• Title/Summary/Keyword: experience contents

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Mobile Phone Use Pattern and Visual Display Terminal Syndrome Symptom Experience in Female Adolescents (여자 청소년들의 휴대전화 사용행태와 컴퓨터단말기증후군 증상경험)

  • Park, Soonjoo;Yang, Sumin;Yoon, Jihye;Choi, Hannha;Han, Jayeon;Kwon, Sooyeon
    • The Journal of the Korea Contents Association
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    • v.16 no.4
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    • pp.45-55
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    • 2016
  • The purpose of this study was to identify the relation between mobile phone use and visual display terminal syndrome symptom experience in female students from middle school and high school. The convenience sample consisted of 349 female students in four schools. The data were collected from May to June in 2013 using VDTS Subjective Symptom Questionnaire. Descriptive statistics, Kruskal-Wallis test, and Mann-Whitney U test were used to analyze the data using SPSS 21.0. Almost all (96.3%) female students use mobile phone. Among them, 87.7% of the subjects experienced more than one VDTS symptom and the average score was $.39{\pm}.41$ in VDTS symptom experience. Eye related symptom was most experienced and musculoskeletal symptom was the highest in severity among five subdomain of VDTS symptoms. There were significant differences in VDTS symptom scores in accordance with posture, hours of use, and break type during mobile phone use. These findings suggest that the education program for adolescents would be necessary, and the development of checklist would be useful for adolescents to check themselves.

The Case Study of Reflective Practice of the Liberal Dance Class in University (대학 교양무용 수업의 반성적 실천 사례)

  • Park, Ji-Won;Kim, Je-Young;Kim, Ji-Young
    • The Journal of the Korea Contents Association
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    • v.13 no.11
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    • pp.626-635
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    • 2013
  • The purpose of this study is to research the practical cases of the reflective curriculum design and the improvement of the dance courses as a general education at University. This study deals with the recreation dance program with 40 students participating for 15 weeks. This study is qualitative research to explore the practical meaning and value the process on the basis of the interviews and reports of the students and the class evaluation of the instructors. The results were as follows: First is the experience of 'thinking dance'. Not just a functional movement, but moreover, they could experience the attraction, sensitivity and culture of the dance altogether. Second is the experience of 'communicating dance'. They experienced the sociability from the relationship with new partners, the overcome of the passivity (shyness) and the manner of consideration. The third is the experience of 'creating dance together'. As a member of a group, they could learn the integrity, responsibility and satisfaction in the middle of cooperative task performance. The view from the teacher regarding the class reflective assessment is as followed: The importance of dance instruction is to improve the expressive personality and potentiality of the students. Forcing the students to follow the basic choreography could be exhaustive.

Study on the User Experience Design for Emotional Marketing in an Transmedia Environment (트랜스미디어 환경에서의 감성마케팅을 위한 사용자 경험디자인에 대한 고찰)

  • Huh, Jin
    • The Journal of the Korea Contents Association
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    • v.12 no.9
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    • pp.194-201
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    • 2012
  • The expansion of media is in close connection with the expansion of awareness. The invention of characters enabled mankind to cross over time and space. Machines led to the development of body functions and electricity led to the expansion of space and time. Computers are the extension of the human brain and the advent of the internet led to the expansion of relationships. Even at this moment, media is unremittingly progressing like a spread of a mutant virus, and has resulted in fusion and complex phenomena such as convergence and hybrid media. Transmedia is a compound word formed by the word "Trans" which means traverse, transcend, penetrate or change, and the word "Media" and has the meaning "media which transcends media" which embraces all of modern day media. However, unlike other fusion or complex media, it is different in that it is not a combination of technologies but a combination of technology and emotion. Thus, transmedia should be recognized as a form of media that carries a significant meaning from the user experience aspect as it must simultaneously satisfy both "emotional awareness", which appeals to the human emotion, and "conscious awareness" of mankind, which arises out of the digital technology considered to be important in the smart-era society. This study first examines the concept of transmedia, and then examines the role of user experience design which triggers conscious thinking and strategies for emotional marketing. This study aims to be recognized as a matter for consideration with respect to the development stage for the establishment of a steady communication relationship between developers and designers, as well as communication with users.

