• Title/Summary/Keyword: cultural experience

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A Study on Factors Affecting Cultural Competency of General Hospital Nurses (종합병원 간호사의 문화적 역량수준과 영향요인)

  • Chae, Duck-Hee;Park, Yun-Hee;Kang, Kyeong-Hwa;Lee, Tae-Hwa
    • Journal of Korean Academy of Nursing Administration
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    • v.18 no.1
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    • pp.76-86
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    • 2012
  • Purpose: As Korea has been rapidly transformed to be a multicultural society, it becomes essential for nurses to develop cultural competency. The purpose of this descriptive study was to assess the cultural competency level of general hospital nurses and to examine its contributing factors adopting ecological model. Method: A convenience sample of 327 nurses from six general hospitals in Seoul metropolitan area was recruited between November 14 to 28, 2011. Cultural competency was measured using the Korean version of the Caffrey Cultural Competence in Healthcare Scale (CCCHS) and Cultural Competence Assessment(CCA). Hierarchical multiple regression analysis was performed to assess the influence of intrapersonal, cultural-experience, and organizational factors on cultural competency. Results: Mean cultural competency in this study was 2.57(${\pm}0.43$). Cultural competency was associated with job position (p=.044) at the intrapersonal level. At the cultural experience level, foreign language classes experience (p=.005), fluency in a foreign language (p=.000), experience of working with foreign health care professionals (p=.000) were associated cultural competency. At the organizational level, training program (p=.000), job description (p=.002), health education materials (p=.016), insufficient job control (p=.000), and interpersonal conflicts (p=.011) showed significant difference. Foreign language class experience, foreign language fluency, experience of working with foreign health care professionals, and job control were the most consistent predictors of cultural competence and explained 20.4% of the total variance in the proposed ecological model. Conclusions: The findings suggest that to enhance cultural competency in general hospital nurses, cultural experience and organizational factors need to be more fully considered than intrapersonal factors.

A Study on the User Experience of the Complex Cultural Space -Focused on Starfield Library and ARC.N.BOOK- (복합문화공간의 사용자 경험 연구 -별마당도서관과 아크앤북을 중심으로-)

  • Jeong, Su-Hyun;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.17 no.9
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    • pp.367-373
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    • 2019
  • In modern society, with the changing lifestyle, demand for complex cultural spaces is rising and various cultural spaces are emerging. However, user-centered cultural space research has not yet been shown. In order to find out whether various cultural experience functions and user experience types of complex cultural spaces are being delivered properly, this study compared and analyzed the representative cultural spaces of Korea, 'Starfield Library' and 'ARC.N.BOOK'. User experience analysis tools and individual in-depth interviews were used as research methods. As a result, both spaces responded that commercial space and brand library were out of harmony and that the use of services in complex cultural spaces was inconvenient. This is interpreted as the result of the need for improvement measures in the value and usability of experience provided by the current complex cultural space and is expected to help develop the complex cultural space in the future.

A Study on Development Process of Experience Program in 'Recreating Cultural and Traditional Village' - Focusing on Development Process of Experience Program in '2005 Andong Gunjamaul Recreating Cultural and Traditional Village' - (문화.역사마을가꾸기 체험프로그램 개발방법에 관한 연구 -2005 안동 군자마을 문화.역사마을가꾸기 체험프로그램 개발과정을 중심으로-)

  • Shin, Joong-Jin;Kim, Chi-Kyung
    • Journal of architectural history
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    • v.15 no.4
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    • pp.7-22
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    • 2006
  • The purpose of this study is proposing a method of developing experience program for organizing continuous 'Recreating Cultural and Traditional Village'. Therefore, with having purpose of developing experience program which is deeply related with residents organization and architecture in the village, the researcher has participated in '2005 An-dong Gunjamaul Recreating Cultural and Traditional Village', accomplished developing experience program which can continuously manageable by residents and space and facilities which are accompanied with program. The results of this research are as follows. The developing process of experience program has four phases, selecting program, planning program, growing and changing program, and practicing and firmly establishing program. Moreover, the relationships between space planning and setting up a resident's organization and the experience program need to be considered. The things that experts have to consider are come up with three subjects. First, planning experience program with citizen participation. Second, designing experience program with spaces which will contain the programs. Third, developing programs which are accompanied with rediscover village's resources through continuous feedback.

