tendency of early AR content users' perception and usage behavior.

A Study for Visual Perception of for Interactive Media Interface to Realize the Contents of Child Participation Type (아동 참여형 콘텐츠 구현을 위한 인터렉티브 미디어 인터페이스의 시지각 연구)

  • Oh, Moonseok;Won, Jongwook;Han, Gyuhoon
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.11 no.2
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    • pp.101-112
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    • 2015
  • New media which appeared in accordance with the development of IT technology includes elements of the interaction to be developed as an interactive media. In the field of interactive media which can be most actively applied, there is the filed of experience exhibition based on the active participation of people who experienced. Interactive media applied to the experience exhibition area, in order to have an effective communication that is based on a high degree of immersion, has been utilized as a platform for educational contents. This study is intended to explore the elements of visual perception for developing an optimized interface in the perspective of children who are the main subject of educational contents to present the criteria for the development of an interface for children. Thus, this paper derives the elements by the analysis of the visual perception elements of children and the experiment for the immersion environment. By analyzing the results, this study is to present the criteria of the visual perception elements for the development of interactive media contents for children.

On the reading method of Korean old poetry in the digital age (디지털 시대 고전시가 읽기)

  • Yeom, Eun-yeol
    • Journal of Korean Classical Literature and Education
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    • no.16
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    • pp.65-90
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    • 2008
  • This study is on the reading method of Korean old poetry in the digital age. Now days, we are living in digital media. The method of getting, organizing, and producing information is changed a lot. So for keeping pace with this change, we should reflect our teaching method. Of course, the purpose of our reflection is not to follow digital media's method and change or alter existing reading or teaching method, but it is to identify proper own reading strategy of old poetry and adjust existing method for our student who are skilled with digital media. We propose three kinds of method for student readers in school. These are 1) starting like a newspaper reader, 2) getting context (reading, making hyperlink), and 3) figuring as an architect (reading as space or scenery creator). In addition, we think about recent tendency that Korean old poetry is de-constructed and re-constructed as digital contents in digital space. We call it digitalizing of old poetry. The experiencing old poetry as a digital contents is different from reading old poetry, so we cannot alter old poetry reading experience into experience of digital contents. In conclusion, digitalizing contents should be used restrictively to fertilize reading experience of original old poetry.

A Study on the Immersive Realities Between PC and VR Versions of <Resident Evil 4>

  • Mingke Lyu;Xinyi Shan;Jeanhun Chung
    • International Journal of Advanced Culture Technology
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    • v.11 no.4
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    • pp.340-345
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    • 2023
  • In recent years, the rapid development of VR technology has secured its significant position in the gaming industry. This paper selects the PC and VR versions of Resident Evil 4 as the research objects, aiming to compare the similarities and differences between these two platforms. Through this comparative study, it is evident that the PC version of the game offers most players an excellent gaming control experience through precise and flexible operations. On the other hand, the VR version not only achieves immersive gameplay through virtual reality technology but also delivers more impressive visual effects to players. However, in comparison to the traditional PC version, the VR version incurs higher development costs, necessitating the production team to invest more resources to optimize the gaming experience and strike a better balance between immersion and playability. In conclusion, this study provides a valuable reference for game developers, assisting them in meeting the diverse needs of player groups and enhancing game playability and user satisfaction.

A Study of the Influence of Digital Media's Consumer Experience on Brand Equity and Purchasing Intention -Focused on Interactive Digital Media Consents using Iris Recognition Techniques (디지털 미디어를 통한 소비자 경험이 브랜드 자산 및 구매의도에 미치는 영향에 관한 연구 -홍채 인식 기술을 이용한 디지털 콘텐츠를 중심으로 -)

  • Kim, Shinyoup;Baek, Jee Hee
    • The Journal of the Korea Contents Association
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    • v.14 no.10
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    • pp.677-684
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    • 2014
  • The purpose of this study, due to recent increase of digital outdoor media, is to analyze the consumer experience of interaction with digital media. Through this study it was found that experience factor consisting of cognitive, emotional, and interactional factors has a mediating effect on brand preference and brand reliability which in turn influence consumers' purchasing intention. On the other hand, it was verified that the consumer satisfaction of the experience does not directly influence purchasing intention, but only through the mediation of brand reliability. This research has implications on the academic field as well as in work-level practices, as a study based on an actual operating digital media, not a laboratory simulation that verifies the importance of digital media experience in forming brand equity through immediate influence on brand preference and brand reliability.

Enhancing the User Experience: A Research on China Mobile E-book App (사용자 경험 향상: 중국 모바일 독서어플 관한 연구)

  • Liang, Peipei;Pan, Young-Hwan
    • Journal of Digital Contents Society
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    • v.18 no.8
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    • pp.1475-1480
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    • 2017
  • The flourishing China mobile e-book App market has caused a series of problems, for which enhancing the user experience become an urgent matter. As a whole, user experience is related to the five planes such as the device, platform, medium, form and content. However, to understand the user needs is the logical starting point of the whole process. Contextual interview has been conducted in this study, while four types of tasks such as discovering and accessing a target e-book, setting and experiencing the reading interface, listening to the e-book and reviewing and sharing were asked to perform during the process, which has resulted in relevant problems and unpleasant factors in user experience. Based on the aforementioned contents, guidelines for enhancing the user experience of China mobile e-book App has been summarized as a result.

A Comparison between Importance of Nursing Management Clinical Practicum and Practical Experience recognized by Nursing Students (간호대학생이 인식한 간호관리학 실습 중요도와 실습경험도 비교)

  • Hwang, Sung-Woo;Koo, Ok-Hee
    • Journal of the Korea Convergence Society
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    • v.10 no.9
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    • pp.351-361
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    • 2019
  • Importance recognition of the nursing management(N. M.) clinical practice contents and the actual practical experience were studied against 289 students of 3 nursing schools who had undergone the senior N. M clinical practice. The most important item they considered from the practical evaluation was responsibility followed by interpersonal relationship, trust, communication, and ethic. For the importance of the N. M. contents, nursing unit management was considered as the most important(4.37/5). Abilities they could actually experience from the clinical practice were nursing unit management(22.0%), understanding of nursing management(20.7%), and human resource management(19.8%). And, abilities they could never experience were marketing(52.4%) and financial management(44.0%). Since there was an inconsistency between the importance of contents students recognized and the actual experience, I suggest a completion of standardized protocol of N. M. clinical training and implementation of management training exclusive preceptor system.

The Factors Affecting the Driving Experience based on UX (UX기반의 운전 경험에 영향을 미치는 요소)

  • Park, Do Eun;Yoon, Ye Jin;Park, Su E
    • The Journal of the Korea Contents Association
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    • v.17 no.4
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    • pp.237-246
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    • 2017
  • Recently, with the attention of future vehicle technology, automobiles that are influenced by user experience(UX) are regarded as living space. However, the concept of term, definition, and constituent factors of driving experience have not been established so far. The purposes of this study are to define driving experience in terms of UX and to extract experience factors. We conducted the 18 drivers interviews and studied literature reviews. The collected interview data was analyzed by bottom-up method based on the grounded theory. And we reconstructed it through the top-down approach, based on the results of the literature review. As the result, the 'driving experience' is a concept that means all the emotions, perceptions, and cognitive outcomes on the basis of personal characteristics that drivers have in anticipation of the driving situation from the start to the destination Respectively. Nine factors that constitute driving experience were extracted by 'internal UI factors', 'environmental factors' and 'user related factors'.