• Title/Summary/Keyword: 몰입경험

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An Analysis of the Structural Relationship Among Family Resilience, Self-Determination and Commitment to Career Choice (가족탄력성, 자기결정성, 진로결정 몰입의 구조적 관계 분석)

  • Lee, Ji-Hye;Lee, Jae-Shin;Lyu, Jin-Suk
    • Journal of Korean Home Economics Education Association
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    • v.23 no.4
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    • pp.19-34
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    • 2011
  • The purpose of this study were to investigate relations among family resilience, self-determination(autonomy, perceived competence, relatedness) and commitment to career choice and to examine the meditating effects of self-determination(autonomy, perceived competence, relatedness) in the process by which family resilience affected commitment to career choice. Subjects of the study were 277 college students in the Chungbuk and Kyungpook province. AMOS 7.0 was employed to analyze the data. The results were as follows: First, college students' family resilience had a direct impact on college students' self-determination(autonomy, perceived competence, relatedness) and commitment to career choice. Second, students' self-determination(autonomy, perceived competence, relatedness) had a direct impact on students' commitment to career choice. Third, it was found students' self-determination(autonomy, perceived competence, relatedness) was a meditating factor in the relationship between students' family resilience, and commitment to career choice.

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A Study on the Factors Determining Experience of Flow in Mobile Social Network Games (모바일 소셜 네트워크 게임의 몰입 요인에 관한 연구)

  • Kim, Seul-Yi;Chung, Yongkuk;Chen, Meicen
    • Journal of Korea Game Society
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    • v.13 no.3
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    • pp.55-68
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    • 2013
  • This study examined the factors determining experience of flow in mobile social network games. Built upon the literature on flow experience in the Internet and online games, this study classified the determining factors into three categories. The first category is the content factor which includes graphic design, challenge, and incentive; the second is the device factor including ease of access and ease of control; the third is the social factor including social interaction and community activities. A correlation analysis was conducted to examine the association between each of the seven determining factors and flow experience. Additionally, a hierarchical regression analysis was performed to evaluate which of the selected factors would exert a relatively strong influence on experience of flow. Both analyses reached the same conclusions as follows: Graphic design, incentive, and community activities increase flow experience while challenge and ease of control exert little influence on flow experience. In addition, graphic design was the most influential element in determining flow experience, followed by community activities and incentive, respectively.

The Effect of a Programming WBI Based on the Flow Theory on Flow Level and Academic Achievement (몰입이론을 적용한 프로그래밍 WBI가 학습자의 몰입수준과 학업성취도에 미치는 영향)

  • Chae, Yu-Mi;Cho, Seong-Hwan;Kim, Seong-Sik
    • The Journal of Korean Association of Computer Education
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    • v.12 no.1
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    • pp.15-22
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    • 2009
  • Computer programming language learning has an educational effect on improving the high level abilities such as a logical thinking ability and a problem solving ability as well as on understanding a computer working process through the process of programming and debugging tasks. In this study, the Flow Theory is applied for the students to have inner learning motive and continue their learning in the programming language learning. For this, we developed teaching-learning strategies applied by Flow elements, and designed to the WBI. We also applied to the actual teaching-learning field designed WBI and verified the effects on the changes in the learner's Flow level and academic achievement. The result of verification, WBI learning applied by Flow Theory is effective on improving Flow level, making the students have the learning goal and spirit of challenging, forming feedbacks. Also Flow experiences have effect on improving academic achievement(programming ability) through the positive effects on the results of the learning.

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The Effects of the Acculturation Stress and Job Satisfaction on Organizational Commitment among dispatched hospital-workers in United Arab Emirates (해외파견 병원근로자의 문화적응 스트레스와 직무만족이 조직몰입에 미치는 영향 -아랍에미리트 중심으로-)

  • Yun, Yeon-Seo
    • Journal of the Korea Convergence Society
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    • v.12 no.4
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    • pp.337-347
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    • 2021
  • This study was examined the impact of acculturation stress and job satisfaction on the organizational commitment among dispatched hospital-workers in UAE. Data were collected with a convenience sample of 107 from March 1 to August 30, 2016. Analysis was conducted using t-test, ANOVA, Spearman rank-order correlation coefficient and Hierarchical regression analysis. The results of the study showed that first, the lower the acculturation stress, the higher the job satisfaction and organizational commitment, and the higher the job satisfaction, the higher the organizational commitment. Second, job satisfaction was significant to predict the level of organizational commitment among dispatched hospital-workers in UAE. Therefore, it is important not only to enhance the job satisfaction but also to reduce the acculturation stress before dispatch in order to improve the organizational commitment of dispatched hospital-workers, and various programs need to be developed for such education.

A Development of Extreme Escape Game using Virtual Reality (가상현실을 이용한 도망치기 게임 개발)

  • Kang, Myung Whan;Lee, Jai Kun;Lee, Han Gul;Kim, Han;Kang, Min Shik
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.10a
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    • pp.557-558
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    • 2014
  • ICT 기술발전으로 웨어러블 디바이스(wearable device)와 증강현실(augmented reality: AR) 및 가상현실(virtual reality: VR)등은 차세대 게임 산업에 새로운 재미와 가치를 부여할 기술로 주목받고 있다. 특히 가상현실 기술은 컴퓨터 시뮬레이션으로 창출된 3차원 가상공간으로 사용자가 현실 세계에서는 직접 경험하지 못하는 상황을 간접 체험할 수 있어 실재감과 몰입감을 경험하게 한다. 게임에서의 몰입과 실재감은 게임이용과 만족도에 큰 영향을 미치는 것으로 연구되고 있다. 따라서 본 논문에서는 가상현실을 이용하여 유저와 상호작용하고, 사용자에게 현실과 유사한 긴장감을 줄 수 있는 극한 도망 게임을 개발하였다.

