• Title/Summary/Keyword: 몰입경험이론

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Effects of whole body movements in using virtual reality headsets on visually induced motion sickness (전신 움직임을 요구하는 컨트롤러가 가상현실 디바이스에서 시지각과 가상현실 멀미에 끼치는 영향)

  • Kim, Sung-ho;Shin, Dong-Hee
    • Journal of Digital Contents Society
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    • v.18 no.2
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    • pp.283-291
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    • 2017
  • Though new body movement based input system immerged in Virtual Reality (VR), VR still has a visually induced motion sickness (VIMS) problem to be accepted for users. VIMS are caused by changes in visually perceived movement that discord with vestibular system's sense of movement. Not only Head-body movements, but also hand gestures to make commands and torso movement can affect visual movement perception by enhancing immersion and its psychological product; presence. The question arises does whole body movement and hand gesture to make commands are more dominant to arousal, presence, and VIMS? To address this question, we conducted "2 (IV1; head-body movements only vs. whole body movements) * 1" between subject design experiment. The results showed that significant effect on whole body movements and arousal, marginally significant effect on presence. Eyewear usage was a moderator between hand gesture and presence relationship.

The Relationship Between, Situational Factors, Psychological Empowerment and Employee's Attitudes (조직상황 특성, 심리적 임파워먼트 및 구성원 태도간의 관계)

  • Kim, Sung-Nam;Lee, Kyu-Man
    • Management & Information Systems Review
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    • v.30 no.4
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    • pp.93-115
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    • 2011
  • To date, the majority of research on empowerment has focussed on the individual job incumbent's psychological experience of empowerment and linking this with various work-related outcomes. However, a model that focuses on individual subjective reactions is at best incomplete if it does not include an examination of the contextual factors that shape those perceptions. Therefore, the purpose of this study is to examine the relationships among situational factors, psychological empowerment and employee's attitudes. The data were collected by questionnaire from a sample of 525 employees who were working at business organizations in Kangwon area. Results indicated that organizational characteristics such as access to information, LMX, and participative climate were positively related to an employee's psychological empowerment. Psychological empowerment was positively related to an employee's job attitudes such as organizational commitment and innovative behavior. Finally, theoretical and practical implications from the results were discussed.

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A Structural Analysis of Learner on Adult Female Learners' Learning Outcome (성인여성학습자의 학습성과에 대한 구조분석)

  • Jang, Eun Sook
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.3
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    • pp.364-372
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    • 2016
  • This study examined the multi-phrased effects and outcomes of adult female learners who participated in lifelong learning activities, as well as the proposed structural relationships among the five latent variables. Questions established to achieve the purpose of the study are as follow: What effects do the learner's characteristics, lifelong education institutions, learning flow, and learning satisfaction have on the learning come? The participants of the survey numbered 632, but 54 respondents who were unreliable or did not complete their survey were excluded. A total of 578 cases were analyzed for this research. The structural relationships among the five latent variables-learner's characteristics, lifelong education institutions, learning flow and learning satisfaction, and learning outcome of the adult female learners-AMOS 18.0 program were also used for structural analysis. The major findings of this research are as follows. First, the model fitness showed that the hypothetical model provided a reasonable fit to the data ${\chi}^2=224.267$ (df=69, p<.001), RMSEA=.062, TLI=.943, RFI=.920, CFI=.957, IFI=.957, NFI=.939. Second, the learner's characteristics ( =.218, p<.001) and lifelong education institutions ( =.301, p<.001) have a direct effect on the learning outcomes. The learning flow ( =-.149 p=.541) does not have a direct effect on the learning outcome. Learning satisfaction ( =.405 p<.001) have a direct effect on the learning outcome. To put findings above together, in respect to adult female learners' performances, the learning outcomes are influenced directly by the learner characteristics, conditions of the lifelong education institutions, and learning satisfaction, whereas satisfaction indirectly affects the learners' learning outcome.

Virtual Reality based Total Station Training Content Development (가상현실 기반 토탈스테이션 훈련 콘텐츠 개발)

  • Im, Tami;Kim, Sang-Youn
    • Journal of Digital Contents Society
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    • v.18 no.4
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    • pp.631-639
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    • 2017
  • Development and implementation of virtual training contents has been increasing along with the emphasis on the experience and practice in engineering education. Virtual training makes repeatable sessions possible within safe learning environment which is very similar with real work place. This feature is very helpful to learners when they manipulate real machines back at work after studying with the virtual training content. The purpose of this study is to develop "Total Station and GPSS surveying" virtual training content focusing on both theory and surveying practice within various circumstances and to explore learners experience. Results show high interest, immersion, perceived learning effectiveness, and satisfaction to the content.

Studying Women's Experiences with Art Therapy Kits in the 2030s through Focus Group Interviews (포커스 그룹 인터뷰를 통한 2030대 여성의미술치료 키트 참여 경험 연구)

  • Kim, Bohyun;Park, Boram
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.275-290
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    • 2023
  • We aimed to revise and supplement the art therapy kit based on the findings of a review of women's experiences participating in the art therapy kit in the 2030s. After women in their 2030s experienced the developed art therapy kit for one month, we organized two homogeneous groups of 8 art psychotherapy majors and 5 non-majors to collect data through focus group interviews and analyzed them using grounded theory methods. In the end, 100 converted meaning units, 16 subcomponents, and 5 components were derived. There is a lack of research on the development and experience of art or art therapy-based kits in Korea, so it is important for us to provide basic data on the experience of art therapy kits. In addition, the study participants experienced insights into themselves and their emotions based on the accumulated art therapy kit outputs through immersion in emotion exploration and recognition, and these experiences led to the participants' recognition of the need and value of developing art therapy kits. The individual and unique outcomes of the art therapy kits became evidence of self-awareness, confirming the therapeutic effectiveness of art therapy kits as a tool for emotion exploration and recognition and for emotional change and resolution.

