The Journal of the Convergence on Culture Technology
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v.9
no.1
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pp.119-128
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2023
This study was conducted to present an alternative instructional model through natural experience activities by developing a natural experience activity program that can learn and feel how to recognize and act on nature based on flow learning. In order to achieve the purpose of the study, a nature experience program, which consists of four stages of meeting nature, exploring nature, playing with nature and sharing emotions, was developed based on the main procedures of each stage of the ADDlE instructional design model. Through the research process, activities and precautions for each stage of the nature experience activity program were presented, and major educational implications were discussed based on the developed program. The nature experience program developed through the study can provide teachers with a basic direction for nature experience activities along with changing their perception of how to do nature experience activities, and infants are expected to become learners who freely feel, experience nature and make up their own knowledge through the nature experience program.
Exhibition space emphasizes the experience in the space rather than viewing or appreciation of visitors. Because the experience spaces in today's life are limited, people experience rest, comfort, and sometimes extraordinary space experience through exhibition space. Exhibition space has changed from a static place to a space where visitors move and act with the exhibits to freely feel the space. Also, the static space expressed only with illumination and shadow becomes a new space different from daily space for users. This study analyzes the characteristics of phenomenological expression through such user-oriented exhibition space. This study is to analyze the characteristics of phenomenology through the exhibition experience space structure. It is to analyze and study on the characteristics of phenomenological expression of the exhibition experience space structure centered in the opinion of Merlo-Ponti that considers the experience of body among 'characteristics' discussed based on the study of the phenomenological experience published up to date and the viewpoint of Steven Hall that sees light as a subject of creating the space. This study is also considers how the perception of the experiencer is built in the correlation between the phenomenology and exhibition experience space by studying the relationship of the experiencer that is the common point of the exhibition experience space structure and the characteristics of phenomenological expression and analyzing the common point and difference of them. It also focuses on the space of dark whether forming any light rather than looking at the light which is the sense factor among the characteristics of phenomenological expressions. Thus, the purpose of this study is to analyze the case on whether there is any light or not applied to the exhibition experience space grounded by the theoretical materials of Merlo-Ponti and Steven Hall based on the characteristics of phenomenological expressions in the exhibition experience space structure and, based on the result, to set up the basics on the characteristics of phenomenological expressions in the composition of exhibition experience space.
This study has the purpose to review the way of experience element and property of space design appearing in vocational experience space and accumulate basic study material for children's vocational experience space and build systematic and specialized modules. Analysing the marketing elements of experience space through pilot research to arrange frame of analysis, and in a determined range, experimental marketing's property appearing in children's vocational experience center is analysed. This researcher analysed experimental displaying space's function of recognition, emotional, behavior, sense marketing and experimental marketing induced from pilot research on space design expressive elements of experimental marketing when it is applied to spaces through the frame of analysis with the combination of total 8 kind's experience display space function such as investigative, conceptional, aesthetic, entertaining, logical, relative, participating, and comprehensive experience based on 5 vocational experience spaces located in Seoul and Gyeonggi, opened after 2010, being operated at present with more than 500 pyeong (about 1,650 square meter) and targeted for children, after this researcher visited the site directly to make check list with the frame of analysis together with the staff and administrator in charge of vocational experience education. As a conclusion, vocational experience center is a space of edutainment helping children experience various profession more easily to find their interest and to bring up their dream. By analysing current vocational experience center through the element called experimental marketing, current status of vocational experience center could be known. the experience itself in vocational experience center becomes a merchandise. Instead of mere experience, so as to get professional experience and new information, new experiences should be provided by incessant variation and development. This study is to build basic research data for children's vocational experience space, however not only drawing specialty of vocational experience center through the connection of enterprises based on the contents arranged above but also systematic and specialized modules are expected to be built in next researches.
Purpose Customers consider the overall experience with the company as important as the quality of the product, and companies are also paying attention to creating long-term relationships with customers through optimal customer experiences. In this study, we propose a customer experience management process called 'CX-Q', which combines customer journey map and Q-methodology to understand the importance of customer experience based on the overall customer experience. Design/methodology/approach. CX-Q is a process that combines Q-methodology and customer journey maps, allowing stakeholders to explore and improve customer experiences at each contact point while engaging with brands, products, and services. It also enables them to derive customer experience insights and important management points for each segment. To demonstrate the usefulness of the proposed CX-Q, this study analyzed the experience of customers who used the Airbnb travel platform service as an example, applying the CX-Q process. Findings A total of four customer segments were derived, and it was found that each segment valued different attributes during the customer journey stage. The customer experience analysis using the CX-Q process proposed in this study is expected to help understand customers in more detail and assist in managing and improving customer experience.
