• 제목/요약/키워드: experience-based

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사용자 경험 디자인과 미니멀리즘 비교 (Comparing User Experience-based Design and Minimalism)

  • 조동희;임병우;조용재
    • 한국콘텐츠학회논문지
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    • 제8권5호
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    • pp.145-154
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    • 2008
  • 모더니즘의 끝자락이자 포스트모던의 출발점 사이인 미묘한 시점의 순수예술에서 시작된 미니멀리즘은 Fine Art에서 그치지 않고 건축, 의상, 디자인 등 전반적인 조형분야와 다양한 분야에 그 영향을 끼치게 되었다. 이러한 미니멀리즘과 최근 디지털 디바이스 환경에서 이슈로 떠오르고 있는 사용자 경험 디자인을 역사적, 이론적으로 비교 고찰해 봄으로써 디지털 환경의 사용자 경험 디자인 프로세스가 단순히 실용적인 디자인 테크닉에 머무르지 않고 보다 체계 있는 학문적 이론으로 거듭날 수 있도록 연구하였다. 그 결과 사용자 경험 디자인의 프로세스와 미니멀리즘의 속성 및 사조에서 매우 유사한 동질성을 발견 하였고, 그 동질성을 바탕으로 미니멀리즘과 사용자 경험 디자인의 학술적, 이론적 정리를 진행하여, 향후 디지털 디자인 프로세스의 학문적, 철학적 인프라를 구축할 수 있는 계기를 마련하고자 하였다.

곤충을 이용한 치유농업의 심리치유효과 - 호랑나비 사례 - (Psychological Effects of Insect-Based Experience Activities - Swallowtail Butterfly Case -)

  • 김소윤;이희삼;박해철;김성현
    • 농촌지도와개발
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    • 제26권3호
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    • pp.153-163
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    • 2019
  • The study aims to examine the psychological effects of insect-based experience activities. A sample of 167 elementary students was hired for the study. Students in the experimental group participated in insect-based experience activities using swallowtail butterfly. Collected data are analyzed with analysis of variance and paired-sample T-test in SPSS 25.0. The results of this study are as follows 1) Insect based experience activities show positive effects in psychological and physiological aspects, 2) and students and teacher showed high satisfaction in insect-based program. In conclusion, this study contributes to providing fundamental information for the development of agro-healing programs using insect and design guidelines for identifying the characteristics of each healing program. Further research should be extended to different types of student and the development of diverse insect-based activities.

실감미디어 기반의 다감각 가상 체감시스템 개발에 관한 연구 (A Study on the Development of Multi-sensory Virtual Reality System based on Realistic Media)

  • 이현철;박기창;김은석;허기택
    • 한국멀티미디어학회논문지
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    • 제20권9호
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    • pp.1574-1583
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    • 2017
  • This paper proposes how to develop a multi-sensory virtual reality system based on realistic media that can improve the sense of immersion and reality experienced by the user. We suggest four types of multi-sensory virtual reality system; a realistic media experience system which provides sensory experiences to user by interlocking the media file with the sensory informations and reproducing the sensory information suitable for the scene, a real image-based panorama experience system which maximizes the sense of reality, an experience ball system in which users engage themselves into the system environment to lead the story and immersion of the content through interaction with the system, and a cultural heritage experience system based on hand movement recognition. The suggested systems can be applied in a various area such as education, advertisement, culture and arts, performance, exhibition, sports, game, 4D Experience Center, and so on. We supposed that it can contribute to create a variety of sensible contents services in the realistic media industry through the convergence of media, contents, and devices.

A Study on the Influence of Mobile Music Application Users' Social Experience on Purchasing Intention - The Mediating Effect of Brand Attachment

  • Li, Jingrong
    • 한국컴퓨터정보학회논문지
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    • 제24권7호
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    • pp.53-60
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    • 2019
  • With the gradual in-depth use of social elements, music social networking has attracted more and more attention and discussion in the industry. Therefore, starting from the user experience theory and purchase intention theory, this paper explores the mechanism of user social experience and purchase intention in mobile music applications, and adds the mediating role of brand attachment on the basis of literature research. Based on previous studies on user experience measurement of social network and evaluation report of mobile music applications in the industry, and combined with in-depth interviews of users, whether the user experience of mobile music applications, which pays more and more attention to social elements, has an impact on purchase intention or not? What specific social experience can help form purchase intention? Are mediating variables at work? In practice, a total of 398 formal questionnaires were collected to obtain first-hand data. Later, reliability analysis, factor analysis and structural equation model test were carried out successively to verify the hypothesis. According to the results of empirical research, firstly, content experience, atmosphere experience and interactive experience in users' social experience of mobile music applications have a significant impact on brand attachment, secondly, atmosphere experience has a significant impact on purchase intention, and thirdly, brand attachment has a significant impact on users' purchase intention. Fourthly, brand attachment plays an intermediary role in the relationship between users' atmosphere experience and content experience and purchase intention. Based on the above research conclusions, the author puts forward corresponding marketing strategy Suggestions, which have certain guiding significance for mobile music applications to improve users' purchase intention, and have certain reference significance for the development of mobile music applications and the expansion of business model.