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An Integrated Model for Investigating the Impacts of Telepresence on Cultural Heritage Attachment in Virtual Museum

  • Hong, Kyung-Wan;Kim, Hyeon-Cheol
    • International journal of advanced smart convergence
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    • v.11 no.2
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    • pp.44-52
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    • 2022
  • The purpose of our study is to examine the influence of telepresence on cultural heritage attachment in the context of virtual museum. We determined the effect of telepresence on visitors' aesthetic and educational experiences and how these experiences affect visitors' perceptions of virtual museum service value. Moreover, we investigate the effect of perceived virtual museum service value on museum attachment and cultural heritage attachment. A total of 143 visitors were sampled through an online survey focusing on Chinese virtual museum visitors. The results show that all the paths presented significant effects. Additionally, it was found that telepresence indirectly influences cultural heritage attachment through education experience and perceived virtual museum value. The theoretical and practical implications are also provided. An important implication is that online virtual museum is essential to raise visitors' education experience and their cultural heritage attachment. Thus, virtual museum should take initiative to enhance virtual reality to ensure traditional culture education and formation their cultural heritage attachment.

A study of relations between a teacher's nursery efficacy and multi-cultural nursery efficacy (교사의 보육효능감과 다문화 보육효능감과의 관련성에 관한 연구)

  • Hyun, Jung-Hwan
    • Journal of Fisheries and Marine Sciences Education
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    • v.23 no.1
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    • pp.56-66
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    • 2011
  • The purpose of this study is in analyzing factors related to a teacher's nursery efficacy. In order to achieve its purpose, a study includes investigation about levels of 748 teachers' interest and knowledge in a child nursery from multi-cultural families, teachers' efforts for understanding the children from multi-cultural families, availability of experience with a child care from multi-cultural families, a teacher's multi-cultural nursery efficacy and general nursery efficacy. As a result of investigation, a study found out that 4 factors (interest, knowledge, efforts, and experience) are related to nursery efficacy and the fact that a teacher's general nursery efficacy is highly associated with multi-cultural nursery efficacy. For this result, providing information about a child care from multi-cultural families and supporting general nursery efficacy play a critical role in supporting teachers' competency about a child care from multi-cultural families.

Research on the Interactive Experience Design of Museum Cultural Product Customization Platform -Focusing on Shenyang Palace Museum (박물관 문화상품을 위한 플랫폼의 상호경험디자인에 대한연구 -선양고궁박물관을 중심으로)

  • Ren, Shilei;Pan, Younghwan
    • Journal of the Korea Convergence Society
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    • v.13 no.2
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    • pp.185-200
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    • 2022
  • The innovative development of museum cultural products is an important way for museums to play the function of cultural communication with their collections. In the context of consumer upgrading, traditional cultural product design and sales methods gradually fail to meet the diverse needs of consumers. This study aims to propose the construction of a customized interactive experience platform for museum cultural products, promote the development of museum cultural products, and facilitate the inheritance and preservation of museum culture. The research methodology analyzes the model and characteristics of existing cultural product customization platforms by collating existing literature studies, and distributes 159 questionnaires to investigate the needs of cultural product consumers, and finally combines the customization experience with existing e-tailing platform systems according to user needs, proposes a theoretical framework and conducts design practice and usability testing using the Shenyang Palace Museum as an example. The findings show that users have a high acceptance of the customized platform for cultural products and that the design of the customized platform can be used to promote the dissemination of the cultural connotations of museums, optimize the personalized user experience of cultural products, and provide new ideas for the development, design, and retailing of museum cultural products. Based on the above findings, this paper suggests that museums' cultural product development can utilize the design model of customized platforms to further enhance consumers' personalized service experience.