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Development, limitations, and prospects of digital equipment for immersing realistic content (실감형 콘텐츠 몰입을 위한 디지털 장비 개발과 한계 및 전망)

  • Jung, Yu Seul;Woo, So hyeon;Jeon, Hae Joo;Han, Jeong Won
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.10a
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    • pp.502-504
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    • 2022
  • Find out what kinds of equipment development and types of realistic content, which maximizes human five senses to provide a similar experience, and find out the growth potential of the realistic content industry and how to experience the perfect immersion experience. And study which method is the best development.

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Effect of Job Fit and Organizational Justice on Job Commitment of Social Enterprise: Moderating Effect of Emotional Leadership (사회적기업의 직무 적합성과 조직 공정성이 직무 몰입에 미치는 영향: 감성적 리더십의 조절효과)

  • Lee, Eun-Hee;Ha, Kyu-Soo
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.17 no.4
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    • pp.205-218
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    • 2022
  • A social enterprise is an enterprise that pursues a social purpose with financial resources obtained through its own profit-making activities.. In a rapidly changing market environment, it is becoming increasingly difficult for social enterprises to maintain sustainability. Due to the poor and limited resources of social enterprises, the core competency of human resources is the most important point. In order for social enterprises to maintain their sustainability, it is very urgent to create conditions so that workers can stably commit themselves in their work. Therefore, this study tried to increase the sustainability of social enterprises by empirically analyzing the factors that affect job commitment among workers of social enterprises. As factors affecting job commitment, job fit and organizational justice factors were derived. In addition, the moderating effect of emotional leadership was also analyzed in the relationship between them. For this, a questionnaire survey was conducted on employees of social enterprises and 260 valid samples were used for the analysis. The empirical analysis results were as follows. Job knowledge, job skill, job experience, job desire as sub-factors of job fit, and distributive justice, procedural justice, which were sub-factors of organizational justice, had a significant positive (+) effect on job commitment. The impact of influence was in the order of procedural justice, job experience, job desire, distributive justice, job skill, and job knowledge. On the other hand, the significance of interactional justice was not tested. Emotional leadership was analyzed to play a moderating role between job knowledge, job skill, job desire, distributive justice, procedural justice and job commitment. However, moderating effect were not tested between job experience, interactional justice and job commitment. The results of this empirical study expanded the scope of existing job-related studies by empirically analyzing the factors affecting job commitment within the category of social enterprises at the academic level. At the psychological level, job experience was found to be one of the most important factors among various influencing factors. Significant implications necessary for future training for workers and implementation of various systems were presented.

A Study on the Effect of Brand Image, Trust, Commitment and Brand Loyalty on Capital Area and Non Capital Area Coffee Shop - Focusing on Mediating Effect of Trust and Commitment - (수도권과 수도권이외 지역 커피전문점의 브랜드이미지와 브랜드충성도 간 신뢰와 관계몰입의 매개효과에 관한 연구)

  • Kang, Byong-Nam;Moon, Sung-Sik
    • Culinary science and hospitality research
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    • v.18 no.1
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    • pp.182-198
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    • 2012
  • The purpose of this study is to examine the mediating role of trust and relational commitment on capital area and non capital area coffee shop. In order to meet its purpose, we surveyed 264 customers who visited coffee shop in capital area and non capital area. The results are as follows: First, trust was played a mediator role between a brand image and relational commitment. Second, Relational commitment was played a mediating role between trust and brand loyalty. Third, Trust and relational commitment was played a mediator role between brand image and brand loyalty.

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Exploring the Immersion Degree Difference Between 3D and 2D: Focus on Action-Adventure Game (2D영상과 3D 입체영상에서의 액션 어드벤처 게임 몰입도 비교)

  • Kwon, Hyeog-In;Rhee, Hyun-Jung;Park, Jin-Wan
    • The Journal of the Korea Contents Association
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    • v.11 no.1
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    • pp.157-164
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    • 2011
  • Since the movie "Avatar" made world-widely a big success, people's interest to 3D stereoscopic vision has been increasing explosively. However, it is hard to predict that for how long this tremendous attention to 3D stereoscopic would last; consumers have accumulated experience and predominant consciousness from social and cultural environmental various factors. This paper, we will try to see how people interact with 3D stereo through the empirical study. Using Jannett (2009)'s immersion questionnaire, we will measure how different people get immersed while playing game in 3D stereoscopic and 2D.

A Study on Convergence Step Sequence through Virtual Reality (가상현실을 통한 융복합 스텝시켄서(Step Squencer) 연구)

  • Oh, Seung-Hwan
    • Journal of Digital Convergence
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    • v.16 no.11
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    • pp.487-493
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    • 2018
  • In recent years, various virtual reality contents have been explosively developed, and the 'chance operation' in previous studies was mentioned. This study tries to implement the Step Sequencer in the virtual reality. Through the theoretical background analysis and case studies of virtual reality, three major experiential values such as Value of Overcoming Constraints, Value of Strengthening Experience, and Value of Creating New Experience were induced. A convergencestep sequencer with the presence and immersion elements was developed and presented so that the music contents divided into 4 areas can be understood easily controlled more conveniently while keeping the identity of the step sequencer. It is expected that various convergence VR contentscan be developed in the future studies.