CEM을 활용한 통신서비스 시장의 실버고객 경험분석에 관한 연구 (A Study on the Customer Experience Analysis for the Silver Generation in the Communication Service Market using CEM)

  • 배재호;왕지남
    • 산업경영시스템학회지
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    • 제32권2호
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    • pp.66-75
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    • 2009
  • As the population of the silver generation is increasing, the importance and effects of the market for the silver generation are also growing. We segments the categories of the silver generation into six sub-segments using based on the factors like life style, life stage, or performing role from the point of view in communication industry. After segmenting those categories, we observed the experience of each segmented group in detail. Likewise, we executed both FGD(Focused Group Discussion) and participants' observations together to effectively collect the expressed and/or potential needs. Customer's experience was collected along the touch points and customer corridors after dividing the customer's experience world into two groups; communication styles in usual life (life log) and direct contact channels. The effects of delivering an affirmative customer's experience would be empowered by eliminating negative experiences or complementing affirmative experiences. For this purpose, this paper presents the improvement points for the better customer's experience based on the observed customer's experience. This paper presented a sample way of customer-centric approach to design the services or products in the communication industry. In addition to that, the analyzed results of this paper will be useful to find out an effective approach to the market of silver generation.

체험위주 월경교육프로그램이 초등학교 여학생의 월경태도 및 월경불편감에 미치는 영향 (Effects of experience based menstrual education program on menstrual attitude and menstrual discomfort among female elementary students)

  • 전정희;이해정
    • 보건교육건강증진학회지
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    • 제24권2호
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    • pp.93-109
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    • 2007
  • Objectives: The purpose of the study was to examine the effects of experience based menstrual education program on menstrual attitude and menstrual discomfort among female elementary students. Methods: Non-equivalent control group, pre-post test design was utilized for the study. The participants in the study were 122 female elementary students in P city. They were assigned into 2 groups: The experimental group of 62 and the control group of 60. The experience based education program consisted of 5 sessions with 40 minute length. For control group, no treatment was provided during the period. Post-tests were conducted just after the following menstrual period for both experimental and control groups. The data was analyzed using SPSS WIN 12.0 program. The t-tests were used to answer the research questions. Results: There were significant differences in menstrual attitude and menstrual discomfort between experimental and control groups, The students who participated in the program reported more positive attitude to the menstruation and less discomfort during menstrual period than the students who did not participate in the program. Conclusions: Experience based education had a positive influence on menstrual attitude and menstrual discomfort among female elementary students. Further application of the program would be beneficial for the female elementary students. Future research to standardize the program to the broader population is warranted.

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

  • 박도은;윤예진;박수이
    • 한국콘텐츠학회논문지
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    • 제17권4호
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    • pp.237-246
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    • 2017
  • 최근 미래형 차량 기술이 주목받으면서, 사용자경험(UX)의 영향을 크게 받은 자동차는 생활공간으로 여겨지고 있다. 그럼에도 불구하고 현재까지 운전 경험에 대한 용어와 정의, 이에 영향을 미치는 요인에 대한 개념이 명확하게 정립되어 있지 않은 상황이다. 이에 본 연구는 사용자경험 측면에서의 운전 경험에 대한 정의와 이에 영향을 미치는 경험 요인을 도출하는 것을 목표로 하였다. 이를 위하여 문헌 조사와 함께 18명의 운전자를 대상으로 인터뷰를 진행하였다. 수집한 인터뷰 데이터는 근거 이론을 바탕으로 상향식 방식으로 분석되었으며, 이를 통해 도출한 운전 경험에 영향을 미치는 요인은 문헌 조사를 통해 도출된 결과를 중심으로 하향식 방식을 통해 재구조화 하였다. 결과적으로, '운전 경험'을 '출발부터 목적지 도착까지의 운전의 전 과정에서, 운전자가 운전 상황을 예상하며 갖게 되는, 개인적 특징 기반에서의 모든 감정과 지각, 인지적 결과를 의미하는 개념'으로 정의되었으며, 운전 경험에 영향을 미치는 요소는 '자동차 내부 UI 요인', '환경적 요인', '사용자 관련 요인'을 중심으로 9개의 세부 요인으로 도출되었다.