A Study on the Use of Cultural Programs Centered around Space Marketing - Focused on the Space production of art/gallery cafe - (공간마케팅의 관점에서 본 문화프로그램 활용의 특성에 관한 연구 - 아트/갤러리 카페 공간연출을 중심으로 -)

  • Park, Su-Kyoung;Moon, Jeong-Min
    • Korean Institute of Interior Design Journal
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    • v.20 no.2
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    • pp.94-101
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    • 2011
  • As the existing paradigm of consumption has changed, companies have been actively engaged in targeting culture-oriented emotion, creating added values through appealing to customers' emotion and improving the values of culture and art. Each company has created differentiated space and inner space to lead trends, and has provided space for various experiences as an innovative marketing area to attract customers and promote consumption. In this aspect, we should focus on space marketing which considers cultural background or emotion as a main target Therefore, this study selected a cultural program as a strategic means to identify space marketing in terms of experience. The study speculated marketing in terms of space experience and analysed space for cultural programs with differentiated experiences in order to use the results as basic data for identifying the marketing values of the cultural programs and their uses. The results of the study are presented as follows: when space experience is a factor of marketing and the cultural program is a tactic in terms of marketing, their specific relations are speculated through a certain module. The order of using the cultural program for space experience, features of space representation and tactics for experience were different and the strategies evoked very complicated and mixed experiences.

The Impact on Attitude-Change of Experience Programmes at Cultural Heritage Sites (문화유산 관광지 프로그램의 체험성이 방문객 태도변화에 미치는 영향)

  • Yun, Ja-Yon;Youn, Seung-Ho;Um, Seo-Ho
    • Korean Journal of Heritage: History & Science
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    • v.48 no.3
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    • pp.120-137
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    • 2015
  • This study aims to understand the ways in which experience programmes affect visitors' attitude at cultural heritage sites. Through a literature review, this study constructed measurement scales that specifically measure experience at the cultural heritage sites. Afterwards, this study measured visitors' experience, satisfaction, and attitude at cultural heritage sites. This study found that visitors experience fun, authenticity, leaning, and a sense of escaping/togetherness through the experience programmes. Second, authenticity, fun and learning influence their satisfaction in terms of their visit, whereas a sense of escaping/togetherness does not link to their satisfaction. Third, visitors' satisfaction is the key determinant in changing their attitude. Fun is the key determinant that directly influence visitors' attitude change, whereas authenticity is the key determinant that indirectly influence visitors' attitude change.

A Study on the Positioning Strategy of Wood Cultural Experience Center

  • Kyungrok WON;Jinwoong BYEON;Dowoong YOON;Jonghye PARK;Hanmin PARK;Heeseop BYEON
    • Journal of the Korean Wood Science and Technology
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    • v.52 no.2
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    • pp.175-190
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    • 2024
  • The increase in atmospheric carbon dioxide concentrations is known to be closely associated with climate change and global warming. In this sense, considering that facilities for appropriate education and experience on wood, which is a carbon pool, have been required, this study targets the Wood Cultural Experience Centers, which are in current operation, examines and evaluates their operation status and policy changes, and ultimately derives a successful positioning plan. To this end, it conducts a survey, and the results are as follows. First, as a result of the similarity analysis (KYST: Kruskal-Young-Shepard-Torgerson program) with facilities with leisure activities and educational functions, the Wood Cultural Experience Center have competition with natural recreation forests in terms of naturalness, and it has competition with the career experience center and youth training center in terms of experiential observation. Second, the result of positioning analysis of the attribute space map indicates that the Wood Cultural Experience Center is positively perceived in terms of such attributes as naturalness, experiential learning or recreation, and preservation of natural environment, but is negatively recognized in terms of accessibility, escape from daily life, and things to see.

A Research On Optimizing The User Experience Of Intangible Cultural Heritage App (무형문화유산 앱 사용자 경험 최적화에 관한 연구)

  • Mao, Pingting.;Cho, Dongming.
    • Journal of Korea Multimedia Society
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    • v.25 no.2
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    • pp.398-410
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    • 2022
  • The applications of intangible cultural heritage in China have encountered development bottlenecks due to poor user experience. In this paper, we begin to study the reasons why the user experience is not good, and to study design methods that enhance the user experience through the theory of five-factor model. Through literature study and comparative study of contestants, this paper investigates the advantages and disadvantages of their interaction design and summarizes the common problems. Next, a survey of these user populations will be conducted to find some design elements that affect the user experience. Finally, through empirical research, the design elements are incorporated into the theory of user experience modeling and case studies demonstrate that the application of the design elements is beneficial to improving the user experience.