• Title/Summary/Keyword: experiential content

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Research on Adoption and Preference of 5G using Learning Service (5G 교육 서비스의 채택과 선호에 관한 연구: 대학생을 중심으로)

  • Lee, Junghwan;Kim, Sungbum
    • The Journal of the Korea Contents Association
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    • v.20 no.1
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    • pp.192-201
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    • 2020
  • This study commercialization of 5G will enable transformation of university education. This study identifies five attributes (device type, learning place, learning content, learning field and expense payment) and corresponding levels to study the impact of 5G in the future of university education. The attributes and the levels are then combined into few 5G education service alternatives for respondents to rank. 102 students ranked the alternatives based on their preferences and intent to use. Results indicate that the intent to use 5G-based education service was high with 86% and the most important factor was expense payment (37%), followed by learning field (26%), learning content (24%), device type (8%) and learning place (5%). Specifically, students preferred smart device, practical and experiential content, ubiquitous (no limitation of space and time) learning, practical education and free rate when adopting 5G-based education service. These will provide implications to accelerate adoption of and exploitation of 5G for innovating university education.

A Case Study of Digital Media Usage Applied Experiential Elements - Focused on Beauty Brand Marketing - (체험적 요소가 적용된 디지털 미디어 활용 사례 연구 - 뷰티 브랜드 마케팅 중심으로 -)

  • Kim, Ah-rham;Kim, Bo-yeun
    • Journal of Communication Design
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    • v.55
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    • pp.240-249
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    • 2016
  • This study focused on cases about user experience using digital media as a marketing. The recent convergence of various types of media is resulting in new types of content. In a situation where approaching consumers through digital and virtual means is no longer an alternative or an option but a necessity, customers must be influenced and stimulated using various types of digital media. Because modern consumers prefer to participate actively rather than to be passively exposed to information, there is a need to maximize and optimize the consumer's experience using digital media. In this research, consumer experiences that utilized digital media were examined, and these case studies were analyzed from an experiential marketing perspective. How the 5 different types of Experiential Marketing proposed by Bernd Schmitt and Digital medias were combined in the digital marketing campaigns was examined. The case studies analyzed in this research were chosen out of widely popular digital marketing campaigns ran by beauty brands that used various experimental marketing types, such as 'Make-up Genius' of L'Or?al, 'Google Glass Tutorials' of Yves Saint Laurent and 'Digital Runway Bar' of The Burberry Beauty Box. This study classified that case samples into paid media, earned media and owned media based on sense, feel, think, act and relate that are the strategic experiential modules of Bernd Schmitt. This study could be confirmed various customer experience as a sense, feel, think, act and relate through that cases using digital media technology and marketing element of digital media. Through the process of examining which digital media types each marketing campaign utilized and how these types of digital marketing were combined, this research is significant in that it helps for the understanding of the current state of digital marketing and in that it can serve as the foundation for future research of efficient digital marketing.

The Analysis of Consumer Information Posted on Young Casual Brand Web Sites (남녀 영 캐주얼 업체의 웹사이트에 나타난 소비자 정보 분석)

  • Lee Mi-Sook
    • The Research Journal of the Costume Culture
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    • v.13 no.6 s.59
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    • pp.934-945
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    • 2005
  • The purpose of this study was to investigate the content and presentation style of consumer information of Korean young casual apparel brand. To collect the data for this study, the representative 25 casual brand web sites were selected, based on major search engines. In addition, to investigate exact product information, four product categories, knit shirts and casual pants for men and women, were selected and the number of products was limited as maximum 15 products per each category. A coding instrument was developed to capture the consumer information, based on the instrument by Park and Stoel(2002). The Pretest was conducted to gauge inter-coder reliability and the results showed that inter-coder reliability was highly acceptable. The results of this study were as follows. Most casual brand web sites for this study were presented well in brand and customer service information. Especially, many web sites provided various engaging information such as various events(best dresser contest, date with a star, special gift) and useful multimedia file(MP3 music file, screen saver, movie, calender). However, product information was very lack in most web sites. Especially, sizing and fitting information and textile and fabric hand information were rarely provided. Therefore, this result showed that the web sites should provide more specific product information and develop devices to get tactile sensory and experiential information for enhancement of future e-commerce of apparel products.