The Effect of the Equity of the Objective Performance on the Cognitive Performance and the Behavioral Intention (객관적 성과의 형평성이 인지적 성과 및 게임 이용 행동 의도에 미치는 영향)

  • Choi, Dong-Seong;Choi, Bo-Reum;Lee, In-Seong;Kim, Jin-Woo
    • Journal of Korea Game Society
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    • v.7 no.2
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    • pp.1-10
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    • 2007
  • Many game designers suggested that if players got many objective performance, they could have a fun experience while playing the MMORPG. Does a quantity of objective performance lead to player's fun experience in the MMORPG? According to the Equity Theory, the reason of players getting fun experience is not only that players get reasonable objective performances as many as efforts of theirs but also that amount of their objective performances were same as others. This study analysed that the equity of objective performances would have an effect on the player's fun experience. The results were that the equity of objective performances produced an effect on the players' behavioral intention, flow experience, and cognitive performance. Hence if game designers want that players are interested in the online game playing, they have to support the equity of objective performance to players.

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A Study of Employee engagement on Hexagon Leadership (핵사곤 리더십이 종업원 인게이지먼트에 미치는 영향)

  • Kim, Jinwook;Chang, Youngchul;Jee, Cheoulgyu
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.14 no.4
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    • pp.1699-1708
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    • 2013
  • A Korean Retail Company 'Homeplus' has accomplished great growth in a short period. The main factor behind it, which is Hexagon leadership, is based on the manager's experience and management philosophy. It focuses on leaders and the ability to build basic traits of leaders. The main points are organization managing foundations such as people, work, performance, management, facilitation, training and growth. It also includes specific analysis that are applicable right away on success, failure, efficiency and effectiveness of management. The important factor for hexagon leadership is that it focuses on traits of leaders than the skills. Through training, the members of the organization can internalize the six fundamentals, which create a synergy when performed together. Positive results can be found from 'Viewpoint', which is the evaluation method of the Homeplus.

How to use Board Games in the Early Childhood Education Field - Based on the 2019 Revised Nuri-curriculum (개정 누리과정에 기초한 유아교육현장의 보드게임 활용 가능성)

  • Kim, Tae-Yeon
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.5
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    • pp.147-158
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    • 2020
  • The aims of this study were to examine the grounds for the appropriateness of board games in daycare centers and kindergartens based on the child-centered, play-centerd activities of revised Nuri-curriculum and provide basic resources by the case studies of board game activities in each area of the Nuri-curriculum. For these aims, it suggested the rationale of board game use in early childhood education field: first, the value as an activity with concrete objects based on developmentally appropriate practice (DAP), second, children's voluntary participation and immersion due to the competition and rewards in gamification, third, integrated experience across all areas of the Nuri-curriculum. Also, it provided various samples of the integrated board game activities for children, and reviewed the precaution, pros and cons that emerged during the play. This study discussed the possibility and direction of board game activities in early childhood education and provided implications for organizing board game activities in the education field and developing new board game contents.

Abusive Game Deisgn and Introspect Game play through Goffman's frame analysis (프레임 분석을 통한 불쾌한 게임 디자인(Abusive Game Design)과 반성적 게임플레이)

  • Ganbold, Uyanga;Yu, Hui-Beom;Sung, Jung-Hwan
    • Journal of Korea Game Society
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    • v.17 no.5
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    • pp.51-60
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    • 2017
  • The interrelation between abusive game designers and players are revealed and considered as one of the game arts by Miguel Sicart. This study is based on the frame analysis of Ervin Goffman. The player centered game design, in the case of a digital game, is penetrated into the frame, and player's experience and game frame at the same level can be assumed as positive down-keying. Conversely, confusion of the game is experienced by the players and perceptions about the games are required. The term of Miguel Sicart, generated the abusive game design in the view of the game art, considers both common game and design of the game, respectively. Nevertheless, the abusive game design refreshes the reflections of players in a game and presents possibilities of bridging the designs of standard games through the techniques and devices.

Effects of Exposure to Internet Phonography on Sexual Assault and Prostitution of Adolescents (청소년의 인터넷음란물 접촉정도가 성폭력과 성매매에 미치는 영향)

  • Hong, Hong-Sun;Nam, Mi-Ae
    • Journal of the Korean Society of Child Welfare
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    • no.40
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    • pp.9-39
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    • 2012
  • The study aims to examine how exposure to phonography on the internet affects adolescents' behaviour toward sexual assault and the sex trade industry based on the social learning theory. A nationwide survey was conducted on adolescents between the ages of 14 to 19. Responses from a total of 2,829 adolescents were obtained and utilized in the analysis. The analytic findings showed that Korean adolescents are heavily exposed to phonography on the internet. Students use the internet to search for pornographic web sites, and they periodically look for updated materials. The study showed that between 1.8% to 16.5% of adolescents, who were exposed to or watched pornographic materials, committed sexual assault and were guilty of sexually harassing others. 3.5%(95) of those who were surveyed experienced sex trade. Internet chat rooms are considered to be a contributing factor. The results show that adolescents who were exposed to phonography are more prone to committing the acts of sexual assault and sexual harrassment, and tend to be more influenced toward sexual violence.