• Title/Summary/Keyword: experience contents

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A Qualitative Study on the Drinking Experience of Participants in Self-Sufficiency Program with Alcohol Problems (음주문제가 있는 자활근로사업 참여자의 음주경험에 관한 질적연구)

  • Lee, Eun-Hee
    • The Journal of the Korea Contents Association
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    • v.21 no.10
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    • pp.723-737
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    • 2021
  • This study attempted to understand the meaning and nature of the drinking experience of participants participating in self-sufficiency program with alcohol problems. For this, data were collected by conducting in-depth interviews with seven problem drinkers currently participating in the self-support work project at the local self-support center. It was analyzed by a phenomenological analysis method. As a result of the study, 26 topics, 7 thematic vowels, and 3 categories were derived. The essential meaning of the study participant's drinking experience is as follows. It turned out to be 'a sense of accomplishment and belonging to job performance', 'extension of work life', 'maintaining social relations', 'weekly control drinking for self-support', 'minimum effort not to damage the working environment', 'self-criticism and reflection on absence from work resulting from heavy drinking', 'self-awareness of drinking problems. Through the analysis, the participants drank with a sense of accomplishment and a sense of belonging to job performance, and drinking was considered to extend their work life and maintain social relationships. At the same time, on weekdays when participating in self-support work projects, they we refrain from drinking in their own way and make minimal efforts not to interfere with the working environment under a hangover. The Absent from work due to heavy drinking led to self-reflection and furthermore, it was confirmed that they were aware of their problem drinking.

Effects of AR Tourguide Application on Tourist Flow, Experiences, and Usage Intention (증강현실 관광 가이드 앱의 속성이 관광객의 몰입, 경험, 이용의도에 미치는 영향)

  • Kim, Eun-Joung;Song, Ni-Eun
    • The Journal of the Korea Contents Association
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    • v.22 no.2
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    • pp.487-500
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    • 2022
  • This study aims to examine visitors' usage intention of the mobile AR(Augmented reality) application for tourism in Korea. For this purpose, the study analyzed how three attributes of AR tourguide app such as interactivity, vividness, and novelty have influenced on the tourist in terms of three realms of their flow, their experience (education, entertainment, esthetics, and escapism), and their usage intention for the future. It conducted an online survey from 20 to 30 year-old 291 participants and used a structural equation modeling. Survey findings show that first, novelty has a positive influence on the state of flow in AR application after vividness; Interactivity does not any significant effect on the tourists' flow. Second, when tourists explore the flow in the AR tourguide app, it affects all realms of experience economy of education, entertainment, esthetics, and escapism. Third, when using AR tour guide app in the context of historical heritage site, the two dimensions of entertainment and education influence the usage intention but the other two of esthetics and escapism does not. This study has presented a theoretical contribution that it focuses on historical sites as one type of tourist attractions and suggests a new modeling integrating AR attributes, flow, experience, and usage intention. In addition, it can be used to become a practical reference for revising an user-oriented AR application and customer-tailored AR tourism.

Education Participation Experiences of Students with Health Impairment and Their Parents (건강장애 학생의 교육 참여와 부모의 자녀 교육 경험)

  • 윤주연;박재국;김은라
    • The Journal of Special Children Education
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    • v.21 no.1
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    • pp.203-228
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    • 2019
  • Purpose: The purpose of this study was to investigate the difficulties and needs of students with health impairment based on their experience of participating in education. Method: 6 students with health impairment and each of their mother was studied by means of individual in-depth interviews. The collected data were analyzed by applying traditional content analysis method. Results: First, the sub-contents of the students with health impairment were derived from the three subjects of emotional domain, peer relationship domain, learning and school life domain. From the three domains, a total of seven sub-contents were derived. Students with health impairment and their parents had a variety of difficulties and demands for participation in their education based on their personal experience. There were some common parts in the experiences of the students and the parents, and there were also different parts that were emphasized. Also, these results were very broad and overall, they are connected with organic and mutual relations. Conclusion: The results of this study were intended to convey their experiences through the direct voice of students with health impairment and their parents and to seek out the difficulties and needs that they experience during their participation in education.