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Study to increase the utilization of Korean Medical treatment about atopic dermatitis by investigating patients trend on online communities (아토피피부염 온라인 커뮤니티를 통해 본 환자들의 경향과 한의학적 치료이용률을 높이기 위한 방안 연구)

  • Lee, Myung-Ku;Kim, Sang-Hyun;Kim, An-Na;Jang, Hyun-Chul
    • The Journal of Korean Medicine Ophthalmology and Otolaryngology and Dermatology
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    • v.29 no.4
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    • pp.131-141
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    • 2016
  • Objectives : The purpose of this study is to understanding the patients thought of Korean Medical treatment and to suggest an improvement in utilization of Korean Medicine treatment about atopic dermatitis. Methods : We had investigate atopic dermatitis online community by classifying the post by treatment type, feature type of the information and by content to know the patients latest tendency. And then compare the result to understand the patients thought of Korean Medical treatment. Results : Most of the post was experiential information and about 67% of the post was about symptom and treatment. Especially there had lot of interest about there treatment information and self-treatment. By contrast Korean Medical treatment type has lower rate then other type of treatment about symptom and treatment and the information was not specific. This result may influence on utilization of Korean Medical treatment. Conclusions : To solve this problem patients needs easy access to Korean Medical treatment and more information about there treatment.

A Method of Sensory Effect Metadata Generation Based on User Feedback Information (사용자 피드백 정보 기반 실감효과 메타데이터 생성 방법)

  • Kim, Cheol Min;Heo, Yong Soo;Kim, Eun Seok
    • Journal of Korea Multimedia Society
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    • v.21 no.7
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    • pp.802-812
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    • 2018
  • Recently, there are several active and vibrant studies on Realistic Media that try to provide the immersion and the presence by adding sensory effects to video. Because existing sensory effects on Realistic Media are produced through experts and automation programs on sensory effects, there is a limit to fill up the gap of user satisfaction which comes from the diversity of cybernauts. In this paper, we propose a method to improve the satisfaction with sensory effects by collecting and analyzing user's response information, and applying the result to the attributes of sensory effects. The proposed method allows you to produce the Sensory Effect Metadata effectively by analyzing users' biometric data and subjective satisfaction with realistic media experience, measuring the weighted value to revise the effects, and applying to the attribute of sensory effect. The experimental result shows that the proposed method improves the satisfaction with realistic content by generating the revised Sensory Effect Metadata in response to user's experiential feedback information.

A study of drawn-on-film animation technique by digital production method (디지털 제작방식의 필름 채색 (Drawn-on-film) 애니메이션 기법 연구)

  • Lee, Kwang-Hoon
    • Journal of Digital Convergence
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    • v.14 no.8
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    • pp.399-406
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    • 2016
  • Drawn-on-film animation technique is one that neither is actively used nor receives attention in any video content area. This paper means to strengthen animation genre's future direction and aesthetic aspect by seeking to newly discover previous experimental techniques through this paper. Taking into account the details of paper, it was intended to systematize and introduce results and experiential information obtained by researcher from applying drawn-on-film animation techniques in actual educational arena and utilizing these in learning and newly created techniques and the like through this. Production processes were comparatively demonstrated after suggesting an alternative digital production system in this process. And ultimately, a study and proposal was made so as to be helpful in developing the techniques of animation genre.

Pharmacy Students' Experiences and Perceptions of the Use of Learning Portfolio (약학대학 학생들의 학습 포트폴리오에 대한 경험과 인식)

  • Je, Nam Kyung;Lee, Iyn-Hyang
    • Korean Journal of Clinical Pharmacy
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    • v.24 no.2
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    • pp.90-97
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    • 2014
  • Learning portfolio is a collection of evidence that learning has taken place. It has gained its reputation as a useful assessment tool in the education of health professionals. The purpose of this study is to describe the pharmacy students' experiences and perceptions upon the introduction of a learning portfolio into the Introductory Pharmacy Practice Experience course. Methods: Fifty five students from one pharmacy school who used a learning portfolio to document their progress in the IPPE course participated in 16-item questionnaire exploring opinions and experiences of learning portfolio preparation, assessment, and personal and professional development and reflection. Results: Most students agree that a learning portfolio is a valuable tool in promoting self-directed and reflective learning. However most of them (46/55) also feel developing a portfolio is time-consuming, and when compared to their effort, an appropriate reward has not been given. Conclusion: To make the use of learning portfolios successful students should receive clear guidelines on their purpose, content and structure. Also the assessment criteria should be provided before the introduction of learning portfolio and their effort in developing learning portfolio should be rewarded.