Leadership Experience through Guild Activities on Online Games : A Phenomenological Analysis (온라인 게임의 길드 활동을 통한 리더십 경험 : 현상학적 분석)

  • Kim, Ki-Suk;Jung, Hyung-Won
    • Journal of Digital Convergence
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    • v.14 no.6
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    • pp.415-423
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    • 2016
  • Numerous studies have been made on the negative effects of online games, as the negatives effects of the usage of online games have been recognized as social issues. However, this is a study on the positive functions of online gaming; more specifically, on how the guild activities on online games affect the user's leadership. This study has conducted in-depth interviews with online games, and drew the result using Giorgi's phenomenological analysis as for the methodology. 3 people participated in the research - a high school student, a university student, and an adult office worker - all of whom with experiences of guild leading on online games. To achieve the goal of this study, this study based the subjects' experience to analyze how online game guild activities have affected leadership on the subjects' real lives. As a result, timidity turned into initiation; not only leadership, but also decision making ability and coworking ability, as well as problem solving ability have shown improvement. Through this study, one can see that among the elements of online game, experience in guild activities is providing opportunities for enhancing leadership and possibilities for improving various other abilities. I hope more researchers continue studying interesting and diverse powers of online games based on this study.

A Study on the Factors Influencing SMEs' internet marketing Adoption (중소기업 인터넷마케팅 도입 영향요인에 관한 연구)

  • Won, Dongjun;Jo, Hyungrae
    • Journal of Digital Contents Society
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    • v.15 no.6
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    • pp.683-699
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    • 2014
  • This study examines the key factors which influence the strategic consideration and intention of adoption of internet marketing of small-and-medium sized companies, based on theoretical consideration of innovation diffusion theory and previous studies related. The result of analysis shows that the degree of market competitiveness, customer dependency, the level of internet marketing knowledge and experience have significant effects on both of strategic consideration and adoption intention for internet marketing. Also, learning commitment has negative influence on strategic consideration only, while environmental dynamism does on adoption intention. Comprehensively, the findings implies that firms consider selection of internet marketing to reduce the severity of competitiveness and that firms which has more knowledge or experience about internet marketing seems to consider selection of internet marketing through the perception of the effects of internet marketing or possible access to internet marketing. Based on the findings that the level of internet marketing knowledge and experience have much significant effects on both of strategic consideration.

Young Children's User Experience on Dramatic Activities Relying on Robot Projector Based Augmented Reality (증강현실기술과 로봇을 적용한 동극활동유형에 대한 유아의 사용자 경험)

  • Hyun, Eunja;Yeon, Hyemin;Choi, Kyoung
    • The Journal of the Korea Contents Association
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    • v.13 no.4
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    • pp.469-480
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    • 2013
  • The purpose of this study is to investigate young children's user experience on three types of dramatic activity: traditional dramatic activities, dramatic activities relying on robot projector based augmented reality and creative dramatic activities relying on robot projector based augmented reality. Participants were 20 five-year-old children attending D kindergarten, in Seoul, Korea. They read 3 picture books, then did 3 types of dramatic activities in order. Participants were divided into 3 groups in each activity then they took a role as actors and audiences in order. After all dramatic activities had been done, participants had been interviewed regarding to user experience. The findings of this study are as follows; First, the most interesting dramatic activity for young children was creative dramatic activities relying on robot projector based augmented reality. On the other hand, the least interesting activity was traditional dramatic activities. Second, They answered it the easiest one for them the dramatic activities relying on robot projector based augmented reality, whereas the hardest one was the creative dramatic activities relying on robot projector based augmented reality. Thirdly, all the participants answered that it was not hard for them to use the technology embedded in dramatic activities relying on robot projector based augmented reality. They acknowledged the effects of augmented reality technology and the role of robot as well. The result of this study would suggest the feasibility of new technology promoting young children's digital literacy.

A Study on Differences of Aesthetic Experience in the Exhibition of Artworks and the Remediated Exhibition of Artworks: A Comparative Study between and (예술작품의 원작으로 구성된 전시와 원작을 재매개한 디지털 전시의 미적 경험에 대한 상이성 연구: <모네,빛을 그리다전(展)>와 <풍경으로 보는 인상주의전(展)>의 비교연구)

  • Rhee, Boa;Choi, Sumin;Hong, Yong Seok
    • The Journal of the Korea Contents Association
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    • v.17 no.5
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    • pp.153-164
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    • 2017
  • This research concurrently conducts literature review and quantitative research methodology in order to compare aesthetic experience of and . From the perspective of viewing attitudes, two types of perception equally coexist in both exhibitions: convergent perception is predominant over distracted perception in IL while distracted perception is higher than convergent perception in MIE. However, the influence of convergent perception on the degree of satisfaction and immersion is proved only in MIE. In terms of roles of viewer, there is a tendency to weigh on passive role in both exhibitions. In particular, it is worth noting that the role is relatively high in MIE. The role of viewer do not correlate with on the degree of satisfaction and immersion, as well as modes of perception. The elements of aesthetic experience are highly rated and the use of previous knowledge acts as a positive influence on the role of viewers in IL. Through this study, we witness the fact that visitors who are familiar with traditional artworks depend upon both modes of perception as well as passive role of viewer in the digital exhibition. In conclusion, remediation through digital technology has blurred the boundary of the dichotomy of a viewing attitude and a role of viewer depending on exhibit media, consequently MIE bears both natures of traditional artworks and digital media.