Bridge Resource Management Training Programs in Korea and Their Effectiveness

  • Hong, Seung Kweon;Kim, Hongtae
    • Journal of the Ergonomics Society of Korea
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    • v.35 no.4
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    • pp.237-245
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    • 2016
  • Objective: This study aims to introduce the bridge resource management (BRM) training courses implemented in Korea and to analyze their effectiveness in several views. Background: BRM training will be a mandatory course for crew members of ships from 2017. At this stage, it is needed to check if the BRM training courses implemented until now was effective to the Korean maritime safety and to investigate if there are more effective training methods. Method: The effectiveness of BRM training intervention in Korea was compared with that of the other countries, using Kirkpatrick's (1976) training evaluation framework. Kim (2012)'s data on the BRM training effectiveness were re-analyzed in order to check if the effects of BRM training are dependent on the bridge work experience. Results: Many BRM training courses has been opened in Korea. However, the methods to assess BRM training effects used in Korea focused on the survey of subjective satisfaction level, not investigating trainees' attitude and behavior change. On the other hand, the effectiveness of BRM training was higher to the bridge officers with long work experience than with shorter work experience. Conclusion: The contents of BRM training should be changed to effectively apply to the context of the real-world exercise and be differentiated depending on the work experience. Research on the methods to measure the BRM training effectiveness is also more required. Application: The results of this study will aid to develop the BRM training courses for bridge officers of ships in the BRM training institutions.

Extracting User Experience Design Elements in Social TV - Focusing on Case Studies - (Social TV 의 사용자 경험 디자인 요소 추출에 관한 연구 - 해외 Social TV 의 사례분석을 중심으로-)

  • Lee, Joung-Youn;Lee, Seong-Won
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.811-817
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    • 2009
  • In this paper, we present the results of two studies on Social TV. In one study, meaning and possibility of TV as social media was theoretically studied and based on this meaning, we reviewed existing social TV systems and literatures. By doing this, we could extract the conditions and issues raised by designing Social TV's user experience. Based on our analysis, we could conclude with elements which are (1) channel communication, (2) Co-viewing experience, (3) Interaction Devices and elements, (4) Personalized contents browsing and selecting, (5) Accessibility and usability (6) User interface design.

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An Analysis on the Space Characteristics of SNS Farm Game Based on Smart Phone Platform (스마트폰 플랫폼 기반 SNS 농장경영게임의 공간성격분석)

  • Lee, Young-Soo
    • Journal of Korea Game Society
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    • v.10 no.6
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    • pp.89-96
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    • 2010
  • To identify characteristics of social network farm game based on smart phone platform, this study analyzed how social network play experience connects with the space of farm game. The play experience of social network farm game based on smart phone platform is mainly composed of three modules for cultivating, placing environment, extending space. This study categorized space for external perspective space, internal perspective space, symbolic design space according to space experience theory and researched play experience in these spaces. In farm game players perceive space by fixed point of view, and make their own space a standard unit for reinterpreting and rearranging modules. In this process the space played subjective role not only background to bring co-work play is essential in social network game.

Survey on Online Continuing Education Requirements according to Practical Experience of Nurses at Small and Medium Sized Hospitals (중소병원 간호사의 실무 경험에 따른 온라인 보수교육 요구도 조사)

  • Eun, Young;Kang, Han Sol;Jeon, Mi Yang
    • Journal of muscle and joint health
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    • v.23 no.3
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    • pp.197-205
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    • 2016
  • Purpose: The purpose of this study was to conduct a comparison analysis on requirements of online continuing education requirements according to practical experience of nurses at small and medium-sized hospitals. Methods: Data had been collected with 236 nurses from May to June, 2015. The data were analyzed with the use of SPSS. Results: Among them, 45.8% participated in online continuing education. Nurses in beginning level required musculoskeletal diseases (20.9%), care for injuries and stomas (5.8%), and surgical disease and operation care (4.7%). Competent nurses required musculoskeletal diseases (19.7%), cerebrovascular diseases (9.9%), emergency care and CPR (8.5%), and medical nursing (8.5%). Skillful nurses required cerebrovascular diseases (13.9%), care for internal diseases (8.9%), and rehabilitation care (8.9%). Among the educational contents of diseases, the items that were significantly different according to practical experience were operation management ($x^2$=23.92, p<.001) and drug care ($x^2$=7.85, p=.020). Among continuing education methods, the items that were significantly different were video ($x^2$=16.81, p<.001), webtoon ($x^2$=8.96, p=.011), and test ($x^2$=10.56, p=.005). Among continuing education evaluation methods, the items that were significantly different were multiple-choices ($x^2$=9.43, p=.009) and OX ($x^2$=6.47, p=.039) based quizzes. Conclusion: Based on the study results, it is necessary to develop a differentiated continuing education program according to practical experience of nurses.