모바일 현장체험학습 저작도구 개발을 위한 기초연구 (A Preliminary Study for Developing an Authoring Tool for Field-Experience Learning using Mobile Device)

  • 강영옥;조나혜
    • Spatial Information Research
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    • 제23권3호
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    • pp.123-132
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    • 2015
  • 2009년 제7차 개정 교육과정부터 자율과 창의 교육을 중심으로 현장체험학습을 하도록 권장하고 있으며, 현장체험학습의 중요도와 관심이 증가하고 있다. 현장학습의 중요성이 증가하면서 관련 앱의 출시가 증가하고 현장체험학습 지원을 위한 다양한 연구가 진행되고 있다. 본 연구는 현장체험학습의 특징과 사용자 요구사항 분석을 바탕으로 현장체험학습을 지원하기 위한 저작도구의 개념을 정의하고, 개념적 설계를 진행하였다. 현장체험학습 저작도구는 사전, 현장, 사후단계 활동을 지원할 수 있어야 하며, 위치기반의 체험활동 저작이 가능하고, 역사, 과학, 지리 등 현장학습이 이루어지는 교과의 특성을 반영한 저작기능이 요구된다. 특히 현장체험활동 이후 탐구활동 결과물들이 재활용될 수 있는 구조로 설계되어야 함을 확인하였고, 이를 바탕으로 개념적인 설계를 진행하였다.

The Effect of Experience Economy of VR Contents on Satisfaction

  • Hwang, Kyunghwa;Yoo, Kunwoo
    • Asia Pacific Journal of Business Review
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    • 제5권2호
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    • pp.45-57
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    • 2021
  • The COVID-19 pandemic has ushered in a new era of untact and we are quickly adapting to this untact era. In the current situation where it is difficult to contact each other face-to-face, Virtual Reality (VR) is an opportunity factor for indirect tourism and a good alternative to viewing cultural heritage. This study showed that the effects of experience economies such as entertainment experience, aesthetic experience, escapist experience, and spiritual experience on VR content satisfaction. Furthermore, we examined whether consumers' perceived risks to COVID-19 moderate the relationship between experience economy and satisfaction. This study investigated 149 people who experienced VR content about Jerusalem. The results have shown that entertainment experience and aesthetic experience have a positive effect on the satisfaction with the VR content. Furthermore, perceived risks about COVID-19 have been shown to moderate the effects of aesthetic experience and spiritual experience on satisfaction. Finally, we provided implications based on our findings.

전자상거래에서의 신뢰 형성을 위한 단서적 신뢰의 역할 (The Role of Cue-based Trust for Trust Building in e-Commerce)

  • 최재원;손창수;이홍주
    • 한국전자거래학회지
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    • 제14권2호
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    • pp.1-22
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    • 2009
  • 인터넷 쇼핑이 확산되면서 '신뢰'는 소비자의 웹사이트 선택, 재구매 의도와 관련된 중요한 요인이 되어 왔다. '신뢰'는 전자상거래 분야에서 단일차원의 개념을 넘어 다차원적 개념으로 확장되고 있다. 본 연구는 온라인 상점에 대한 신뢰의 형성 과정을 다차원적인 관점에서 조사하는데 목적을 두었다. 신뢰의 개념을 단서 기반 신뢰(cue-based trust)과 경험 기반신뢰(experience-based trust)로 분류하였으며 온라인 상점에서 두 신뢰 개념의 관련성을 조사하였다. 또한 본 연구는 단서 기반 신뢰와 경험 기반 신뢰의 영향 요인들을 파악하였다. 단서 기반 신뢰는 경험 기반 신뢰와 다른 개념으로 확인되었으며, 두 신뢰 개념들은 상호 연관성을 보여 주었다. 둘째, 단서 기반 신뢰에는 온라인 쇼핑몰의 지각된 크기, 지각된 평판, 환불정책이 영향을 미치는 것으로 파악되었으며, 경험 기반 신뢰에 영향을 주는 요인으로는 탐색기능성, 정보 유용성, 상호의존성이 제시되었다.

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