A Study on Effects of Experiential Value of Hotel users for 5 Star Hotels on Usage Satisfaction and Continuous Usage Intention (특급호텔 이용객의 경험가치가 이용만족과 지속적 이용의도에 미치는 영향관계 연구)

  • Lee, Soon-Taek
    • The Journal of the Korea Contents Association
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    • v.19 no.10
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    • pp.59-68
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    • 2019
  • To continue the growth of use of 5-star hotels by Koreans, who have recently shown the consumption trends pursuing the empirical value of a consumption process, and have turned into core customers of 5-star hotels in Seoul, it is necessary to study factors of experience value pursued by Koreans. As a result, fantasy is identified as a major leading factor in usage satisfaction among experiencial values. So it is important to reflect special concepts and atmospheres for emotional values, such as other world experience, new experience, and high-quality experience. And consumer return on investment was identified as a leading factor in positively affecting usage satisfaction. So it is important to develope a proper products that can enough benefits with reasonable prices. In the relationship between usage satisfaction and continuous usage intention, gender characteristics and occupational characteristics were found to play a moderating role. Male customers, and those with professional and self-employed occupations, were found to have higher continuous usage intention than females and other occupational customers. This is a result of the fact that customers with an economical power are likely to be continuous repeat customers of 5-star hotels, so the necessity of strengthening marketing activities such as research on the development of more differentiated and specialized products, service creation and atmosphere production for excellent consumers group.

A Study on the Parenting Experience of the Child with ADHD (ADHD 자녀를 둔 어머니의 양육경험에 관한 연구)

  • Oh, Yeon Soo
    • The Journal of the Korea Contents Association
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    • v.19 no.8
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    • pp.252-264
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    • 2019
  • The purpose of this study is to explore the meaning of the essence through the parenting experience of the mother with ADHD child and to divide the parenting experience into the domains and categories. The data was collected through several depth interviews with 12 semi-structured questionnaires of the mother with ADHD child. The analysis of the data has adopted a consensus qualitative research method(CQR) that describes the phenomenon based on the collected data and can deduce inductive conclusions. Through CQR, various experiences of ADHD mothers were deeply analyzed. Through the consensus process, 12 cases were combined and quantified to understand the overall pattern and specificity. As a result, 11 domains and 51 categories were derived. The 11 areas were classified as 'Ignorance of ADHD symptom', 'Confronting ADHD diagnosis', 'Peripheral reaction after ADHD diagnosis', 'Acceptance of ADHD diagnosis', 'Ambivalence for medication', 'ADHD active treatment intervention', 'Family support','Social support', 'Social perception change', and 'Mature parent'. This suggests that early treatment and intervention for ADHD child is significant. Also, appropriate intervention is required based on accurate understanding through acceptance of ADHD diagnosis and that parent education can lead to positive life for child and mother of ADHD. Finally, based on this, I made suggestions the future research.

Experience and education needs on medication and emergency situations for young children of child caregivers (보육교사의 영유아 대상 투약과 응급상황 경험 및 교육 요구)

  • Noh, Yoon Goo;Lee, Insook;Park, Bohyun
    • Journal of Digital Convergence
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    • v.16 no.12
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    • pp.359-371
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    • 2018
  • The aim of this study was to investigate experience and education needs on medication and emergency situations for young children of child caregivers. The data from 190 caregivers were collected using open-ended questionnaires composed of four items and analysed by content analysis. The categories derived for each theme were as follows: experience of medication of six categories(no referral for medication, young children refused medication, inaccurate referral, a variety of medication, sick children but not having medication), education need of four categories(for child caregivers, for parents, for children, guideline required), experience of emergency situation of six categories(skin damage or bleeding, decreased consciousness due to seizures, high fever persisted, asphyxiation due to foreign body, dislocation or fracture, emergency not knowing how to cope), education need of emergency situation of five categories(contents, methods, cycle, necessity, institutionalization). It is required to improve more practically the education contents and methods related to medication and emergency situation of child caregivers.