The Effect of Perceived Enjoyment and User Characteristics on Intention of Continuous Use of Mobile Social Network Games: Focusing on Mediating Effect of Flow Experience (모바일 소셜 네트워크 게임에 대한 지각된 즐거움과 이용자 특성이 지속적 이용의도에 미치는 영향: 플로우 경험의 매개효과를 중심으로)

  • Youm, Dongsup
    • Journal of Digital Convergence
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    • v.15 no.9
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    • pp.415-425
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    • 2017
  • The purpose of this study is to examine the effect of perceived enjoyment and user's characteristics on the intention of continuous use when users play social network games on a mobile device. In addition, the study empirically investigated the mediating effect of flow experience in this process. To fulfill the purpose, this study conducted a survey on 244 college students and collected data. When the collected data was analyzed, the followings were known. First, perceived enjoyment, and both self-efficacy and innovation propensity of user's characteristics turned out to have a positive (+) effect on the intention of continuous use in mobile social network game. Second, in the process, it was known that flow experience played a mediating role. These findings are expected to be useful data in developing game contents of high quality or making a marketing strategy for continuous improvement of online social network game industry. In addition, future studies are expected to generalize the research to various age groups.

A Study on Virtual Training System for Education of Train Maintenance (철도 차량 정비 교육을 위한 가상훈련 시스템 설계에 관한 연구)

  • Jeong, Jin-hyun;Song, Eun-jee
    • Journal of Practical Engineering Education
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    • v.8 no.2
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    • pp.103-109
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    • 2016
  • In order to get the maintenance work for the normal operation of rail vehicles made safe maintenance training, which looked suffered direct physical train maintenance environment, gain experience to get out foster the practical skills, but experience the real maintenance in operational problems the maintenance procedures followed are difficult to be. So it can gain experience and knowledge of the actual maintenance work in safe conditions if you apply a simulation experience in a similar environment as possible to the actual train maintenance training can also reduce operational training costs. For a description of the current domestic and simulation programs of the railway sector it has been operating in overseas and is designed to train intensive training, maintenance and maintenance-related information is scarce situation. In this study, the contents of the theory of educational technology for effective training of train maintenance elements exhibit theory, theory of learning situations, designed to train maintenance training simulation through a previous study that investigated the problem-based learning theory.

The relationship between experiential marketing using makeup services and theme park participants' satisfaction, loyalty and intention to return (분장 서비스를 활용한 체험마케팅과 테마파크 이용자의 만족도, 충성도, 재방문의도의 관계)

  • Jo, Ye-won;Rhee, Young-Ju
    • The Research Journal of the Costume Culture
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    • v.29 no.5
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    • pp.706-718
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    • 2021
  • The purpose of this study is to identify the relationship between experience marketing using makeup services and theme park users' satisfaction, loyalty, and revisit intention. This is because it can identify the usefulness of makeup services and provide implications for effective field marketing strategies. In order to achieve the purpose, 668 users of the theme park were surveyed after convenience screening as research participants. The main theme was the makeup service for visitors to Lotte world, Everland, and Hapcheon Ghost theme park. this study reviewed previous studies and applied them to the makeup service. Based on this, the research model and the hypothesis were established, and as part of the empirical research, the hypothesis was verified through analysis methods such as frequency analysis, reliability verification, factor analysis, and structural equation modeling. The summary of the research results based on empirical analysis is as follows. First, as a result of analyzing experience marketing using makeup services has a positive impact on the satisfaction of customers using theme parks. Second, experience marketing using makeup services has a positive effect on customer loyalty. Third, experience marketing using makeup services has a positive effect on intention to return. Fourth, satisfaction and loyalty were found to affect the intention to return. Based on this research, we hope that the makeup service as experiential marketing can be effectively applied in various fields, and that the research can be used as basic data to make the makeup service into the representative cultural contents marketing.