The purpose of this study is to enhance elementary students' awareness of environment-friendly life and help them to prepare for a better life in the future. To achieve this purpose we examined the effect typical environmental experience-based learning activities, which were based on the local circumstances with high environmental-educational potential, have on the attitudes toward environment-friendly life. This study was carried out on the basis of typical environmental experience-based learning in the small class size. The research group used was composed of one sixth grade elementary school class called Sangroksu, whose total students were 9. The research period lasted from March 2005 to February 2006. To analyze the result of this study, two research methods were applied simultaneously : quantitative research methods and qualitative research methods. Especially statistical analysis in quantitative research methods by self-administrated questionnaire was done with SAS program. Qualitative research methods were analyzed in a cyclic pattern, including the processes of domain analysis, classification analysis, and factor analysis which continued to be associated with data-collecting methods. This research shows the following results. First of all, students have shown meaningful differences after typical environmental experience-based learning activities.(p<.05). Followings are fields of the differences - students‘ interest on the subject, their understanding levels of necessity for basic environmental facilities around us as well as for the kinds of environmental experience-based learning, awareness levels of various environmental problems, consciousness on environment conservation, and the practicing ability of environment - friendly lifestyles. Secondly, We have discovered improvements in the following fields after this study - the knowledge and understanding levels on our environment and human relationships, students' fundamental abilities to work out environmental problems, right ideas and appropriate attitudes on environment protection, the practicing ability of environment-friendly life styles, and their parents' understanding levels on the education related to environment. In conclusion, typical environmental experience-based learning activities have a positive effect on the improvement of elementary school students' environment-friendly life styles.
The purpose of this study was to identify the effects of nursing simulation-based practice education on learning outcome and teaching experience in nursing students. Pretest-posttest design with nonequivalent control group was utilized to analyze the effects of nursing simulation-based practice education. The subjects were 96 students of a nursing college. All subjects participated in 6 week. The data were analyzed by the SPSS win 17.0 program. The results were as follows; There were statistically significant differences in learning outcome and teaching experience effects of nursing simulation-based practice education in nursing students. In conclusion, we required nursing simulation-based practice education and small group discussion analysis of factors are associated with goal-setting skills and self-presentation skills, goal setting skills. We required nursing simulation-based practice education training to strengthen the ability of self-directed learning program utilizing the repeated study.
Objective: The aim of this study is to investigate the association between dance experience and smoothness of hand trajectory during dance by using three jerk-based quantitative methods (integrated squared jerk, mean squared jerk, and dimensionless jerk). Methods: Eleven Korean traditional dancers whose experience of dancing ranged from 5 years to 20 years participated in this study. Dancers performed the Taeguksun motion in Korea traditional dance. Six infrared cameras were used to capture the movement of the hands of the dancers. The smoothness of hand movement was calculated using three jerk-based methods. Results: With regard to the smoothness of the right hand, dance experience was significantly correlated with dimensionless jerk (r=0.656, p=0.028), while dance experience was not significantly correlated with integrated squared jerk (r=0.581, p=0.552) and mean squared jerk. With regard to the smoothness of the left hand, there was no correlation between dance experience and any of the three jerk values. Conclusion: Our results showed that individuals with more dance experience performed the task more smoothly. This study suggests that dimensionless jerk should be used as a predictor for smoothness in dance movement. Thus, our results support the idea that smoothness is an aspect of movement quantity distinct from speed and distance.
Journal of the Korea Fashion and Costume Design Association
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v.21
no.3
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pp.55-66
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2019
The makeup experience service in a theme park was analyzed for the study on the makeup service using experiential marketing based on recent consumer experience. The results of the study showed that the utilization, marketing effect, and lifestyle in makeup service at the Experiential marketing are analyzed. In other words, according to the variables, the purpose of this study is to the effect on the satisfaction, loyalty, and Intent to revisit. In this study, in order to achieve this, literature research and Empirical study on the same time. In literature review, Theories and previous studies were considered which are about experience marketing, lifestyle, makeup service, loyalty, satisfaction, and the intent to revisit. Then, a research model and a hypothesis were established. In empirical study, Based on this, it was applied to the makeup service in a theme park and verified through analysis methods such as frequency analysis, reliability verification, factor analysis, and structural equation modeling. The results showed that experience marketing and lifestyle had a significant influence on satisfaction, loyalty, and return visit intention. Based on this research, the makeup service using experience marketing would be hopefully more practical as a typical culture content marketing.
The purpose of this study is to explore the factors affecting rural experience by applying the unified push-pull-mooring model. The theoretical model is an unified PPM model that introduces new variables based on PPM. The pull factor of the newly introduced variables were reconstructed based on the Schmitt's Experience model and ServQual model. The hypothesis is set as follows. The push factor will have a negative effect on experience satisfaction and the pull factor(experience attributes, service quality)will have a positive effect on experience satisfaction. Also, mooring factors will have a negative effect on experience satisfaction. The research model of this study was tested by structural equation model based on 314 effective questionnaire data. Service quality had a positive effect on experience satisfaction. Mooring factors have a negative effect on experience satisfaction. Push factor and experience attributes factor were analyzed to have a no significance effect on experience satisfaction. These results theoretically test that the mooring factors also have an important effect on the experience satisfaction in the rural experience. Based on the Schmitt's Experience model and ServQual model introduced as a pull factor, the proposed unified PPM model proved to be a useful analysis framework. In practice, it was able to provide implications on what factors should be strategically and marketingly focused to activate the 6th industry experience.
Journal of information and communication convergence engineering
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v.21
no.2
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pp.145-151
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2023
This study aimed to determine whether there is a significant difference in play properties in the case of media conversion through the combination of analog three-dimensional puzzles and immersive media in children's experience. Based on Roger Caillois' play theory and the contents of previous research, an experience was conducted on an experimental group and control group, and a questionnaire was prepared. The results of the correlation and paired t-test analysis showed that the play properties were higher and more evenly distributed in the media conversion immersive experience. This implies that an increase in children's fun during the immersive experience further increases their immersion, suggesting that the use of immersive media may have a positive effect on children who achieve holistic development through play and experience. We hope that this study will help recognize the difference in effectiveness through conversion into immersive media and will be referenced in various media studies that consider double-play properties.
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