Development of a Web-based Education Program for Nurses working in Nursing Homes on Human Rights of Older Adults (노인요양시설 간호사 대상 웹기반 노인인권 교육프로그램 개발)

  • Kim, Ki-Kyong
    • Journal of Korean Academy of Nursing
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    • v.40 no.4
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    • pp.463-472
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    • 2010
  • Purpose: This study was done to develop a web-based education program for nurses working in nursing homes. The focus was on the rights of older adults. Methods: The program was designed based on the Network-Based Instructional System Design (NBISD) model and was operated and evaluated between July 2007 and June 2008. Results: Out of nursing records of 40 residents from a nursing home, the final 7 cases were deducted through classification using the Resource Utilization Group (RUG)-III. The data on needs for education was collected from 28 nurses working in 15 nursing homes located in Seoul and Gyeonggi Province, who agreed to complete a self-report questionnaire. A comprehensive review of the literature and two focus groups interviews were used to search for risk factors and guidelines for protection of human rights. The education program was developed based on Kolb's experiential learning model and composed of 5 units, which included content on types of human rights and rights to death with dignity, elder abuse, physical liberty, and self-determination. The program was positively evaluated showing a score of 3.35 (SD=0.37) out of 4. Conclusion: The educational program developed in this study should promote nurses' sensitivity to the rights of elders and improve nurses' behaviors in protecting the rights of elders residing in nursing homes.

A Study on the Leading Trends in Contemporary Public Design Analyzed in the Context of Main Social & Cultural Paradigms (현대의 사회.문화적 패러다임 변화와 연관된 공공디자인의 신경향 분석에 관한 연구)

  • Lee, Jeongmin
    • Korean Institute of Interior Design Journal
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    • v.21 no.3
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    • pp.76-86
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    • 2012
  • 21st century has different characters from 20th century which was an era of machine and rationality based on the industrial revolution. With the advent of the digital revolution, it became an era of pluralism, culture, and emotion. The digital technology made it possible to connect the whole world together in real time and brought about the entirely new notion of time and space. It also dramatically altered the world view. Now we have a different set of social and cultural values from the past. This paper researched the influences of these social and cultural changes on public designs. The leading trends of public designs were analyzed and the successful cases were studied. The main research methodologies were the document review and the instrumental case study. The major social & cultural paradigms of a present era were classified as 'pluralism', 'digital & information revolution', 'human-centered value (against machine-centered value of 20th century)', and 'organic world view'. Each of the classified paradigms was analyzed more to find out the influences on the various trends of public designs. 'Pluralism' has influence on 'experiential public design', 'community art', and 'public design of local values'. 'Digital & information revolution' has influence on 'content-centered public design', 'smart public design', 'immaterial public design', and 'performance in public design'. 'Human-centered value' has influence on 'universal design approach in public design', and 'emotional public design'. 'Organic world view' has influence on 'sustainable public design', and 'ecological public design'.

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Cross-covariance 3D Coordinate Estimation Method for Virtual Space Movement Platform (가상공간 이동플랫폼을 위한 교차 공분산 3D 좌표 추정 방법)

  • Jung, HaHyoung;Park, Jinha;Kim, Min Kyoung;Chang, Min Hyuk
    • Journal of Korea Society of Industrial Information Systems
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    • v.25 no.5
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    • pp.41-48
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    • 2020
  • Recently, as the demand for the mobile platform market in the virtual/augmented/mixed reality field is increasing, experiential content that gives users a real-world felt through a virtual environment is drawing attention. In this paper, as a method of tracking a tracker for user location estimation in a virtual space movement platform for motion capture of trainees, we present a method of estimating 3D coordinates of the 3D cross covariance through the coordinates of the markers projected on the image. In addition, the validity of the proposed algorithm is verified through rigid body tracking experiments.